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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.248 by root, Mon Jul 14 23:47:06 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <skills.h>
35#include <loader.h> 30#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
41 37
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 38objectvec objects;
39activevec actives;
40
41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 46};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 52};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 58};
51int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 64};
55 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
139
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 141static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
59{ 143{
60 key_value *wants_field;
61
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
65 */ 147 */
66 148
67 /* For each field in wants, */ 149 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
69 { 151 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 152 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 153
91 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 155 return true;
93} 156}
94 157
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 159static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 161{
99 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
101 */ 164 */
102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
103} 167}
104 168
105/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
106 * they can be merged together. 170 * they can be merged together.
107 * 171 *
108 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
111 * 175 *
112 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
113 * 177 *
114 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
115 * check weight 179 * check weight
116 */ 180 */
117
118bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
119{ 182{
120 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
122 return 0; 189 return 0;
123 190
124 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
125 return 0; 197 return 0;
126 198
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 203 * flags lose any meaning.
139 */ 204 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 207
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 210
146 211 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
168 (ob1->client_type != ob2->client_type) || 223 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 224 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 225 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 226 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 227 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 228 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 229 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 230 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 236 return 0;
178 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
179 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
181 */ 248 */
182 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
183 { 250 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 251 if (!(ob1->inv && ob2->inv))
190 return 0; 252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
191 259
192 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 261 * if it is valid.
194 */ 262 */
195 } 263 }
203 271
204 /* Note sure why the following is the case - either the object has to 272 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 273 * be animated or have a very low speed. Is this an attempted monster
206 * check? 274 * check?
207 */ 275 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 277 return 0;
210 278
211 switch (ob1->type) 279 switch (ob1->type)
212 { 280 {
213 case SCROLL: 281 case SCROLL:
214 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
215 return 0; 283 return 0;
216 break; 284 break;
217 } 285 }
218 286
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
220 { 288 {
221 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
224 return 0; 294 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 295 }
228 296
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
231 { 298 {
232 ob1->optimise (); 299 ob1->optimise ();
233 ob2->optimise (); 300 ob2->optimise ();
234 301
235 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
236 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
237 } 316 }
238 317
239 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
240 return 1; 319 return 1;
241} 320}
242 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
243/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
244 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
247 */ 399 */
248long 400void
249sum_weight (object *op) 401object::update_weight ()
250{ 402{
251 long sum; 403 sint32 sum = 0;
252 object *inv;
253 404
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
255 { 406 {
256 if (inv->inv) 407 if (op->inv)
257 sum_weight (inv); 408 op->update_weight ();
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
259 } 416 {
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum; 417 carrying = sum;
264 return sum;
265}
266 418
267/** 419 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 420 if (pl != this) // player is handled lazily
269 */ 421 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 422 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 423}
349 424
350/* 425/*
351 * Dumps an object. Returns output in the static global errmsg array. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 427 */
353 428char *
354void
355dump_object (object *op) 429dump_object (object *op)
356{ 430{
357 if (op == NULL) 431 if (!op)
358 { 432 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 433
366void 434 object_freezer freezer;
367dump_all_objects (void) 435 op->write (freezer);
368{ 436 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 437}
377 438
378/* 439/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
382 */ 443 */
383
384object * 444object *
385get_nearest_part (object *op, const object *pl) 445get_nearest_part (object *op, const object *pl)
386{ 446{
387 object *tmp, *closest; 447 object *tmp, *closest;
388 int last_dist, i; 448 int last_dist, i;
389 449
390 if (op->more == NULL) 450 if (!op->more)
391 return op; 451 return op;
452
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i; 457 closest = tmp, last_dist = i;
458
395 return closest; 459 return closest;
396} 460}
397 461
398/* 462/*
399 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
400 */ 465 */
401
402object * 466object *
403find_object (tag_t i) 467find_object (tag_t i)
404{ 468{
405 object *op; 469 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 470 if (op->count == i)
409 break;
410 return op; 471 return op;
472
473 return 0;
411} 474}
412 475
413/* 476/*
414 * Returns the first object which has a name equal to the argument. 477 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 478 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 479 * Enables features like "patch <name-of-other-player> food 999"
417 */ 480 */
418
419object * 481object *
420find_object_name (const char *str) 482find_object_name (const char *str)
421{ 483{
422 const char *name = shstr::find (str); 484 shstr_cmp str_ (str);
423 object *op;
424 485
425 for (op = objects; op != NULL; op = op->next) 486 if (str_)
487 for_all_objects (op)
426 if (&op->name == name) 488 if (op->name == str_)
427 break; 489 return op;
428 490
429 return op; 491 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 492}
458 493
459/* 494/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
462 */ 498 */
463void 499void
464object::set_owner (object *owner) 500object::set_owner (object *owner)
465{ 501{
502 // allow objects which own objects
466 if (!owner) 503 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 504 while (owner->owner)
477 owner = owner->owner; 505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return;
511 }
478 512
479 this->owner = owner; 513 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
480} 580}
481 581
482/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 583 * refcounts and freeing the links.
484 */ 584 */
485static void 585static void
486free_key_values (object *op) 586free_key_values (object *op)
487{ 587{
488 for (key_value *i = op->key_values; i != 0;) 588 for (key_value *i = op->key_values; i; )
489 { 589 {
490 key_value *next = i->next; 590 key_value *next = i->next;
491 delete i; 591 delete i;
492 592
493 i = next; 593 i = next;
494 } 594 }
495 595
496 op->key_values = 0; 596 op->key_values = 0;
497} 597}
498 598
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 599/*
552 * copy object first frees everything allocated by the second object, 600 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 601 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 602 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 604 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 605 * will point at garbage.
558 */ 606 */
559void 607void
560copy_object (object *op2, object *op) 608object::copy_to (object *dst)
561{ 609{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 610 dst->remove ();
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 611 *(object_copy *)dst = *this;
564 612 dst->flag [FLAG_REMOVED] = true;
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 613
575 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
576 if (op2->key_values) 615 if (key_values)
577 { 616 {
578 key_value *tail = 0; 617 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 618 dst->key_values = 0;
582 619
583 for (i = op2->key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
584 { 621 {
585 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
586 623
587 new_link->next = 0; 624 new_link->next = 0;
588 new_link->key = i->key; 625 new_link->key = i->key;
589 new_link->value = i->value; 626 new_link->value = i->value;
590 627
591 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
592 if (!op->key_values) 629 if (!dst->key_values)
593 { 630 {
594 op->key_values = new_link; 631 dst->key_values = new_link;
595 tail = new_link; 632 tail = new_link;
596 } 633 }
597 else 634 else
598 { 635 {
599 tail->next = new_link; 636 tail->next = new_link;
600 tail = new_link; 637 tail = new_link;
601 } 638 }
602 } 639 }
603 } 640 }
604 641
605 update_ob_speed (op); 642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
665}
666
667object *
668object::clone ()
669{
670 object *neu = create ();
671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
673 return neu;
606} 674}
607 675
608/* 676/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
612 */ 680 */
613
614void 681void
615update_turn_face (object *op) 682update_turn_face (object *op)
616{ 683{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 685 return;
686
619 SET_ANIMATION (op, op->direction); 687 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
621} 689}
622 690
623/* 691/*
624 * Updates the speed of an object. If the speed changes from 0 to another 692 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 693 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 694 * This function needs to be called whenever the speed of an object changes.
627 */ 695 */
628
629void 696void
630update_ob_speed (object *op) 697object::set_speed (float speed)
631{ 698{
632 extern int arch_init; 699 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 700 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 702 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 703 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 704
657 /* process_events() expects us to insert the object at the beginning 705 this->speed = speed;
658 * of the list. */ 706
659 op->active_next = active_objects; 707 if (has_active_speed ())
660 if (op->active_next != NULL) 708 activate ();
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 709 else
665 { 710 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 711}
686 712
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 713/*
719 * update_object() updates the array which represents the map. 714 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 716 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 717 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 718 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 719 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 720 * updating that window, though, since update_object() is called _often_)
726 * 721 *
727 * action is a hint of what the caller believes need to be done. 722 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 723 * current action are:
733 * UP_OBJ_INSERT: op was inserted 724 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 725 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 726 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 727 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
738 */ 729 */
739
740void 730void
741update_object (object *op, int action) 731update_object (object *op, int action)
742{ 732{
743 int update_now = 0, flags; 733 if (!op)
744 MoveType move_on, move_off, move_block, move_slow;
745
746 if (op == NULL)
747 { 734 {
748 /* this should never happen */ 735 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
750 return; 737 return;
751 } 738 }
752 739
753 if (op->env != NULL) 740 if (!op->is_on_map ())
754 { 741 {
755 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
756 * to do in this case. 743 * to do in this case.
