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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.226 by root, Sat May 3 08:50:30 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <skills.h>
35#include <loader.h> 30#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
41 37
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 38objectvec objects;
39activevec actives;
40
41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 46};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 52};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 58};
51int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 64};
55 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
139
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 141static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
59{ 143{
60 key_value *wants_field; 144 key_value *wants_field;
61 145
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
65 */ 149 */
66 150
67 /* For each field in wants, */ 151 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 153 {
70 key_value *has_field; 154 key_value *has_field;
71 155
72 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
74 158
75 if (has_field == NULL) 159 if (!has_field)
76 {
77 /* No field with that name. */ 160 return 0; /* No field with that name. */
78 return FALSE;
79 }
80 161
81 /* Found the matching field. */ 162 /* Found the matching field. */
82 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 } 167 }
90 168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return 1;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 174static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 176{
99 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
101 */ 179 */
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
125 return 0; 211 return 0;
126 212
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 217 * flags lose any meaning.
139 */ 218 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if (ob1->arch->name != ob2->arch->name
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 249 return 0;
178 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
179 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
181 */ 261 */
182 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
183 { 263 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
190 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
191 272
192 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 274 * if it is valid.
194 */ 275 */
195 } 276 }
203 284
204 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
206 * check? 287 * check?
207 */ 288 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 290 return 0;
210 291
211 switch (ob1->type) 292 switch (ob1->type)
212 { 293 {
213 case SCROLL: 294 case SCROLL:
214 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
215 return 0; 296 return 0;
216 break; 297 break;
217 } 298 }
218 299
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
220 { 301 {
221 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
224 return 0; 307 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 308 }
228 309
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
231 { 311 {
232 ob1->optimise (); 312 ob1->optimise ();
233 ob2->optimise (); 313 ob2->optimise ();
234 314
235 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
236 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
237 } 329 }
238 330
239 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
240 return 1; 332 return 1;
241} 333}
242 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
243/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
244 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
247 */ 408 */
248long
249sum_weight (object *op)
250{
251 long sum;
252 object *inv;
253
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
256 if (inv->inv)
257 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 }
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum;
264 return sum;
265}
266
267/**
268 * Return the outermost environment object for a given object.
269 */
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void 409void
301dump_object2 (object *op) 410object::update_weight ()
302{ 411{
303 errmsg[0] = 0; 412 sint32 sum = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308 413
309/* object *tmp;*/ 414 for (object *op = inv; op; op = op->below)
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 } 415 {
331 else 416 if (op->inv)
417 op->update_weight ();
418
419 sum += op->total_weight ();
332 { 420 }
333 strcat (errmsg, "Object "); 421
334 if (op->name == NULL) 422 sum = weight_adjust (this, sum);
335 strcat (errmsg, "(null)"); 423
336 else 424 if (sum != carrying)
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 } 425 {
347#endif 426 carrying = sum;
348}
349 427
350/* 428 if (object *pl = visible_to ())
351 * Dumps an object. Returns output in the static global errmsg array. 429 if (pl != this) // player is handled lazily
352 */ 430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
432}
353 433
354void 434/*
435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
436 */
437char *
355dump_object (object *op) 438dump_object (object *op)
356{ 439{
357 if (op == NULL) 440 if (!op)
358 { 441 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 442
366void 443 object_freezer freezer;
367dump_all_objects (void) 444 op->write (freezer);
368{ 445 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} 446}
377 447
378/* 448/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
382 */ 452 */
383
384object * 453object *
385get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
386{ 455{
387 object *tmp, *closest; 456 object *tmp, *closest;
388 int last_dist, i; 457 int last_dist, i;
389 458
390 if (op->more == NULL) 459 if (!op->more)
391 return op; 460 return op;
461
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
395 return closest; 468 return closest;
396} 469}
397 470
398/* 471/*
399 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
400 */ 474 */
401
402object * 475object *
403find_object (tag_t i) 476find_object (tag_t i)
404{ 477{
405 object *op; 478 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 479 if (op->count == i)
409 break;
410 return op; 480 return op;
481
482 return 0;
411} 483}
412 484
413/* 485/*
414 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
417 */ 489 */
418
419object * 490object *
420find_object_name (const char *str) 491find_object_name (const char *str)
421{ 492{
422 const char *name = shstr::find (str); 493 shstr_cmp str_ (str);
423 object *op; 494 object *op;
424 495
425 for (op = objects; op != NULL; op = op->next) 496 for_all_objects (op)
426 if (&op->name == name) 497 if (op->name == str_)
427 break; 498 break;
428 499
429 return op; 500 return op;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
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} 501}
458 502
459/* 503/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
462 */ 507 */
463void 508void
464object::set_owner (object *owner) 509object::set_owner (object *owner)
465{ 510{
511 // allow objects which own objects
466 if (!owner) 512 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) 513 while (owner->owner)
477 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
478 521
479 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
480} 589}
481 590
482/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 592 * refcounts and freeing the links.
484 */ 593 */
485static void 594static void
486free_key_values (object *op) 595free_key_values (object *op)
487{ 596{
488 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
489 { 598 {
490 key_value *next = i->next; 599 key_value *next = i->next;
491 delete i; 600 delete i;
492 601
493 i = next; 602 i = next;
494 } 603 }
495 604
496 op->key_values = 0; 605 op->key_values = 0;
497} 606}
498 607
499void object::clear () 608object &
609object::operator =(const object &src)
500{ 610{
501 attachable_base::clear (); 611 remove ();
502 612
503 free_key_values (this); 613 *(object_copy *)this = src;
504 614
505 owner = 0; 615 flag [FLAG_REMOVED] = true;
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/*
552 * copy object first frees everything allocated by the second object,
553 * and then copies the contends of the first object into the second
554 * object, allocating what needs to be allocated. Basically, any
555 * 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
557 * will point at garbage.