757 */ 744 */
758 return; 745 return;
759 } 746 }
760 747
761 /* If the map is saving, don't do anything as everything is
762 * going to get freed anyways.
763 */
764 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return;
766
767 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 750 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 752#ifdef MANY_CORES
772 abort (); 753 abort ();
773#endif 754#endif
774 return; 755 return;
775 } 756 }
776 757
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 758 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
784 if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
785 { 763 {
764 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 771 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 772 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 773 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 774 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 775 * to have move_allow right now.
809 */ 776 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 779 m.flags_ = 0;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 780 }
816 /* if the object is being removed, we can't make intelligent 781 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 782 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 783 * that is being removed.
819 */ 784 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 786 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 787 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 788 /* Nothing to do for that case */ ;
824 else 789 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 790 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 791
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 792 if (op->more)
834 update_object (op->more, action); 793 update_object (op->more, action);
835}
836
837static unordered_vector<object *> mortals;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854} 794}
855 795
856object::object () 796object::object ()
857{ 797{
858 SET_FLAG (this, FLAG_REMOVED); 798 SET_FLAG (this, FLAG_REMOVED);
859 799
860 expmul = 1.0; 800 expmul = 1.0;
861 face = blank_face; 801 face = blank_face;
862 attacked_by_count = -1;
863} 802}
864 803
865object::~object () 804object::~object ()
866{ 805{
806 unlink ();
807
867 free_key_values (this); 808 free_key_values (this);
868} 809}
869 810
811static int object_count;
812
870void object::link () 813void object::link ()
871{ 814{
815 assert (!index);//D
816 uuid = UUID::gen ();
872 count = ++ob_count; 817 count = ++object_count;
873 818
874 prev = 0; 819 refcnt_inc ();
875 next = objects; 820 objects.insert (this);
876
877 if (objects)
878 objects->prev = this;
879
880 objects = this;
881} 821}
882 822
883void object::unlink () 823void object::unlink ()
884{ 824{
885 count = 0;
886
887 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next;
891 prev = 0;
892 }
893
894 if (next) 825 if (!index)
895 { 826 return;
896 next->prev = prev; 827
897 next = 0; 828 objects.erase (this);
829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860void
861object::deactivate ()
862{
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868}
869
870void
871object::deactivate_recursive ()
872{
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
898 } 883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
899 888
900 if (this == objects) 889/*
901 objects = next; 890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 {
916 inv->destroy_inv (false);
917 inv->destroy ();
918 }
919 }
920 else
921 { /* Put objects in inventory onto this space */
922 while (inv)
923 {
924 object *op = inv;
925
926 if (op->flag [FLAG_STARTEQUIP]
927 || op->flag [FLAG_NO_DROP]
928 || op->type == RUNE
929 || op->type == TRAP
930 || op->flag [FLAG_IS_A_TEMPLATE]
931 || op->flag [FLAG_DESTROY_ON_DEATH])
932 op->destroy (true);
933 else
934 map->insert (op, x, y);
935 }
936 }
902} 937}
903 938
904object *object::create () 939object *object::create ()
905{ 940{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 941 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 942 op->link ();
921 return op; 943 return op;
922} 944}
923 945
924/* 946static struct freed_map : maptile
925 * free_object() frees everything allocated by an object, removes
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 947{
936 if (QUERY_FLAG (this, FLAG_FREED)) 948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
967void
968object::do_destroy ()
969{
970 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this);
972
973 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this);
975
976 remove ();
977
978 attachable::do_destroy ();
979
980 deactivate ();
981 unlink ();
982
983 flag [FLAG_FREED] = 1;
984
985 // hack to ensure that freed objects still have a valid map
986 map = &freed_map;
987 x = 1;
988 y = 1;
989
990 if (more)
991 {
992 more->destroy ();
993 more = 0;
994 }
995
996 head = 0;
997
998 // clear those pointers that likely might cause circular references
999 owner = 0;
1000 enemy = 0;
1001 attacked_by = 0;
1002 current_weapon = 0;
1003}
1004
1005void
1006object::destroy (bool destroy_inventory)
1007{
1008 if (destroyed ())
937 return; 1009 return;
938 1010
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1011 if (!is_head () && !head->destroyed ())
940 remove_ob (this);
941
942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 remove_friendly_object (this);
944
945 SET_FLAG (this, FLAG_FREED);
946
947 if (more)
948 {
949 more->free (free_inventory);
950 more = 0;
951 } 1012 {
952 1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
953 if (inv) 1014 head->destroy (destroy_inventory);
1015 return;
954 { 1016 }
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962 1017
963 while (op) 1018 destroy_inv (!destroy_inventory);
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973 1019
974 while (op) 1020 if (is_head ())
975 { 1021 if (sound_destroy)
976 object *tmp = op->below; 1022 play_sound (sound_destroy);
1023 else if (flag [FLAG_MONSTER])
1024 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
977 1025
978 remove_ob (op); 1026 attachable::destroy ();
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004} 1027}
1005 1028
1006/* 1029/* op->remove ():
1007 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)).
1009 */
1010
1011void
1012sub_weight (object *op, signed long weight)
1013{
1014 while (op != NULL)
1015 {
1016 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 }
1020 op->carrying -= weight;
1021 op = op->env;
1022 }
1023}
1024
1025/* remove_ob(op):
1026 * This function removes the object op from the linked list of objects 1030 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 1031 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 1032 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 1033 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 1034 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 1035 */
1033
1034void 1036void
1035remove_ob (object *op) 1037object::do_remove ()
1036{ 1038{
1039 object *tmp, *last = 0;
1037 object * 1040 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 1041
1043 tag_t 1042 if (flag [FLAG_REMOVED])
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED))
1055 return; 1043 return;
1056 1044
1057 SET_FLAG (op, FLAG_REMOVED); 1045 INVOKE_OBJECT (REMOVE, this);
1058 1046
1059 if (op->more != NULL) 1047 flag [FLAG_REMOVED] = true;
1060 remove_ob (op->more); 1048
1049 if (more)
1050 more->remove ();
1061 1051
1062 /* 1052 /*
1063 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1064 * inventory. 1054 * inventory.
1065 */ 1055 */
1066 if (op->env != NULL) 1056 if (env)
1067 { 1057 {
1068 if (op->nrof) 1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1069 sub_weight (op->env, op->weight * op->nrof); 1059 if (object *pl = visible_to ())
1070 else 1060 esrv_del_item (pl->contr, count);
1071 sub_weight (op->env, op->weight + op->carrying); 1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1063 adjust_weight (env, -total_weight ());
1064
1065 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do.
1068 */
1069 map = env->map;
1070 x = env->x;
1071 y = env->y;
1072
1073 // make sure cmov optimisation is applicable
1074 *(above ? &above->below : &env->inv) = below;
1075 *(below ? &below->above : &above ) = above; // &above is just a dummy
1076
1077 above = 0;
1078 below = 0;
1079 env = 0;
1072 1080
1073 /* NO_FIX_PLAYER is set when a great many changes are being 1081 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 1082 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 1083 * to save cpu time.
1076 */ 1084 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 1086 otmp->update_stats ();
1079
1080 if (op->above != NULL)
1081 op->above->below = op->below;
1082 else
1083 op->env->inv = op->below;
1084
1085 if (op->below != NULL)
1086 op->below->above = op->above;
1087
1088 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do.
1091 */
1092 op->x = op->env->x, op->y = op->env->y;
1093 op->map = op->env->map;
1094 op->above = NULL, op->below = NULL;
1095 op->env = NULL;
1096 } 1087 }
1097 else if (op->map) 1088 else if (map)
1098 { 1089 {
1099 x = op->x; 1090 map->dirty = true;
1100 y = op->y; 1091 mapspace &ms = this->ms ();
1101 m = get_map_from_coord (op->map, &x, &y);
1102 1092
1103 if (!m) 1093 if (object *pl = ms.player ())
1104 { 1094 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1095 if (type == PLAYER) // this == pl(!)
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */ 1096 {
1111 abort (); 1097 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent.
1101 close_container ();
1102
1103 --map->players;
1104 map->touch ();
1105 }
1106 else if (pl->container == this)
1107 {
1108 // removing a container should close it
1109 close_container ();
1110 }
1111
1112 esrv_del_item (pl->contr, count);
1112 } 1113 }
1113 1114
1114 if (op->map != m)
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */
1121
1122 /* link the object above us */ 1115 /* link the object above us */
1123 if (op->above) 1116 // re-link, make sure compiler can easily use cmove
1124 op->above->below = op->below; 1117 *(above ? &above->below : &ms.top) = below;
1125 else 1118 *(below ? &below->above : &ms.bot) = above;
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1127 1119
1128 /* Relink the object below us, if there is one */ 1120 above = 0;
1129 if (op->below) 1121 below = 0;
1130 op->below->above = op->above; 1122
1131 else 1123 if (map->in_memory == MAP_SAVING)
1124 return;
1125
1126 int check_walk_off = !flag [FLAG_NO_APPLY];
1127
1128 if (object *pl = ms.player ())
1132 { 1129 {
1133 /* Nothing below, which means we need to relink map object for this space 1130 if (pl->container == this)
1134 * use translated coordinates in case some oddness with map tiling is 1131 /* If a container that the player is currently using somehow gets
1135 * evident 1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1136 */ 1134 */
1137 if (GET_MAP_OB (m, x, y) != op) 1135 pl->close_container ();
1138 {
1139 dump_object (op);
1140 LOG (llevError,
1141 "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);
1142 dump_object (GET_MAP_OB (m, x, y));
1143 LOG (llevError, "%s\n", errmsg);
1144 }
1145 1136
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1137 //TODO: the floorbox prev/next might need updating
1138 //esrv_del_item (pl->contr, count);
1139 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns)
1141 pl->contr->ns->floorbox_update ();
1147 } 1142 }
1148 1143
1149 op->above = 0; 1144 for (tmp = ms.bot; tmp; tmp = tmp->above)
1150 op->below = 0;
1151
1152 if (op->map->in_memory == MAP_SAVING)
1153 return;
1154
1155 tag = op->count;
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1159 { 1145 {
1160 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1161 * being removed. 1147 * being removed.
1162 */ 1148 */
1163 1149
1164 if (tmp->type == PLAYER && tmp != op) 1150 /* See if object moving off should effect something */
1151 if (check_walk_off
1152 && ((move_type & tmp->move_off)
1153 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1165 { 1154 {
1166 /* If a container that the player is currently using somehow gets 1155 move_apply (tmp, this, 0);
1167 * removed (most likely destroyed), update the player view
1168 * appropriately.
1169 */
1170 if (tmp->container == op)
1171 {
1172 CLEAR_FLAG (op, FLAG_APPLIED);
1173 tmp->container = NULL;
1174 }
1175 1156
1176 tmp->contr->socket.update_look = 1; 1157 if (destroyed ())
1158 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1177 } 1159 }
1178
1179 /* See if player moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 {
1182 move_apply (tmp, op, NULL);
1183
1184 if (was_destroyed (op, tag))
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1187 }
1188 }
1189
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191
1192 if (tmp->above == tmp)
1193 tmp->above = NULL;
1194 1160
1195 last = tmp; 1161 last = tmp;
1196 } 1162 }
1197 1163
1198 /* last == NULL of there are no objects on this space */ 1164 /* last == NULL if there are no objects on this space */
1165 //TODO: this makes little sense, why only update the topmost object?
1199 if (last == NULL) 1166 if (!last)
1200 { 1167 map->at (x, y).flags_ = 0;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1168 else
1210 update_object (last, UP_OBJ_REMOVE); 1169 update_object (last, UP_OBJ_REMOVE);
1211 1170
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1171 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1172 update_all_los (map, x, y);
1214 } 1173 }
1215} 1174}
1216 1175
1217/* 1176/*
1218 * merge_ob(op,top): 1177 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1179 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1180 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1181 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1182 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1183 */
1225
1226object * 1184object *
1227merge_ob (object *op, object *top) 1185merge_ob (object *op, object *top)
1228{ 1186{
1229 if (!op->nrof) 1187 if (!op->nrof)
1230 return 0; 1188 return 0;
1231 1189
1232 if (top == NULL) 1190 if (!top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1191 for (top = op; top && top->above; top = top->above)
1192 ;
1234 1193
1235 for (; top != NULL; top = top->below) 1194 for (; top; top = top->below)
1236 { 1195 if (object::can_merge (op, top))
1237 if (top == op)
1238 continue;
1239 if (CAN_MERGE (op, top))
1240 { 1196 {
1241 top->nrof += op->nrof; 1197 top->nrof += op->nrof;
1242 1198
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1199 if (object *pl = top->visible_to ())
1244 op->weight = 0; /* Don't want any adjustements now */ 1200 esrv_update_item (UPD_NROF, pl, top);
1245 remove_ob (op); 1201
1246 free_object (op); 1202 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already
1204
1205 op->destroy (1);
1206
1247 return top; 1207 return top;
1248 } 1208 }
1249 }
1250 1209
1251 return NULL; 1210 return 0;
1252} 1211}
1253 1212
1213void
1214object::expand_tail ()
1215{
1216 if (more)
1217 return;
1218
1219 object *prev = this;
1220
1221 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1222 {
1223 object *op = arch_to_object (at);
1224
1225 op->name = name;
1226 op->name_pl = name_pl;
1227 op->title = title;
1228
1229 op->head = this;
1230 prev->more = op;
1231
1232 prev = op;
1233 }
1234}
1235
1254/* 1236/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1237 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1256 * job preparing multi-part monsters 1238 * job preparing multi-part monsters.
1257 */ 1239 */
1258object * 1240object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1241insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1242{
1261 object *tmp; 1243 op->remove ();
1262 1244
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1245 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1246 {
1268 tmp->x = x + tmp->arch->clone.x; 1247 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->clone.y; 1248 tmp->y = y + tmp->arch->y;
1270 } 1249 }
1271 1250
1272 return insert_ob_in_map (op, m, originator, flag); 1251 return insert_ob_in_map (op, m, originator, flag);
1273} 1252}
1274 1253
1290 * Return value: 1269 * Return value:
1291 * new object if 'op' was merged with other object 1270 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1271 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1272 * just 'op' otherwise
1294 */ 1273 */
1295
1296object * 1274object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1276{
1299 object *tmp, *top, *floor = NULL; 1277 if (op->is_on_map ())
1300 sint16 x, y;
1301
1302 if (QUERY_FLAG (op, FLAG_FREED))
1303 {
1304 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL;
1306 } 1278 {
1307 1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1308 if (m == NULL)
1309 {
1310 dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1312 return op;
1313 }
1314
1315 if (out_of_map (m, op->x, op->y))
1316 {
1317 dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1319#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted.
1323 */
1324 abort (); 1280 abort ();
1325#endif
1326 return op;
1327 }
1328
1329 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1281 }
1331 dump_object (op); 1282
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1283 if (op->env)
1333 return op;
1334 } 1284 {
1335 1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1336 if (op->more != NULL) 1286 op->remove ();
1337 { 1287 }
1338 /* The part may be on a different map. */
1339 1288
1340 object *more = op->more; 1289 if (op->face && !face_info (op->face))//D TODO: remove soon
1341 1290 {//D
1342 /* We really need the caller to normalize coordinates - if 1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1343 * we set the map, that doesn't work if the location is within 1292 op->face = 1;//D
1344 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it.
1346 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map)
1350 {
1351 /* For backwards compatibility - when not dealing with tiled maps,
1352 * more->map should always point to the parent.
1353 */
1354 more->map = m;
1355 }
1356
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 {
1359 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361
1362 return NULL;
1363 }
1364 } 1293 }//D
1365
1366 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1294
1368 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1369 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1370 * need extra work 1297 * need extra work
1371 */ 1298 */
1372 op->map = get_map_from_coord (m, &op->x, &op->y); 1299 if (!xy_normalise (m, op->x, op->y))
1373 x = op->x; 1300 {
1374 y = op->y; 1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1302 return 0;
1303 }
1304
1305 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0;
1308
1309 CLEAR_FLAG (op, FLAG_REMOVED);
1310
1311 op->map = m;
1312 mapspace &ms = op->ms ();
1375 1313
1376 /* this has to be done after we translate the coordinates. 1314 /* this has to be done after we translate the coordinates.