558 */
559void
560copy_object (object *op2, object *op)
561{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
564
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;
574 616
575 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
576 if (op2->key_values) 618 if (src.key_values)
577 { 619 {
578 key_value *tail = 0; 620 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 621 key_values = 0;
582 622
583 for (i = op2->key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
584 { 624 {
585 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
586 626
587 new_link->next = 0; 627 new_link->next = 0;
588 new_link->key = i->key; 628 new_link->key = i->key;
589 new_link->value = i->value; 629 new_link->value = i->value;
590 630
591 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
592 if (!op->key_values) 632 if (!key_values)
593 { 633 {
594 op->key_values = new_link; 634 key_values = new_link;
595 tail = new_link; 635 tail = new_link;
596 } 636 }
597 else 637 else
598 { 638 {
599 tail->next = new_link; 639 tail->next = new_link;
600 tail = new_link; 640 tail = new_link;
601 } 641 }
602 } 642 }
603 } 643 }
644}
604 645
605 update_ob_speed (op); 646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
682}
683
684object *
685object::clone ()
686{
687 object *neu = create ();
688 copy_to (neu);
689 neu->map = map; // not copied by copy_to
690 return neu;
606} 691}
607 692
608/* 693/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * 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 695 * 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. 696 * be called to update the face variable, _and_ how it looks on the map.
612 */ 697 */
613
614void 698void
615update_turn_face (object *op) 699update_turn_face (object *op)
616{ 700{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 702 return;
703
619 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
621} 706}
622 707
623/* 708/*
624 * Updates the speed of an object. If the speed changes from 0 to another 709 * 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. 710 * 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. 711 * This function needs to be called whenever the speed of an object changes.
627 */ 712 */
628void 713void
629update_ob_speed (object *op) 714object::set_speed (float speed)
630{ 715{
631 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 717 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 719 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 720 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 721
656 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 723
660 if (op->active_next != NULL) 724 if (has_active_speed ())
661 op->active_next->active_prev = op; 725 activate ();
662
663 active_objects = op;
664 }
665 else 726 else
666 { 727 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 728}
690 729
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 730/*
723 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 733 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 734 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 735 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 736 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
730 * 738 *
731 * action is a hint of what the caller believes need to be done. 739 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 740 * current action are:
737 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 744 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
742 */ 746 */
743
744void 747void
745update_object (object *op, int action) 748update_object (object *op, int action)
746{ 749{
747 int update_now = 0, flags; 750 if (!op)
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL)
751 { 751 {
752 /* this should never happen */ 752 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 754 return;
755 } 755 }
756 756
757 if (op->env != NULL) 757 if (!op->is_on_map ())
758 { 758 {
759 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
760 * to do in this case. 760 * to do in this case.
761 */ 761 */
762 return; 762 return;
763 } 763 }
764 764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770
771 /* make sure the object is within map boundaries */ 765 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 766 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 767 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 768 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 769#ifdef MANY_CORES
776 abort (); 770 abort ();
777#endif 771#endif
778 return; 772 return;
779 } 773 }
780 774
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 775 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 776
777 if (!(m.flags_ & P_UPTODATE))
778 /* nop */;
788 if (action == UP_OBJ_INSERT) 779 else if (action == UP_OBJ_INSERT)
789 { 780 {
781 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 788 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 789 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 790 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 791 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 792 * to have move_allow right now.
813 */ 793 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 796 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 797 }
820 /* if the object is being removed, we can't make intelligent 798 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 799 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 800 * that is being removed.
823 */ 801 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 803 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 804 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 805 /* Nothing to do for that case */ ;
828 else 806 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 807 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 808
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 809 if (op->more)
838 update_object (op->more, action); 810 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 811}
859 812
860object::object () 813object::object ()
861{ 814{
862 SET_FLAG (this, FLAG_REMOVED); 815 SET_FLAG (this, FLAG_REMOVED);
863 816
864 expmul = 1.0; 817 expmul = 1.0;
865 face = blank_face; 818 face = blank_face;
866 attacked_by_count = -1;
867} 819}
868 820
869object::~object () 821object::~object ()
870{ 822{
823 unlink ();
824
871 free_key_values (this); 825 free_key_values (this);
872} 826}
873 827
828static int object_count;
829
874void object::link () 830void object::link ()
875{ 831{
832 assert (!index);//D
833 uuid = UUID::gen ();
876 count = ++ob_count; 834 count = ++object_count;
877 835
878 prev = 0; 836 refcnt_inc ();
879 next = objects; 837 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 838}
886 839
887void object::unlink () 840void object::unlink ()
888{ 841{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 842 if (!index)
899 { 843 return;
900 next->prev = prev; 844
901 next = 0; 845 objects.erase (this);
846 refcnt_dec ();
847}
848
849void
850object::activate ()
851{
852 /* If already on active list, don't do anything */
853 if (active)
854 return;
855
856 if (has_active_speed ())
857 actives.insert (this);
858}
859
860void
861object::activate_recursive ()
862{
863 activate ();
864
865 for (object *op = inv; op; op = op->below)
866 op->activate_recursive ();
867}
868
869/* This function removes object 'op' from the list of active
870 * objects.
871 * This should only be used for style maps or other such
872 * reference maps where you don't want an object that isn't
873 * in play chewing up cpu time getting processed.
874 * The reverse of this is to call update_ob_speed, which
875 * will do the right thing based on the speed of the object.
876 */
877void
878object::deactivate ()
879{
880 /* If not on the active list, nothing needs to be done */
881 if (!active)
882 return;
883
884 actives.erase (this);
885}
886
887void
888object::deactivate_recursive ()
889{
890 for (object *op = inv; op; op = op->below)
891 op->deactivate_recursive ();
892
893 deactivate ();
894}
895
896void
897object::set_flag_inv (int flag, int value)
898{
899 for (object *op = inv; op; op = op->below)
902 } 900 {
901 op->flag [flag] = value;
902 op->set_flag_inv (flag, value);
903 }
904}
903 905
904 if (this == objects) 906/*
905 objects = next; 907 * Remove and free all objects in the inventory of the given object.
908 * object.c ?
909 */
910void
911object::destroy_inv (bool drop_to_ground)
912{
913 // need to check first, because the checks below might segfault
914 // as we might be on an invalid mapspace and crossfire code
915 // is too buggy to ensure that the inventory is empty.