1377 */ 1315 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1318 if (object::can_merge (op, tmp))
1381 { 1319 {
1320 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp
1322 // from here :/
1382 op->nrof += tmp->nrof; 1323 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1324 tmp->destroy (1);
1384 free_object (tmp);
1385 } 1325 }
1386 1326
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1328 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1329
1396 { 1336 {
1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1398 abort (); 1338 abort ();
1399 } 1339 }
1400 1340
1341 if (!originator->is_on_map ())
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344
1401 op->above = originator; 1345 op->above = originator;
1402 op->below = originator->below; 1346 op->below = originator->below;
1403
1404 if (op->below)
1405 op->below->above = op;
1406 else
1407 SET_MAP_OB (op->map, op->x, op->y, op);
1408
1409 /* since *below* originator, no need to update top */
1410 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1411 } 1350 }
1412 else 1351 else
1413 { 1352 {
1353 object *floor = 0;
1354 object *top = ms.top;
1355
1414 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1357 if (top)
1416 { 1358 {
1417 object *last = NULL;
1418
1419 /* 1359 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1426 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1430 */ 1370 */
1431 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1432 while (top != NULL)
1433 { 1372 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1435 floor = top; 1374 floor = tmp;
1436 1375
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1438 { 1377 {
1439 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1440 top = top->below; 1379 top = tmp->below;
1441 break; 1380 break;
1442 } 1381 }
1443 1382
1444 last = top;
1445 top = top->above; 1383 top = tmp;
1446 } 1384 }
1447
1448 /* Don't want top to be NULL, so set it to the last valid object */
1449 top = last;
1450 1385
1451 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1452 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1453 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1454 */ 1389 */
1455 1390
1456 /* Have object 'fall below' other objects that block view. 1391 /* Have object 'fall below' other objects that block view.
1457 * Unless those objects are exits, type 66 1392 * Unless those objects are exits.
1458 * If INS_ON_TOP is used, don't do this processing 1393 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1394 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1395 * stacking is a bit odd.
1461 */ 1396 */
1462 if (!(flag & INS_ON_TOP) && 1397 if (!(flag & INS_ON_TOP)
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1398 && ms.flags () & P_BLOCKSVIEW
1399 && (op->face && !faces [op->face].visibility))
1464 { 1400 {
1401 object *last;
1402
1465 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1405 break;
1406
1468 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1469 * and make sure we have a below pointer for it so that 1408 * and make sure we have a below pointer for it so that
1470 * we can get inserted below this one, which requires we 1409 * we can get inserted below this one, which requires we
1471 * set top to the object below us. 1410 * set top to the object below us.
1472 */ 1411 */
1473 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1474 top = last->below; 1413 top = last->below;
1475 } 1414 }
1476 } /* If objects on this space */ 1415 } /* If objects on this space */
1477 1416
1478 if (flag & INS_MAP_LOAD)
1479 top = GET_MAP_TOP (op->map, op->x, op->y);
1480
1481 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1482 top = floor; 1418 top = floor;
1483 1419
1484 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1485 */
1486
1487 /* First object on this space */
1488 if (!top) 1421 if (!top)
1489 { 1422 {
1490 op->above = GET_MAP_OB (op->map, op->x, op->y);
1491
1492 if (op->above)
1493 op->above->below = op;
1494
1495 op->below = NULL; 1423 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1424 op->above = ms.bot;
1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1497 } 1428 }
1498 else 1429 else
1499 { /* get inserted into the stack above top */ 1430 {
1500 op->above = top->above; 1431 op->above = top->above;
1501
1502 if (op->above)
1503 op->above->below = op; 1432 top->above = op;
1504 1433
1505 op->below = top; 1434 op->below = top;
1506 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1507 } 1436 }
1508 1437 }
1509 if (op->above == NULL)
1510 SET_MAP_TOP (op->map, op->x, op->y, op);
1511 } /* else not INS_BELOW_ORIGINATOR */
1512 1438
1513 if (op->type == PLAYER) 1439 if (op->type == PLAYER)
1440 {
1514 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1442 ++op->map->players;
1443 op->map->touch ();
1444 }
1515 1445
1516 /* If we have a floor, we know the player, if any, will be above 1446 op->map->dirty = true;
1517 * it, so save a few ticks and start from there. 1447
1518 */ 1448 if (object *pl = ms.player ())
1519 if (!(flag & INS_MAP_LOAD)) 1449 //TODO: the floorbox prev/next might need updating
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1450 //esrv_send_item (pl, op);
1521 if (tmp->type == PLAYER) 1451 //TODO: update floorbox to preserve ordering
1522 tmp->contr->socket.update_look = 1; 1452 if (pl->contr->ns)
1453 pl->contr->ns->floorbox_update ();
1523 1454
1524 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1459 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1460 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1461 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1462 * of effect may be sufficient.
1532 */ 1463 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1464 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1465 update_all_los (op->map, op->x, op->y);
1535 1466
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1538 1469
1470 INVOKE_OBJECT (INSERT, op);
1471
1539 /* Don't know if moving this to the end will break anything. However, 1472 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1473 * we want to have floorbox_update called before calling this.
1541 * 1474 *
1542 * check_move_on() must be after this because code called from 1475 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1476 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1477 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1478 * update_object().
1546 */ 1479 */
1547 1480
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1481 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1550 { 1483 {
1551 if (check_move_on (op, originator)) 1484 if (check_move_on (op, originator))
1552 return NULL; 1485 return 0;
1553 1486
1554 /* If we are a multi part object, lets work our way through the check 1487 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1488 * walk on's.
1556 */ 1489 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1490 for (object *tmp = op->more; tmp; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1491 if (check_move_on (tmp, originator))
1559 return NULL; 1492 return 0;
1560 } 1493 }
1561 1494
1562 return op; 1495 return op;
1563} 1496}
1564 1497
1565/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1568 */ 1501 */
1569void 1502void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1504{
1572 object *
1573 tmp;
1574 object *
1575 tmp1;
1576
1577 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1578 1506
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1508 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1582 { 1509 tmp->destroy (1);
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1510
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (arch_string));
1589 1512
1590 tmp1->x = op->x; 1513 tmp->x = op->x;
1591 tmp1->y = op->y; 1514 tmp->y = op->y;
1515
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1593} 1517}
1594
1595/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array.
1601 */
1602 1518
1603object * 1519object *
1604get_split_ob (object *orig_ob, uint32 nr) 1520object::insert_at (object *where, object *originator, int flags)
1605{ 1521{
1606 object * 1522 if (where->env)
1607 newob; 1523 return where->env->insert (this);
1608 int 1524 else
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1525 return where->map->insert (this, where->x, where->y, originator, flags);
1610
1611 if (orig_ob->nrof < nr)
1612 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL;
1615 }
1616
1617 newob = object_create_clone (orig_ob);
1618
1619 if ((orig_ob->nrof -= nr) < 1)
1620 {
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed)
1626 {
1627 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1630 {
1631 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1632 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1633 return NULL;
1634 }
1635 }
1636
1637 newob->nrof = nr;
1638
1639 return newob;
1640} 1526}
1641 1527
1642/* 1528/*
1643 * decrease_ob_nr(object, number) decreases a specified number from 1529 * decrease(object, number) decreases a specified number from
1644 * the amount of an object. If the amount reaches 0, the object 1530 * the amount of an object. If the amount reaches 0, the object
1645 * is subsequently removed and freed. 1531 * is subsequently removed and freed.
1646 * 1532 *
1647 * Return value: 'op' if something is left, NULL if the amount reached 0 1533 * Return value: 'op' if something is left, NULL if the amount reached 0
1648 */ 1534 */
1535bool
1536object::decrease (sint32 nr)
1537{
1538 if (!nr)
1539 return true;
1649 1540
1541 nr = min (nr, nrof);
1542
1543 nrof -= nr;
1544
1545 if (nrof)
1546 {
1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1548
1549 if (object *pl = visible_to ())
1550 esrv_update_item (UPD_NROF, pl, this);
1551
1552 return true;
1553 }
1554 else
1555 {
1556 destroy (1);
1557 return false;
1558 }
1559}
1560
1561/*
1562 * split(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and returned if that number is 0).