916 // corollary: if you create arrows etc. with stuff in its inventory,
917 // cf will crash below with off-map x and y
918 if (!inv)
919 return;
920
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (!drop_to_ground
926 || !map
927 || map->in_memory != MAP_ACTIVE
928 || map->nodrop
929 || ms ().move_block == MOVE_ALL)
930 {
931 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy ();
935 }
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
940 {
941 object *op = inv;
942
943 if (op->flag [FLAG_STARTEQUIP]
944 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE
946 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true);
950 else
951 map->insert (op, x, y);
952 }
953 }
906} 954}
907 955
908object *object::create () 956object *object::create ()
909{ 957{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 958 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 959 op->link ();
925 return op; 960 return op;
926} 961}
927 962
928/* 963static struct freed_map : maptile
929 * free_object() frees everything allocated by an object, removes
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 964{
940 if (QUERY_FLAG (this, FLAG_FREED)) 965 freed_map ()
966 {
967 path = "<freed objects map>";
968 name = "/internal/freed_objects_map";
969 width = 3;
970 height = 3;
971 nodrop = 1;
972
973 alloc ();
974 in_memory = MAP_ACTIVE;
975 }
976} freed_map; // freed objects are moved here to avoid crashes
977
978void
979object::do_destroy ()
980{
981 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this);
983
984 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this);
986
987 remove ();
988
989 attachable::do_destroy ();
990
991 deactivate ();
992 unlink ();
993
994 flag [FLAG_FREED] = 1;
995
996 // hack to ensure that freed objects still have a valid map
997 map = &freed_map;
998 x = 1;
999 y = 1;
1000
1001 if (more)
1002 {
1003 more->destroy ();
1004 more = 0;
1005 }
1006
1007 head = 0;
1008
1009 // clear those pointers that likely might cause circular references
1010 owner = 0;
1011 enemy = 0;
1012 attacked_by = 0;
1013 current_weapon = 0;
1014}
1015
1016void
1017object::destroy (bool destroy_inventory)
1018{
1019 if (destroyed ())
941 return; 1020 return;
942 1021
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1022 if (!is_head () && !head->destroyed ())
944 remove_ob (this);
945
946 if (QUERY_FLAG (this, FLAG_FRIENDLY))
947 remove_friendly_object (this);
948
949 SET_FLAG (this, FLAG_FREED);
950
951 if (more)
952 {
953 more->free (free_inventory);
954 more = 0;
955 } 1023 {
956 1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
957 if (inv) 1025 head->destroy (destroy_inventory);
1026 return;
958 { 1027 }
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966 1028
967 while (op) 1029 destroy_inv (!destroy_inventory);
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977 1030
978 while (op) 1031 if (is_head ())
979 { 1032 if (sound_destroy)
980 object *tmp = op->below; 1033 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER])
1035 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
981 1036
982 remove_ob (op); 1037 attachable::destroy ();
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0;
1000
1001 /* Remove object from the active list */
1002 speed = 0;
1003 update_ob_speed (this);
1004
1005 unlink ();
1006
1007 mortals.push_back (this);
1008} 1038}
1009 1039
1010/* 1040/* op->remove ():
1011 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)).
1013 */
1014
1015void
1016sub_weight (object *op, signed long weight)
1017{
1018 while (op != NULL)
1019 {
1020 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 }
1024 op->carrying -= weight;
1025 op = op->env;
1026 }
1027}
1028
1029/* remove_ob(op):
1030 * This function removes the object op from the linked list of objects 1041 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 1042 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 1043 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 1044 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 1045 * the previous environment.
1035 * Beware: This function is called from the editor as well!
1036 */ 1046 */
1037
1038void 1047void
1039remove_ob (object *op) 1048object::do_remove ()
1040{ 1049{
1050 object *tmp, *last = 0;
1041 object * 1051 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 1052
1047 tag_t 1053 if (flag [FLAG_REMOVED])
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED))
1059 return; 1054 return;
1060 1055
1061 SET_FLAG (op, FLAG_REMOVED); 1056 INVOKE_OBJECT (REMOVE, this);
1062 1057
1063 if (op->more != NULL) 1058 flag [FLAG_REMOVED] = true;
1064 remove_ob (op->more); 1059
1060 if (more)
1061 more->remove ();
1065 1062
1066 /* 1063 /*
1067 * In this case, the object to be removed is in someones 1064 * In this case, the object to be removed is in someones
1068 * inventory. 1065 * inventory.
1069 */ 1066 */
1070 if (op->env != NULL) 1067 if (env)
1071 { 1068 {
1072 if (op->nrof) 1069 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1073 sub_weight (op->env, op->weight * op->nrof); 1070 if (object *pl = visible_to ())
1074 else 1071 esrv_del_item (pl->contr, count);
1075 sub_weight (op->env, op->weight + op->carrying); 1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073
1074 adjust_weight (env, -total_weight ());
1075
1076 *(above ? &above->below : &env->inv) = below;
1077
1078 if (below)
1079 below->above = above;
1080
1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1076 1091
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1094 * to save cpu time.
1080 */ 1095 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 1097 otmp->update_stats ();
1098 }
1099 else if (map)
1100 {
1101 map->dirty = true;
1102 mapspace &ms = this->ms ();
1083 1103
1084 if (op->above != NULL) 1104 if (object *pl = ms.player ())
1105 {
1106 if (type == PLAYER) // this == pl(!)
1107 {
1108 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent.
1112 close_container ();
1113
1114 --map->players;
1115 map->touch ();
1116 }
1117 else if (pl->container == this)
1118 {
1119 // removing a container should close it
1120 close_container ();
1121 }
1122
1123 esrv_del_item (pl->contr, count);
1124 }
1125
1126 /* link the object above us */
1127 if (above)
1085 op->above->below = op->below; 1128 above->below = below;
1086 else 1129 else
1087 op->env->inv = op->below;
1088
1089 if (op->below != NULL)
1090 op->below->above = op->above;
1091
1092 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do.
1095 */
1096 op->x = op->env->x, op->y = op->env->y;
1097 op->map = op->env->map;
1098 op->above = NULL, op->below = NULL;
1099 op->env = NULL;
1100 }
1101 else if (op->map)
1102 {
1103 x = op->x;
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1110 op->map->path, op->x, op->y);
1111 /* in old days, we used to set x and y to 0 and continue.
1112 * it seems if we get into this case, something is probablye
1113 * screwed up and should be fixed.
1114 */
1115 abort ();
1116 }
1117
1118 if (op->map != m)
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */
1125
1126 /* link the object above us */
1127 if (op->above)
1128 op->above->below = op->below;
1129 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1130 ms.top = below; /* we were top, set new top */
1131 1131
1132 /* Relink the object below us, if there is one */ 1132 /* Relink the object below us, if there is one */
1133 if (op->below) 1133 if (below)
1134 op->below->above = op->above; 1134 below->above = above;
1135 else 1135 else
1136 { 1136 {
1137 /* Nothing below, which means we need to relink map object for this space 1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is 1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident 1139 * evident
1140 */ 1140 */
1141 if (GET_MAP_OB (m, x, y) != op) 1141 if (GET_MAP_OB (map, x, y) != this)
1142 {
1143 dump_object (op);
1144 LOG (llevError,
1145 "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 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1146 dump_object (GET_MAP_OB (m, x, y));
1147 LOG (llevError, "%s\n", errmsg);
1148 }
1149 1143
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1144 ms.bot = above; /* goes on above it. */
1151 } 1145 }
1152 1146
1153 op->above = 0; 1147 above = 0;
1154 op->below = 0; 1148 below = 0;
1155 1149
1156 if (op->map->in_memory == MAP_SAVING) 1150 if (map->in_memory == MAP_SAVING)
1157 return; 1151 return;
1158 1152
1159 tag = op->count; 1153 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 1154
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1155 if (object *pl = ms.player ())
1156 {
1157 if (pl->container == this)
1158 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view
1160 * appropriately.
1161 */
1162 pl->close_container ();
1163
1164 //TODO: the floorbox prev/next might need updating
1165 //esrv_del_item (pl->contr, count);
1166 //TODO: update floorbox to preserve ordering
1167 if (pl->contr->ns)
1168 pl->contr->ns->floorbox_update ();
1169 }
1170
1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1163 { 1172 {
1164 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
1165 * being removed. 1174 * being removed.
1166 */ 1175 */
1167 1176
1168 if (tmp->type == PLAYER && tmp != op) 1177 /* See if object moving off should effect something */
1178 if (check_walk_off
1179 && ((move_type & tmp->move_off)
1180 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1181 {
1170 /* If a container that the player is currently using somehow gets 1182 move_apply (tmp, this, 0);
1171 * removed (most likely destroyed), update the player view
1172 * appropriately.
1173 */
1174 if (tmp->container == op)
1175 {
1176 CLEAR_FLAG (op, FLAG_APPLIED);
1177 tmp->container = NULL;
1178 }
1179 1183
1180 tmp->contr->socket.update_look = 1; 1184 if (destroyed ())
1185 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1181 } 1186 }
1182
1183 /* See if player moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 {
1186 move_apply (tmp, op, NULL);
1187
1188 if (was_destroyed (op, tag))
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1191 }
1192 }
1193
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195
1196 if (tmp->above == tmp)
1197 tmp->above = NULL;
1198 1187
1199 last = tmp; 1188 last = tmp;
1200 } 1189 }
1201 1190
1202 /* last == NULL of there are no objects on this space */ 1191 /* last == NULL if there are no objects on this space */
1192 //TODO: this makes little sense, why only update the topmost object?
1203 if (last == NULL) 1193 if (!last)
1204 { 1194 map->at (x, y).flags_ = 0;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1195 else
1214 update_object (last, UP_OBJ_REMOVE); 1196 update_object (last, UP_OBJ_REMOVE);
1215 1197
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1199 update_all_los (map, x, y);
1218 } 1200 }
1219} 1201}
1220 1202
1221/* 1203/*
1222 * merge_ob(op,top): 1204 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1206 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1207 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1208 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1209 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1210 */
1229
1230object * 1211object *
1231merge_ob (object *op, object *top) 1212merge_ob (object *op, object *top)
1232{ 1213{
1233 if (!op->nrof) 1214 if (!op->nrof)
1234 return 0; 1215 return 0;
1235 1216
1236 if (top == NULL) 1217 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1218 for (top = op; top && top->above; top = top->above)
1219 ;
1238 1220
1239 for (; top != NULL; top = top->below) 1221 for (; top; top = top->below)
1240 { 1222 if (object::can_merge (op, top))
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 { 1223 {
1245 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1246 1225
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1248 op->weight = 0; /* Don't want any adjustements now */ 1227 esrv_update_item (UPD_NROF, pl, top);
1249 remove_ob (op); 1228
1250 free_object (op); 1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1232 op->destroy (1);
1233
1251 return top; 1234 return top;
1252 } 1235 }
1253 }
1254 1236
1255 return NULL; 1237 return 0;
1256} 1238}
1257 1239
1240void
1241object::expand_tail ()
1242{
1243 if (more)
1244 return;
1245
1246 object *prev = this;
1247
1248 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1249 {
1250 object *op = arch_to_object (at);
1251
1252 op->name = name;
1253 op->name_pl = name_pl;
1254 op->title = title;
1255
1256 op->head = this;
1257 prev->more = op;
1258
1259 prev = op;
1260 }
1261}
1262
1258/* 1263/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1264 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1265 * job preparing multi-part monsters.
1261 */ 1266 */
1262object * 1267object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1269{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1271 {
1272 tmp->x = x + tmp->arch->clone.x; 1272 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1273 tmp->y = y + tmp->arch->y;
1274 } 1274 }
1275 1275
1276 return insert_ob_in_map (op, m, originator, flag); 1276 return insert_ob_in_map (op, m, originator, flag);
1277} 1277}
1278 1278
1294 * Return value: 1294 * Return value:
1295 * new object if 'op' was merged with other object 1295 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1296 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1297 * just 'op' otherwise
1298 */ 1298 */
1299
1300object * 1299object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1301{
1303 object *tmp, *top, *floor = NULL; 1302 assert (!op->flag [FLAG_FREED]);
1304 sint16 x, y;
1305 1303
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1304 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1305
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1307 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1308 * need extra work
1375 */ 1309 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1310 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1311 {
1378 y = op->y; 1312 op->destroy (1);
1313 return 0;
1314 }
1315
1316 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag))
1318 return 0;
1319
1320 CLEAR_FLAG (op, FLAG_REMOVED);
1321
1322 op->map = m;
1323 mapspace &ms = op->ms ();
1379 1324
1380 /* this has to be done after we translate the coordinates. 1325 /* this has to be done after we translate the coordinates.