1565 * On failure, NULL is returned.
1566 */
1650object * 1567object *
1651decrease_ob_nr (object *op, uint32 i) 1568object::split (sint32 nr)
1652{ 1569{
1653 object *tmp; 1570 int have = number_of ();
1654 player *pl;
1655 1571
1656 if (i == 0) /* objects with op->nrof require this check */ 1572 if (have < nr)
1657 return op; 1573 return 0;
1658 1574 else if (have == nr)
1659 if (i > op->nrof)
1660 i = op->nrof;
1661
1662 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i;
1664 else if (op->env != NULL)
1665 { 1575 {
1666 /* is this object in the players inventory, or sub container
1667 * therein?
1668 */
1669 tmp = is_player_inv (op->env);
1670 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player.
1675 */
1676 if (!tmp)
1677 {
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env)
1680 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 }
1686
1687 if (i < op->nrof)
1688 {
1689 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i;
1691 if (tmp)
1692 {
1693 esrv_send_item (tmp, op);
1694 }
1695 }
1696 else
1697 {
1698 remove_ob (op); 1576 remove ();
1699 op->nrof = 0; 1577 return this;
1700 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count);
1703 }
1704 }
1705 } 1578 }
1706 else 1579 else
1707 { 1580 {
1708 object *above = op->above; 1581 decrease (nr);
1709 1582
1710 if (i < op->nrof) 1583 object *op = deep_clone ();
1711 op->nrof -= i; 1584 op->nrof = nr;
1712 else
1713 {
1714 remove_ob (op);
1715 op->nrof = 0;
1716 }
1717
1718 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above)
1720 if (tmp->type == PLAYER)
1721 {
1722 if (op->nrof)
1723 esrv_send_item (tmp, op);
1724 else
1725 esrv_del_item (tmp->contr, op->count);
1726 }
1727 }
1728
1729 if (op->nrof)
1730 return op; 1585 return op;
1731 else
1732 { 1586 }
1733 free_object (op); 1587}
1588
1589object *
1590insert_ob_in_ob (object *op, object *where)
1591{
1592 if (!where)
1593 {
1594 char *dump = dump_object (op);
1595 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1596 free (dump);
1734 return NULL; 1597 return op;
1735 }
1736}
1737
1738/*
1739 * add_weight(object, weight) adds the specified weight to an object,
1740 * and also updates how much the environment(s) is/are carrying.
1741 */
1742
1743void
1744add_weight (object *op, signed long weight)
1745{
1746 while (op != NULL)
1747 { 1598 }
1748 if (op->type == CONTAINER)
1749 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1750 1599
1751 op->carrying += weight; 1600 if (where->head_ () != where)
1752 op = op->env;
1753 } 1601 {
1754} 1602 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1603 where = where->head;
1604 }
1755 1605
1606 return where->insert (op);
1607}
1608
1756/* 1609/*
1757 * insert_ob_in_ob(op,environment): 1610 * env->insert (op)
1758 * This function inserts the object op in the linked list 1611 * This function inserts the object op in the linked list
1759 * inside the object environment. 1612 * inside the object environment.
1760 * 1613 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1614 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1615 * be != op, if items are merged. -Tero
1768 */ 1616 */
1769
1770object * 1617object *
1771insert_ob_in_ob (object *op, object *where) 1618object::insert (object *op)
1772{ 1619{
1773 object *
1774 tmp, *
1775 otmp;
1776
1777 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 {
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796
1797 if (op->more) 1620 if (op->more)
1798 { 1621 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1622 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1623 return op;
1801 } 1624 }
1802 1625
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1626 op->remove ();
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1627
1628 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1629
1805 if (op->nrof) 1630 if (op->nrof)
1806 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1631 for (object *tmp = inv; tmp; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1632 if (object::can_merge (tmp, op))
1809 { 1633 {
1810 /* return the original object and remove inserted object 1634 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1635 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1636 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1637
1814 * tmp->nrof, we need to increase the weight. 1638 if (object *pl = tmp->visible_to ())
1815 */ 1639 esrv_update_item (UPD_NROF, pl, tmp);
1816 add_weight (where, op->weight * op->nrof); 1640
1817 SET_FLAG (op, FLAG_REMOVED); 1641 adjust_weight (this, op->total_weight ());
1818 free_object (op); /* free the inserted object */ 1642
1643 op->destroy (1);
1819 op = tmp; 1644 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1645 goto inserted;
1821 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break;
1823 } 1646 }
1824 1647
1825 /* I assume combined objects have no inventory 1648 op->owner = 0; // it's his/hers now. period.
1826 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do
1829 * the linking below
1830 */
1831 add_weight (where, op->weight * op->nrof);
1832 }
1833 else
1834 add_weight (where, (op->weight + op->carrying));
1835
1836 otmp = is_player_inv (where);
1837 if (otmp && otmp->contr != NULL)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp);
1841 }
1842
1843 op->map = NULL; 1649 op->map = 0;
1844 op->env = where; 1650 op->x = 0;
1651 op->y = 0;
1652
1845 op->above = NULL; 1653 op->above = 0;
1846 op->below = NULL; 1654 op->below = inv;
1847 op->x = 0, op->y = 0; 1655 op->env = this;
1848 1656
1657 if (inv)
1658 inv->above = op;
1659
1660 inv = op;
1661
1662 op->flag [FLAG_REMOVED] = 0;
1663
1664 if (object *pl = op->visible_to ())
1665 esrv_send_item (pl, op);
1666
1667 adjust_weight (this, op->total_weight ());
1668
1669inserted:
1849 /* reset the light list and los of the players on the map */ 1670 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1671 if (op->glow_radius && map && map->darkness)
1851 { 1672 update_all_los (map, x, y);
1852#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map))
1856 update_all_los (where->map, where->x, where->y);
1857 }
1858 1673
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1674 // if this is a player's inventory, update stats
1860 * It sure simplifies this function... 1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1861 */ 1676 update_stats ();
1862 if (where->inv == NULL) 1677
1863 where->inv = op; 1678 INVOKE_OBJECT (INSERT, this);
1864 else 1679
1865 {
1866 op->below = where->inv;
1867 op->below->above = op;
1868 where->inv = op;
1869 }
1870 return op; 1680 return op;
1871} 1681}
1872 1682
1873/* 1683/*
1874 * Checks if any objects has a move_type that matches objects 1684 * Checks if any objects has a move_type that matches objects
1888 * 1698 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1699 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1700 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1701 * on top.
1892 */ 1702 */
1893
1894int 1703int
1895check_move_on (object *op, object *originator) 1704check_move_on (object *op, object *originator)
1896{ 1705{
1897 object * 1706 object *tmp;
1898 tmp; 1707 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1708 int x = op->x, y = op->y;
1905 1709
1906 MoveType 1710 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1711
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1713 return 0;
1913
1914 tag = op->count;
1915 1714
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1718
1935 1734
1936 /* The objects have to be checked from top to bottom. 1735 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1736 * Hence, we first go to the top:
1938 */ 1737 */
1939 1738
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1941 { 1740 {
1942 /* Trim the search when we find the first other spell effect 1741 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1742 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1743 * we don't need to check all of them.
1945 */ 1744 */
1963 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1964 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1965 { 1764 {
1966 1765
1967 float 1766 float
1968 diff = tmp->move_slow_penalty * FABS (op->speed); 1767 diff = tmp->move_slow_penalty * fabs (op->speed);
1969 1768
1970 if (op->type == PLAYER) 1769 if (op->type == PLAYER)
1971 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1972 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1973 diff /= 4.0; 1772 diff /= 4.0;
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1779 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1780 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1781 {
1983 move_apply (tmp, op, originator); 1782 move_apply (tmp, op, originator);
1984 1783
1985 if (was_destroyed (op, tag)) 1784 if (op->destroyed ())
1986 return 1; 1785 return 1;
1987 1786
1988 /* what the person/creature stepped onto has moved the object 1787 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1788 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1789 * have a feeling strange problems would result.
2000/* 1799/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1800 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1801 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1802 * The first matching object is returned, or NULL if none.