1381 */ 1326 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1329 if (object::can_merge (op, tmp))
1385 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1386 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1335 tmp->destroy (1);
1388 free_object (tmp);
1389 } 1336 }
1390 1337
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1340
1406 op->below = originator->below; 1353 op->below = originator->below;
1407 1354
1408 if (op->below) 1355 if (op->below)
1409 op->below->above = op; 1356 op->below->above = op;
1410 else 1357 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1358 ms.bot = op;
1412 1359
1413 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1414 originator->below = op; 1361 originator->below = op;
1415 } 1362 }
1416 else 1363 else
1417 { 1364 {
1365 object *top, *floor = NULL;
1366
1367 top = ms.bot;
1368
1418 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1370 if (top)
1420 { 1371 {
1421 object *last = NULL; 1372 object *last = 0;
1422 1373
1423 /* 1374 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1375 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1376 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1377 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1381 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1382 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1383 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1384 * that flying non pickable objects are spell objects.
1434 */ 1385 */
1435 1386 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1387 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1389 floor = top;
1440 1390
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1394 top = top->below;
1445 break; 1395 break;
1446 } 1396 }
1447 1397
1448 last = top; 1398 last = top;
1449 top = top->above;
1450 } 1399 }
1451 1400
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1401 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1402 top = last;
1454 1403
1456 * looks like instead of lots of conditions here. 1405 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1406 * makes things faster, and effectively the same result.
1458 */ 1407 */
1459 1408
1460 /* Have object 'fall below' other objects that block view. 1409 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1410 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1411 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1412 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1413 * stacking is a bit odd.
1465 */ 1414 */
1466 if (!(flag & INS_ON_TOP) && 1415 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1416 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility))
1468 { 1418 {
1469 for (last = top; last != floor; last = last->below) 1419 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1421 break;
1422
1472 /* Check to see if we found the object that blocks view, 1423 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1424 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1425 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1426 * set top to the object below us.
1476 */ 1427 */
1477 if (last && last->below && last != floor) 1428 if (last && last->below && last != floor)
1478 top = last->below; 1429 top = last->below;
1479 } 1430 }
1480 } /* If objects on this space */ 1431 } /* If objects on this space */
1481 1432
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1433 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1434 top = floor;
1487 1435
1488 /* Top is the object that our object (op) is going to get inserted above. 1436 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1437 */
1490 1438
1491 /* First object on this space */ 1439 /* First object on this space */
1492 if (!top) 1440 if (!top)
1493 { 1441 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1442 op->above = ms.bot;
1495 1443
1496 if (op->above) 1444 if (op->above)
1497 op->above->below = op; 1445 op->above->below = op;
1498 1446
1499 op->below = NULL; 1447 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1448 ms.bot = op;
1501 } 1449 }
1502 else 1450 else
1503 { /* get inserted into the stack above top */ 1451 { /* get inserted into the stack above top */
1504 op->above = top->above; 1452 op->above = top->above;
1505 1453
1508 1456
1509 op->below = top; 1457 op->below = top;
1510 top->above = op; 1458 top->above = op;
1511 } 1459 }
1512 1460
1513 if (op->above == NULL) 1461 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1462 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1463 } /* else not INS_BELOW_ORIGINATOR */
1516 1464
1517 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1466 {
1518 op->contr->do_los = 1; 1467 op->contr->do_los = 1;
1468 ++op->map->players;
1469 op->map->touch ();
1470 }
1519 1471
1520 /* If we have a floor, we know the player, if any, will be above 1472 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1473
1522 */ 1474 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1475 //TODO: the floorbox prev/next might need updating
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1476 //esrv_send_item (pl, op);
1525 if (tmp->type == PLAYER) 1477 //TODO: update floorbox to preserve ordering
1526 tmp->contr->socket.update_look = 1; 1478 if (pl->contr->ns)
1479 pl->contr->ns->floorbox_update ();
1527 1480
1528 /* If this object glows, it may affect lighting conditions that are 1481 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1482 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1483 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1484 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1485 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1486 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1487 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1488 * of effect may be sufficient.
1536 */ 1489 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1490 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1491 update_all_los (op->map, op->x, op->y);
1539 1492
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1542 1495
1496 INVOKE_OBJECT (INSERT, op);
1497
1543 /* Don't know if moving this to the end will break anything. However, 1498 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1499 * we want to have floorbox_update called before calling this.
1545 * 1500 *
1546 * check_move_on() must be after this because code called from 1501 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1502 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1504 * update_object().
1550 */ 1505 */
1551 1506
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1509 {
1555 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1556 return NULL; 1511 return 0;
1557 1512
1558 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1514 * walk on's.
1560 */ 1515 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1563 return NULL; 1518 return 0;
1564 } 1519 }
1565 1520
1566 return op; 1521 return op;
1567} 1522}
1568 1523
1569/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1572 */ 1527 */
1573void 1528void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1530{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1582 1532
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1535 tmp->destroy (1);
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1536
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1537 object *tmp = arch_to_object (archetype::find (arch_string));
1593 1538
1594 tmp1->x = op->x; 1539 tmp->x = op->x;
1595 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1543}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1544
1607object * 1545object *
1608get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1609{ 1547{
1610 object * 1548 if (where->env)
1611 newob; 1549 return where->env->insert (this);
1612 int 1550 else
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644} 1552}
1645 1553
1646/* 1554/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1555 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1556 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1557 * is subsequently removed and freed.
1650 * 1558 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1559 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1560 */
1561bool
1562object::decrease (sint32 nr)
1563{
1564 if (!nr)
1565 return true;
1653 1566
1567 nr = min (nr, nrof);
1568
1569 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0
1574
1575 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this);
1577
1578 return true;
1579 }
1580 else
1581 {
1582 destroy (1);
1583 return false;
1584 }
1585}
1586
1587/*
1588 * split(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and returned if that number is 0).
1591 * On failure, NULL is returned.
1592 */
1654object * 1593object *
1655decrease_ob_nr (object *op, uint32 i) 1594object::split (sint32 nr)
1656{ 1595{
1657 object *tmp; 1596 int have = number_of ();
1658 player *pl;
1659 1597
1660 if (i == 0) /* objects with op->nrof require this check */ 1598 if (have < nr)
1661 return op; 1599 return 0;
1662 1600 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1601 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1602 remove ();
1703 op->nrof = 0; 1603 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1604 }
1710 else 1605 else
1711 { 1606 {
1712 object *above = op->above; 1607 decrease (nr);
1713 1608
1714 if (i < op->nrof) 1609 object *op = object_create_clone (this);
1715 op->nrof -= i; 1610 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1611 return op;
1735 else
1736 { 1612 }
1737 free_object (op); 1613}
1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1738 return NULL; 1623 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1624 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1625
1755 op->carrying += weight; 1626 if (where->head_ () != where)
1756 op = op->env;
1757 } 1627 {
1758} 1628 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1759 1631
1632 return where->insert (op);
1633}
1634
1760/* 1635/*
1761 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1762 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1763 * inside the object environment. 1638 * inside the object environment.
1764 * 1639 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1772 */ 1642 */
1773
1774object * 1643object *
1775insert_ob_in_ob (object *op, object *where) 1644object::insert (object *op)
1776{ 1645{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1646 if (op->more)
1802 { 1647 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1648 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1649 return op;
1805 } 1650 }
1806 1651
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1652 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1653
1654 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1655
1809 if (op->nrof) 1656 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1657 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1658 if (object::can_merge (tmp, op))
1813 { 1659 {
1814 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1661 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1663
1818 * tmp->nrof, we need to increase the weight. 1664 if (object *pl = tmp->visible_to ())
1819 */ 1665 esrv_update_item (UPD_NROF, pl, tmp);
1820 add_weight (where, op->weight * op->nrof); 1666
1821 SET_FLAG (op, FLAG_REMOVED); 1667 adjust_weight (this, op->total_weight ());
1822 free_object (op); /* free the inserted object */ 1668
1669 op->destroy (1);
1823 op = tmp; 1670 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1671 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1672 }
1828 1673
1829 /* I assume combined objects have no inventory 1674 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1675 op->map = 0;
1848 op->env = where; 1676 op->x = 0;
1677 op->y = 0;
1678
1849 op->above = NULL; 1679 op->above = 0;
1850 op->below = NULL; 1680 op->below = inv;
1851 op->x = 0, op->y = 0; 1681 op->env = this;
1852 1682
1683 if (inv)
1684 inv->above = op;
1685
1686 inv = op;
1687
1688 op->flag [FLAG_REMOVED] = 0;
1689
1690 if (object *pl = op->visible_to ())
1691 esrv_send_item (pl, op);
1692
1693 adjust_weight (this, op->total_weight ());
1694
1695inserted:
1853 /* reset the light list and los of the players on the map */ 1696 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1697 if (op->glow_radius && map && map->darkness)
1855 { 1698 update_all_los (map, x, y);
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 }
1862 1699
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1700 // if this is a player's inventory, update stats
1864 * It sure simplifies this function... 1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1865 */ 1702 update_stats ();
1866 if (where->inv == NULL) 1703
1867 where->inv = op; 1704 INVOKE_OBJECT (INSERT, this);
1868 else 1705
1869 {
1870 op->below = where->inv;
1871 op->below->above = op;
1872 where->inv = op;
1873 }
1874 return op; 1706 return op;
1875} 1707}
1876 1708
1877/* 1709/*
1878 * Checks if any objects has a move_type that matches objects 1710 * Checks if any objects has a move_type that matches objects
1892 * 1724 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1725 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1726 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1727 * on top.
1896 */ 1728 */
1897
1898int 1729int
1899check_move_on (object *op, object *originator) 1730check_move_on (object *op, object *originator)
1900{ 1731{
1901 object * 1732 object *tmp;
1902 tmp; 1733 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1734 int x = op->x, y = op->y;
1909 1735
1910 MoveType 1736 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1737
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1738 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1739 return 0;
1917
1918 tag = op->count;
1919 1740
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1741 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1742 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1743 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1744
1939 1760
1940 /* The objects have to be checked from top to bottom. 1761 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1762 * Hence, we first go to the top:
1942 */ 1763 */
1943 1764
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1765 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1766 {
1946 /* Trim the search when we find the first other spell effect 1767 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1768 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1769 * we don't need to check all of them.
1949 */ 1770 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1790 {
1970 1791
1971 float 1792 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1793 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1794
1974 if (op->type == PLAYER) 1795 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1796 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1797 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1798 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1805 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1806 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1807 {
1987 move_apply (tmp, op, originator); 1808 move_apply (tmp, op, originator);
1988 1809
1989 if (was_destroyed (op, tag)) 1810 if (op->destroyed ())
1990 return 1; 1811 return 1;
1991 1812
1992 /* what the person/creature stepped onto has moved the object 1813 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1814 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1815 * have a feeling strange problems would result.
2004/* 1825/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1826 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1827 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
2008 */ 1829 */
2009
2010object * 1830object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1831present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1832{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1833 if (!m || out_of_map (m, x, y))
2017 { 1834 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1835 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1836 return NULL;
2020 } 1837 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1840 if (tmp->arch == at)
2023 return tmp; 1841 return tmp;
1842
2024 return NULL; 1843 return NULL;
2025} 1844}
2026 1845
2027/* 1846/*
2028 * present(type, map, x, y) searches for any objects with 1847 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1848 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2031 */ 1850 */
2032
2033object * 1851object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1852present (unsigned char type, maptile *m, int x, int y)
2035{ 1853{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1854 if (out_of_map (m, x, y))
2040 { 1855 {
2041 LOG (llevError, "Present called outside map.\n"); 1856 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1857 return NULL;
2043 } 1858 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859
1860 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1861 if (tmp->type == type)
2046 return tmp; 1862 return tmp;
1863
2047 return NULL; 1864 return NULL;
2048} 1865}
2049 1866
2050/* 1867/*
2051 * present_in_ob(type, object) searches for any objects with 1868 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1869 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
2054 */ 1871 */
2055
2056object * 1872object *
2057present_in_ob (unsigned char type, const object *op) 1873present_in_ob (unsigned char type, const object *op)
2058{ 1874{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1876 if (tmp->type == type)
2064 return tmp; 1877 return tmp;
1878
2065 return NULL; 1879 return NULL;
2066} 1880}
2067 1881
2068/* 1882/*
2069 * present_in_ob (type, str, object) searches for any objects with 1883 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1891 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1892 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1893 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1894 * to be unique.