2004 */ 1803 */
2005
2006object * 1804object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1805present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1806{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1807 if (!m || out_of_map (m, x, y))
2013 { 1808 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1809 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1810 return NULL;
2016 } 1811 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1812
2018 if (tmp->arch == at) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1814 if (tmp->arch->archname == at->archname)
2019 return tmp; 1815 return tmp;
1816
2020 return NULL; 1817 return NULL;
2021} 1818}
2022 1819
2023/* 1820/*
2024 * present(type, map, x, y) searches for any objects with 1821 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1822 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
2027 */ 1824 */
2028
2029object * 1825object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1826present (unsigned char type, maptile *m, int x, int y)
2031{ 1827{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1828 if (out_of_map (m, x, y))
2036 { 1829 {
2037 LOG (llevError, "Present called outside map.\n"); 1830 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1831 return NULL;
2039 } 1832 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1833
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1835 if (tmp->type == type)
2042 return tmp; 1836 return tmp;
1837
2043 return NULL; 1838 return NULL;
2044} 1839}
2045 1840
2046/* 1841/*
2047 * present_in_ob(type, object) searches for any objects with 1842 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1843 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2050 */ 1845 */
2051
2052object * 1846object *
2053present_in_ob (unsigned char type, const object *op) 1847present_in_ob (unsigned char type, const object *op)
2054{ 1848{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1849 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1850 if (tmp->type == type)
2060 return tmp; 1851 return tmp;
1852
2061 return NULL; 1853 return NULL;
2062} 1854}
2063 1855
2064/* 1856/*
2065 * present_in_ob (type, str, object) searches for any objects with 1857 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1865 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1866 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1867 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1868 * to be unique.
2077 */ 1869 */
2078
2079object * 1870object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1871present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1872{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1874 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1875 return tmp;
2089 } 1876
2090 return NULL; 1877 return 0;
2091} 1878}
2092 1879
2093/* 1880/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1881 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1882 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
2097 */ 1884 */
2098
2099object * 1885object *
2100present_arch_in_ob (const archetype *at, const object *op) 1886present_arch_in_ob (const archetype *at, const object *op)
2101{ 1887{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->arch == at) 1889 if (tmp->arch->archname == at->archname)
2107 return tmp; 1890 return tmp;
1891
2108 return NULL; 1892 return NULL;
2109} 1893}
2110 1894
2111/* 1895/*
2112 * activate recursively a flag on an object inventory 1896 * activate recursively a flag on an object inventory
2113 */ 1897 */
2114void 1898void
2115flag_inv (object *op, int flag) 1899flag_inv (object *op, int flag)
2116{ 1900{
2117 object *
2118 tmp;
2119
2120 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1901 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 { 1902 {
2123 SET_FLAG (tmp, flag); 1903 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1904 flag_inv (tmp, flag);
2125 } 1905 }
2126} /* 1906}
1907
1908/*
2127 * desactivate recursively a flag on an object inventory 1909 * deactivate recursively a flag on an object inventory
2128 */ 1910 */
2129void 1911void
2130unflag_inv (object *op, int flag) 1912unflag_inv (object *op, int flag)
2131{ 1913{
2132 object *
2133 tmp;
2134
2135 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2137 { 1915 {
2138 CLEAR_FLAG (tmp, flag); 1916 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1917 unflag_inv (tmp, flag);
2140 } 1918 }
2141}
2142
2143/*
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function.
2148 */
2149
2150void
2151set_cheat (object *op)
2152{
2153 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ);
2155} 1919}
2156 1920
2157/* 1921/*
2158 * find_free_spot(object, map, x, y, start, stop) will search for 1922 * find_free_spot(object, map, x, y, start, stop) will search for
2159 * a spot at the given map and coordinates which will be able to contain 1923 * a spot at the given map and coordinates which will be able to contain
2161 * to search (see the freearr_x/y[] definition). 1925 * to search (see the freearr_x/y[] definition).
2162 * It returns a random choice among the alternatives found. 1926 * It returns a random choice among the alternatives found.
2163 * start and stop are where to start relative to the free_arr array (1,9 1927 * start and stop are where to start relative to the free_arr array (1,9
2164 * does all 4 immediate directions). This returns the index into the 1928 * does all 4 immediate directions). This returns the index into the
2165 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1929 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2166 * Note - this only checks to see if there is space for the head of the
2167 * object - if it is a multispace object, this should be called for all
2168 * pieces.
2169 * Note2: This function does correctly handle tiled maps, but does not 1930 * Note: This function does correctly handle tiled maps, but does not
2170 * inform the caller. However, insert_ob_in_map will update as 1931 * inform the caller. However, insert_ob_in_map will update as
2171 * necessary, so the caller shouldn't need to do any special work. 1932 * necessary, so the caller shouldn't need to do any special work.
2172 * Note - updated to take an object instead of archetype - this is necessary 1933 * Note - updated to take an object instead of archetype - this is necessary
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 1934 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 1935 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 1936 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 1937 * customized, changed states, etc.
2177 */ 1938 */
2178
2179int 1939int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1940find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 1941{
2182 int
2183 i,
2184 index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 1942 int altern[SIZEOFFREE];
1943 int index = 0, flag;
2187 1944
2188 for (i = start; i < stop; i++) 1945 for (int i = start; i < stop; i++)
2189 { 1946 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1947 mapxy pos (m, x, y); pos.move (i);
2191 if (!flag) 1948
1949 if (!pos.normalise ())
1950 continue;
1951
1952 mapspace &ms = *pos;
1953
1954 if (ms.flags () & P_IS_ALIVE)
1955 continue;
1956
1957 /* However, often
1958 * ob doesn't have any move type (when used to place exits)
1959 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1960 */
1961 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1962 {
2192 altern[index++] = i; 1963 altern [index++] = i;
1964 continue;
1965 }
2193 1966
2194 /* Basically, if we find a wall on a space, we cut down the search size. 1967 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 1968 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 1969 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 1970 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 1971 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 1972 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 1973 * won't look 2 spaces south of the target space.
2201 */ 1974 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1975 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1976 {
2203 stop = maxfree[i]; 1977 stop = maxfree[i];
1978 continue;
1979 }
1980
1981 /* Note it is intentional that we check ob - the movement type of the
1982 * head of the object should correspond for the entire object.
1983 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue;
1986
1987 if (ob->blocked (m, pos.x, pos.y))
1988 continue;
1989
1990 altern [index++] = i;
2204 } 1991 }
1992
2205 if (!index) 1993 if (!index)
2206 return -1; 1994 return -1;
1995
2207 return altern[RANDOM () % index]; 1996 return altern [rndm (index)];
2208} 1997}
2209 1998
2210/* 1999/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2000 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2001 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2002 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2003 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2004 */
2216
2217int 2005int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2006find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2007{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2008 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2009 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2010 return i;
2227 } 2011
2228 return -1; 2012 return -1;
2229} 2013}
2230 2014
2231/* 2015/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2016 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2017 * arr[begin..end-1].
2018 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2019 */
2235static void 2020static void
2236permute (int *arr, int begin, int end) 2021permute (int *arr, int begin, int end)
2237{ 2022{
2238 int 2023 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2024 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2025
2249 tmp = arr[i]; 2026 while (--end)
2250 arr[i] = arr[j]; 2027 swap (arr [end], arr [rndm (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2028}
2254 2029
2255/* new function to make monster searching more efficient, and effective! 2030/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2031 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2032 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2035 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2036 */
2262void 2037void
2263get_search_arr (int *search_arr) 2038get_search_arr (int *search_arr)
2264{ 2039{
2265 int 2040 int i;
2266 i;
2267 2041
2268 for (i = 0; i < SIZEOFFREE; i++) 2042 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2043 search_arr[i] = i;
2271 }
2272 2044
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2045 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2046 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2047 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2048}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2057 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2058 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2059 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2060 * there is capable of.
2289 */ 2061 */
2290
2291int 2062int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2063find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2064{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2065 int i, max = SIZEOFFREE, mflags;
2297 2066
2298 sint16 nx, ny; 2067 sint16 nx, ny;
2299 object * 2068 object *tmp;
2300 tmp; 2069 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2070
2304 MoveType blocked, move_type; 2071 MoveType blocked, move_type;
2305 2072
2306 if (exclude && exclude->head) 2073 if (exclude && exclude->head_ () != exclude)
2307 { 2074 {
2308 exclude = exclude->head; 2075 exclude = exclude->head;
2309 move_type = exclude->move_type; 2076 move_type = exclude->move_type;
2310 } 2077 }
2311 else 2078 else
2319 mp = m; 2086 mp = m;
2320 nx = x + freearr_x[i]; 2087 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2088 ny = y + freearr_y[i];
2322 2089
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2090 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2091
2324 if (mflags & P_OUT_OF_MAP) 2092 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2093 max = maxfree[i];
2327 }
2328 else 2094 else
2329 { 2095 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2096 mapspace &ms = mp->at (nx, ny);
2097
2098 blocked = ms.move_block;
2331 2099
2332 if ((move_type & blocked) == move_type) 2100 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2101 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2102 else if (mflags & P_IS_ALIVE)
2337 { 2103 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2104 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2105 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2106 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2341 {
2342 break; 2107 break;
2343 } 2108
2344 }
2345 if (tmp) 2109 if (tmp)
2346 {
2347 return freedir[i]; 2110 return freedir[i];
2348 }
2349 } 2111 }
2350 } 2112 }
2351 } 2113 }
2114
2352 return 0; 2115 return 0;
2353} 2116}
2354 2117
2355/* 2118/*
2356 * distance(object 1, object 2) will return the square of the 2119 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2120 * distance between the two given objects.
2358 */ 2121 */
2359
2360int 2122int
2361distance (const object *ob1, const object *ob2) 2123distance (const object *ob1, const object *ob2)
2362{ 2124{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2125 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2126}
2369 2127
2370/* 2128/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2129 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2130 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2131 * object, needs to travel toward it.
2374 */ 2132 */
2375
2376int 2133int
2377find_dir_2 (int x, int y) 2134find_dir_2 (int x, int y)
2378{ 2135{
2379 int 2136 int q;
2380 q;
2381 2137
2382 if (y) 2138 if (y)
2383 q = x * 100 / y; 2139 q = x * 100 / y;
2384 else if (x) 2140 else if (x)
2385 q = -300 * x; 2141 q = -300 * x;
2410 2166
2411 return 3; 2167 return 3;
2412} 2168}
2413 2169
2414/* 2170/*
2415 * absdir(int): Returns a number between 1 and 8, which represent
2416 * the "absolute" direction of a number (it actually takes care of
2417 * "overflow" in previous calculations of a direction).
2418 */
2419
2420int
2421absdir (int d)
2422{
2423 while (d < 1)
2424 d += 8;
2425 while (d > 8)
2426 d -= 8;
2427 return d;
2428}
2429
2430/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2171 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2432 * between two directions (which are expected to be absolute (see absdir()) 2172 * between two directions (which are expected to be absolute (see absdir())
2433 */ 2173 */
2434
2435int 2174int
2436dirdiff (int dir1, int dir2) 2175dirdiff (int dir1, int dir2)
2437{ 2176{
2438 int 2177 int d;
2439 d;
2440 2178
2441 d = abs (dir1 - dir2); 2179 d = abs (dir1 - dir2);
2442 if (d > 4) 2180 if (d > 4)
2443 d = 8 - d; 2181 d = 8 - d;
2182
2444 return d; 2183 return d;
2445} 2184}
2446 2185
2447/* peterm: 2186/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2187 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2190 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2191 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2192 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2193 * functions.
2455 */ 2194 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2195int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2196 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2197 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2198 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2199 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2200 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2248 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2249 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2250 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2251 * Modified to be map tile aware -.MSW
2515 */ 2252 */
2516
2517
2518int 2253int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2254can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2255{
2521 sint16 dx, dy; 2256 sint16 dx, dy;
2522 int
2523 mflags; 2257 int mflags;
2524 2258
2525 if (dir < 0) 2259 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2260 return 0; /* exit condition: invalid direction */
2527 2261
2528 dx = x + freearr_x[dir]; 2262 dx = x + freearr_x[dir];
2541 return 0; 2275 return 0;
2542 2276
2543 /* yes, can see. */ 2277 /* yes, can see. */
2544 if (dir < 9) 2278 if (dir < 9)
2545 return 1; 2279 return 1;
2280
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2281 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2282 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2283 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2284}
2549
2550
2551 2285
2552/* 2286/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2287 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2288 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2289 * picked up, otherwise 0.
2557 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2291 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2558 * core dumps if they do. 2292 * core dumps if they do.
2559 * 2293 *
2560 * Add a check so we can't pick up invisible objects (0.93.8) 2294 * Add a check so we can't pick up invisible objects (0.93.8)
2561 */ 2295 */
2562
2563int 2296int
2564can_pick (const object *who, const object *item) 2297can_pick (const object *who, const object *item)
2565{ 2298{
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2299 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2300 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2301 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2302}
2570 2303
2571
2572/* 2304/*
2573 * create clone from object to another 2305 * create clone from object to another
2574 */ 2306 */
2575object * 2307object *
2576object_create_clone (object *asrc) 2308object::deep_clone ()
2577{ 2309{
2578 object * 2310 assert (("deep_clone called on non-head object", is_head ()));
2579 dst = NULL, *tmp, *src, *part, *prev, *item;
2580 2311
2581 if (!asrc) 2312 object *dst = clone ();
2582 return NULL;
2583 src = asrc;
2584 if (src->head)
2585 src = src->head;
2586 2313
2587 prev = NULL; 2314 object *prev = dst;
2588 for (part = src; part; part = part->more) 2315 for (object *part = this->more; part; part = part->more)
2589 { 2316 {
2590 tmp = get_object (); 2317 object *tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x;
2593 tmp->y -= src->y;
2594 if (!part->head)
2595 {
2596 dst = tmp;
2597 tmp->head = NULL;
2598 }
2599 else
2600 {
2601 tmp->head = dst; 2318 tmp->head = dst;
2602 }
2603 tmp->more = NULL;
2604 if (prev)
2605 prev->more = tmp; 2319 prev->more = tmp;
2606 prev = tmp; 2320 prev = tmp;
2607 } 2321 }
2608 2322
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2323 for (object *item = inv; item; item = item->below)
2611 { 2324 insert_ob_in_ob (item->deep_clone (), dst);
2612 (void) insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2325
2615 return dst; 2326 return dst;
2616}
2617
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */
2638
2639object *
2640load_object_str (const char *obstr)
2641{
2642 object *
2643 op;
2644 char
2645 filename[MAX_BUF];
2646
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648
2649 FILE *
2650 tempfile = fopen (filename, "w");
2651
2652 if (tempfile == NULL)
2653 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL;
2656 };
2657 fprintf (tempfile, obstr);
2658 fclose (tempfile);
2659
2660 op = get_object ();
2661
2662 object_thawer thawer (filename);
2663
2664 if (thawer)
2665 load_object (thawer, op, 0);
2666
2667 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2668 CLEAR_FLAG (op, FLAG_REMOVED);
2669
2670 return op;
2671} 2327}
2672 2328
2673/* This returns the first object in who's inventory that 2329/* This returns the first object in who's inventory that
2674 * has the same type and subtype match. 2330 * has the same type and subtype match.
2675 * returns NULL if no match. 2331 * returns NULL if no match.
2676 */ 2332 */
2677object * 2333object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2334find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2335{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2336 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2337 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2338 return tmp;
2686 2339
2687 return NULL; 2340 return 0;
2688} 2341}
2689 2342
2690/* If ob has a field named key, return the link from the list, 2343const shstr &
2691 * otherwise return NULL. 2344object::kv_get (const shstr &key) const
2692 *
2693 * key must be a passed in shared string - otherwise, this won't
2694 * do the desired thing.
2695 */
2696key_value *
2697get_ob_key_link (const object *ob, const char *key)
2698{ 2345{
2699 key_value * 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next)
2703 {
2704 if (link->key == key) 2347 if (kv->key == key)
2348 return kv->value;
2349
2350 return shstr_null;
2351}
2352
2353void
2354object::kv_set (const shstr &key, const shstr &value)
2355{
2356 for (key_value *kv = key_values; kv; kv = kv->next)
2357 if (kv->key == key)
2358 {
2359 kv->value = value;
2360 return;
2361 }
2362
2363 key_value *kv = new key_value;
2364
2365 kv->next = key_values;
2366 kv->key = key;
2367 kv->value = value;
2368
2369 key_values = kv;
2370}
2371
2372void
2373object::kv_del (const shstr &key)
2374{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key)
2377 {
2378 key_value *kv = *kvp;
2379 *kvp = (*kvp)->next;
2380 delete kv;
2381 return;
2382 }
2383}
2384
2385object::depth_iterator::depth_iterator (object *container)
2386: iterator_base (container)
2387{
2388 while (item->inv)
2389 item = item->inv;
2390}
2391
2392void
2393object::depth_iterator::next ()
2394{
2395 if (item->below)
2396 {
2397 item = item->below;
2398
2399 while (item->inv)
2400 item = item->inv;
2401 }
2402 else
2403 item = item->env;
2404}
2405
2406const char *
2407object::flag_desc (char *desc, int len) const
2408{
2409 char *p = desc;
2410 bool first = true;
2411
2412 *p = 0;
2413
2414 for (int i = 0; i < NUM_FLAGS; i++)
2415 {
2416 if (len <= 10) // magic constant!