2081 */ 1895 */
2082
2083object * 1896object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1897present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1898{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1899 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1900 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1901 return tmp;
2093 } 1902
2094 return NULL; 1903 return 0;
2095} 1904}
2096 1905
2097/* 1906/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1907 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1908 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2101 */ 1910 */
2102
2103object * 1911object *
2104present_arch_in_ob (const archetype *at, const object *op) 1912present_arch_in_ob (const archetype *at, const object *op)
2105{ 1913{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1915 if (tmp->arch == at)
2111 return tmp; 1916 return tmp;
1917
2112 return NULL; 1918 return NULL;
2113} 1919}
2114 1920
2115/* 1921/*
2116 * activate recursively a flag on an object inventory 1922 * activate recursively a flag on an object inventory
2117 */ 1923 */
2118void 1924void
2119flag_inv (object *op, int flag) 1925flag_inv (object *op, int flag)
2120{ 1926{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1928 {
2127 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
2129 } 1931 }
2130} /* 1932}
1933
1934/*
2131 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
2132 */ 1936 */
2133void 1937void
2134unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
2135{ 1939{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 1941 {
2142 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2144 } 1944 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1945}
2160 1946
2161/* 1947/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1949 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 1951 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 1952 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 1953 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 1954 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1955 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 1956 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 1957 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 1958 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 1959 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1960 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1961 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1962 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1963 * customized, changed states, etc.
2181 */ 1964 */
2182
2183int 1965int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1966find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1967{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
1969 int index = 0, flag;
2191 1970
2192 for (i = start; i < stop; i++) 1971 for (int i = start; i < stop; i++)
2193 { 1972 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1973 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 1974
1975 if (!pos.normalise ())
1976 continue;
1977
1978 mapspace &ms = *pos;
1979
1980 if (ms.flags () & P_IS_ALIVE)
1981 continue;
1982
1983 /* However, often
1984 * ob doesn't have any move type (when used to place exits)
1985 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1986 */
1987 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1988 {
2196 altern[index++] = i; 1989 altern [index++] = i;
1990 continue;
1991 }
2197 1992
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2205 */ 2000 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2002 {
2207 stop = maxfree[i]; 2003 stop = maxfree[i];
2004 continue;
2005 }
2006
2007 /* Note it is intentional that we check ob - the movement type of the
2008 * head of the object should correspond for the entire object.
2009 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue;
2012
2013 if (ob->blocked (m, pos.x, pos.y))
2014 continue;
2015
2016 altern [index++] = i;
2208 } 2017 }
2018
2209 if (!index) 2019 if (!index)
2210 return -1; 2020 return -1;
2021
2211 return altern[RANDOM () % index]; 2022 return altern [rndm (index)];
2212} 2023}
2213 2024
2214/* 2025/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2026 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2027 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2028 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2029 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2030 */
2220
2221int 2031int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2032find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2033{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2034 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2035 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2036 return i;
2231 } 2037
2232 return -1; 2038 return -1;
2233} 2039}
2234 2040
2235/* 2041/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2042 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2043 * arr[begin..end-1].
2044 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2045 */
2239static void 2046static void
2240permute (int *arr, int begin, int end) 2047permute (int *arr, int begin, int end)
2241{ 2048{
2242 int 2049 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2050 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2051
2253 tmp = arr[i]; 2052 while (--end)
2254 arr[i] = arr[j]; 2053 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2054}
2258 2055
2259/* new function to make monster searching more efficient, and effective! 2056/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2057 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2058 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2061 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2062 */
2266void 2063void
2267get_search_arr (int *search_arr) 2064get_search_arr (int *search_arr)
2268{ 2065{
2269 int 2066 int i;
2270 i;
2271 2067
2272 for (i = 0; i < SIZEOFFREE; i++) 2068 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2069 search_arr[i] = i;
2275 }
2276 2070
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2071 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2072 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2073 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2074}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2083 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2084 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2085 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2086 * there is capable of.
2293 */ 2087 */
2294
2295int 2088int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2089find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2090{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2091 int i, max = SIZEOFFREE, mflags;
2301 2092
2302 sint16 nx, ny; 2093 sint16 nx, ny;
2303 object * 2094 object *tmp;
2304 tmp; 2095 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2096
2308 MoveType blocked, move_type; 2097 MoveType blocked, move_type;
2309 2098
2310 if (exclude && exclude->head) 2099 if (exclude && exclude->head_ () != exclude)
2311 { 2100 {
2312 exclude = exclude->head; 2101 exclude = exclude->head;
2313 move_type = exclude->move_type; 2102 move_type = exclude->move_type;
2314 } 2103 }
2315 else 2104 else
2323 mp = m; 2112 mp = m;
2324 nx = x + freearr_x[i]; 2113 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2114 ny = y + freearr_y[i];
2326 2115
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2116 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2117
2328 if (mflags & P_OUT_OF_MAP) 2118 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2119 max = maxfree[i];
2331 }
2332 else 2120 else
2333 { 2121 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2122 mapspace &ms = mp->at (nx, ny);
2123
2124 blocked = ms.move_block;
2335 2125
2336 if ((move_type & blocked) == move_type) 2126 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2127 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2128 else if (mflags & P_IS_ALIVE)
2341 { 2129 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2130 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2131 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2132 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2133 break;
2347 } 2134
2348 }
2349 if (tmp) 2135 if (tmp)
2350 {
2351 return freedir[i]; 2136 return freedir[i];
2352 }
2353 } 2137 }
2354 } 2138 }
2355 } 2139 }
2140
2356 return 0; 2141 return 0;
2357} 2142}
2358 2143
2359/* 2144/*
2360 * distance(object 1, object 2) will return the square of the 2145 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2146 * distance between the two given objects.