2705 { 2417 {
2706 return link; 2418 snprintf (p, len, ",...");
2419 break;
2707 } 2420 }
2708 }
2709 2421
2710 return NULL; 2422 if (flag [i])
2711} 2423 {
2424 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2425 len -= cnt;
2426 p += cnt;
2427 first = false;
2428 }
2429 }
2712 2430
2713/* 2431 return desc;
2714 * Returns the value of op has an extra_field for key, or NULL. 2432}
2715 * 2433
2716 * The argument doesn't need to be a shared string. 2434// return a suitable string describing an object in enough detail to find it
2717 *
2718 * The returned string is shared.
2719 */
2720const char * 2435const char *
2721get_ob_key_value (const object *op, const char *const key) 2436object::debug_desc (char *info) const
2722{ 2437{
2723 key_value * 2438 char flagdesc[512];
2724 link; 2439 char info2[256 * 4];
2440 char *p = info;
2441
2442 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2443 count,
2444 uuid.c_str (),
2445 &name,
2446 title ? ",title:\"" : "",
2447 title ? (const char *)title : "",
2448 title ? "\"" : "",
2449 flag_desc (flagdesc, 512), type);
2450
2451 if (!flag[FLAG_REMOVED] && env)
2452 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2453
2454 if (map)
2455 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2456
2457 return info;
2458}
2459
2725 const char * 2460const char *
2726 canonical_key; 2461object::debug_desc () const
2462{
2463 static char info[3][256 * 4];
2464 static int info_idx;
2727 2465
2728 canonical_key = shstr::find (key); 2466 return debug_desc (info [++info_idx % 3]);
2467}
2729 2468
2730 if (canonical_key == NULL) 2469struct region *
2731 { 2470object::region () const
2732 /* 1. There being a field named key on any object 2471{
2733 * implies there'd be a shared string to find. 2472 return map ? map->region (x, y)
2734 * 2. Since there isn't, no object has this field. 2473 : region::default_region ();
2735 * 3. Therefore, *this* object doesn't have this field. 2474}
2736 */ 2475
2476const materialtype_t *
2477object::dominant_material () const
2478{
2479 if (materialtype_t *mt = name_to_material (materialname))
2480 return mt;
2481
2482 return name_to_material (shstr_unknown);
2483}
2484
2485void
2486object::open_container (object *new_container)
2487{
2488 if (container == new_container)
2737 return NULL; 2489 return;
2490
2491 object *old_container = container;
2492
2493 if (old_container)
2738 } 2494 {
2495 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2496 return;
2739 2497
2740 /* This is copied from get_ob_key_link() above - 2498#if 0
2741 * only 4 lines, and saves the function call overhead. 2499 // remove the "Close old_container" object.
2500 if (object *closer = old_container->inv)
2501 if (closer->type == CLOSE_CON)
2502 closer->destroy ();
2503#endif
2504
2505 // make sure the container is available
2506 esrv_send_item (this, old_container);
2507
2508 old_container->flag [FLAG_APPLIED] = false;
2509 container = 0;
2510
2511 // client needs item update to make it work, client bug requires this to be separate
2512 esrv_update_item (UPD_FLAGS, this, old_container);
2513
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2515 play_sound (sound_find ("chest_close"));
2516 }
2517
2518 if (new_container)
2519 {
2520 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2521 return;
2522
2523 // TODO: this does not seem to serve any purpose anymore?
2524#if 0
2525 // insert the "Close Container" object.
2526 if (archetype *closer = new_container->other_arch)
2527 {
2528 object *closer = arch_to_object (new_container->other_arch);
2529 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2530 new_container->insert (closer);
2531 }
2532#endif
2533
2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2535
2536 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container);
2538
2539 new_container->flag [FLAG_APPLIED] = true;
2540 container = new_container;
2541
2542 // client needs flag change
2543 esrv_update_item (UPD_FLAGS, this, new_container);
2544 esrv_send_inventory (this, new_container);
2545 play_sound (sound_find ("chest_open"));
2546 }
2547// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset ();
2549}
2550
2551object *
2552object::force_find (const shstr name)
2553{
2554 /* cycle through his inventory to look for the MARK we want to
2555 * place
2742 */ 2556 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2557 for (object *tmp = inv; tmp; tmp = tmp->below)
2744 { 2558 if (tmp->type == FORCE && tmp->slaying == name)
2745 if (link->key == canonical_key) 2559 return splay (tmp);
2746 { 2560
2747 return link->value;
2748 }
2749 }
2750 return NULL; 2561 return 0;
2751} 2562}
2752 2563
2753 2564void
2754/* 2565object::force_add (const shstr name, int duration)
2755 * Updates the canonical_key in op to value.
2756 *
2757 * canonical_key is a shared string (value doesn't have to be).
2758 *
2759 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2760 * keys.
2761 *
2762 * Returns TRUE on success.
2763 */
2764int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2566{
2767 key_value * 2567 if (object *force = force_find (name))
2768 field = NULL, *last = NULL; 2568 force->destroy ();
2769 2569
2770 for (field = op->key_values; field != NULL; field = field->next) 2570 object *force = get_archetype (FORCE_NAME);
2771 {
2772 if (field->key != canonical_key)
2773 {
2774 last = field;
2775 continue;
2776 }
2777 2571
2778 if (value) 2572 force->slaying = name;
2779 field->value = value; 2573 force->stats.food = 1;
2780 else 2574 force->speed_left = -1.f;
2781 {
2782 /* Basically, if the archetype has this key set,
2783 * we need to store the null value so when we save
2784 * it, we save the empty value so that when we load,
2785 * we get this value back again.
2786 */
2787 if (get_ob_key_link (&op->arch->clone, canonical_key))
2788 field->value = 0;
2789 else
2790 {
2791 if (last)
2792 last->next = field->next;
2793 else
2794 op->key_values = field->next;
2795 2575
2796 delete field; 2576 force->set_speed (duration ? 1.f / duration : 0.f);
2797 } 2577 force->flag [FLAG_IS_USED_UP] = true;
2798 } 2578 force->flag [FLAG_APPLIED] = true;
2799 return TRUE;
2800 }
2801 /* IF we get here, key doesn't exist */
2802 2579
2803 /* No field, we'll have to add it. */ 2580 insert (force);
2581}
2804 2582
2805 if (!add_key) 2583void
2806 { 2584object::play_sound (faceidx sound)
2807 return FALSE; 2585{
2808 } 2586 if (!sound)
2809 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings,
2813 * should pass in ""
2814 */
2815 if (value == NULL)
2816 return TRUE; 2587 return;
2817 2588
2818 field = new key_value; 2589 if (flag [FLAG_REMOVED])
2590 return;
2819 2591
2820 field->key = canonical_key; 2592 if (env)
2821 field->value = value; 2593 {
2822 /* Usual prepend-addition. */ 2594 if (object *pl = in_player ())
2823 field->next = op->key_values; 2595 pl->contr->play_sound (sound);
2824 op->key_values = field; 2596 }
2825 2597 else
2826 return TRUE; 2598 map->play_sound (sound, x, y);
2827} 2599}
2828 2600
2829/*
2830 * Updates the key in op to value.
2831 *
2832 * If add_key is FALSE, this will only update existing keys,
2833 * and not add new ones.
2834 * In general, should be little reason FALSE is ever passed in for add_key
2835 *
2836 * Returns TRUE on success.
2837 */
2838int
2839set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2840{
2841 shstr key_ (key);
2842
2843 return set_ob_key_value_s (op, key_, value, add_key);
2844}

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