2362 */ 2147 */
2363
2364int 2148int
2365distance (const object *ob1, const object *ob2) 2149distance (const object *ob1, const object *ob2)
2366{ 2150{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2151 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2152}
2373 2153
2374/* 2154/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2155 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2156 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2157 * object, needs to travel toward it.
2378 */ 2158 */
2379
2380int 2159int
2381find_dir_2 (int x, int y) 2160find_dir_2 (int x, int y)
2382{ 2161{
2383 int 2162 int q;
2384 q;
2385 2163
2386 if (y) 2164 if (y)
2387 q = x * 100 / y; 2165 q = x * 100 / y;
2388 else if (x) 2166 else if (x)
2389 q = -300 * x; 2167 q = -300 * x;
2414 2192
2415 return 3; 2193 return 3;
2416} 2194}
2417 2195
2418/* 2196/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2197 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2198 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2199 */
2438
2439int 2200int
2440dirdiff (int dir1, int dir2) 2201dirdiff (int dir1, int dir2)
2441{ 2202{
2442 int 2203 int d;
2443 d;
2444 2204
2445 d = abs (dir1 - dir2); 2205 d = abs (dir1 - dir2);
2446 if (d > 4) 2206 if (d > 4)
2447 d = 8 - d; 2207 d = 8 - d;
2208
2448 return d; 2209 return d;
2449} 2210}
2450 2211
2451/* peterm: 2212/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2213 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2216 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2217 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2218 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2219 * functions.
2459 */ 2220 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2221int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2222 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2223 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2224 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2225 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2226 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2274 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2275 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2276 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2277 * Modified to be map tile aware -.MSW
2519 */ 2278 */
2520
2521
2522int 2279int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2280can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2281{
2525 sint16 dx, dy; 2282 sint16 dx, dy;
2526 int
2527 mflags; 2283 int mflags;
2528 2284
2529 if (dir < 0) 2285 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2286 return 0; /* exit condition: invalid direction */
2531 2287
2532 dx = x + freearr_x[dir]; 2288 dx = x + freearr_x[dir];
2545 return 0; 2301 return 0;
2546 2302
2547 /* yes, can see. */ 2303 /* yes, can see. */
2548 if (dir < 9) 2304 if (dir < 9)
2549 return 1; 2305 return 1;
2306
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2307 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2308 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2310}
2553
2554
2555 2311
2556/* 2312/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2313 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2314 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2315 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2317 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2318 * core dumps if they do.
2563 * 2319 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2320 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2321 */
2566
2567int 2322int
2568can_pick (const object *who, const object *item) 2323can_pick (const object *who, const object *item)
2569{ 2324{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2325 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2326 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2327 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2328}
2574 2329
2575
2576/* 2330/*
2577 * create clone from object to another 2331 * create clone from object to another
2578 */ 2332 */
2579object * 2333object *
2580object_create_clone (object *asrc) 2334object_create_clone (object *asrc)
2581{ 2335{
2582 object * 2336 object *dst = 0;
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584 2337
2585 if (!asrc) 2338 if (!asrc)
2586 return NULL; 2339 return 0;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590 2340
2591 prev = NULL; 2341 object *src = asrc->head_ ();
2342
2343 object *prev = 0;
2592 for (part = src; part; part = part->more) 2344 for (object *part = src; part; part = part->more)
2593 { 2345 {
2594 tmp = get_object (); 2346 object *tmp = part->clone ();
2595 copy_object (part, tmp); 2347
2596 tmp->x -= src->x; 2348 tmp->x -= src->x;
2597 tmp->y -= src->y; 2349 tmp->y -= src->y;
2350
2598 if (!part->head) 2351 if (!part->head)
2599 { 2352 {
2600 dst = tmp; 2353 dst = tmp;
2601 tmp->head = NULL; 2354 tmp->head = 0;
2602 } 2355 }
2603 else 2356 else
2604 {
2605 tmp->head = dst; 2357 tmp->head = dst;
2606 } 2358
2607 tmp->more = NULL; 2359 tmp->more = 0;
2360
2608 if (prev) 2361 if (prev)
2609 prev->more = tmp; 2362 prev->more = tmp;
2363
2610 prev = tmp; 2364 prev = tmp;
2611 } 2365 }
2612 2366
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2367 for (object *item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2368 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2369
2619 return dst; 2370 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2371}
2676 2372
2677/* This returns the first object in who's inventory that 2373/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2374 * has the same type and subtype match.
2679 * returns NULL if no match. 2375 * returns NULL if no match.
2680 */ 2376 */
2681object * 2377object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2378find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2379{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2380 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2381 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2382 return tmp;
2690 2383
2691 return NULL; 2384 return 0;
2692} 2385}
2693 2386
2694/* If ob has a field named key, return the link from the list, 2387/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2388 * otherwise return NULL.
2696 * 2389 *
2698 * do the desired thing. 2391 * do the desired thing.
2699 */ 2392 */
2700key_value * 2393key_value *
2701get_ob_key_link (const object *ob, const char *key) 2394get_ob_key_link (const object *ob, const char *key)
2702{ 2395{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2396 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2397 if (link->key == key)
2709 {
2710 return link; 2398 return link;
2711 }
2712 }
2713 2399
2714 return NULL; 2400 return 0;
2715} 2401}
2716 2402
2717/* 2403/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2404 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2405 *
2722 * The returned string is shared. 2408 * The returned string is shared.
2723 */ 2409 */
2724const char * 2410const char *
2725get_ob_key_value (const object *op, const char *const key) 2411get_ob_key_value (const object *op, const char *const key)
2726{ 2412{
2727 key_value * 2413 key_value *link;
2728 link; 2414 shstr_cmp canonical_key (key);
2729 const char *
2730 canonical_key;
2731 2415
2732 canonical_key = shstr::find (key);
2733
2734 if (canonical_key == NULL) 2416 if (!canonical_key)
2735 { 2417 {
2736 /* 1. There being a field named key on any object 2418 /* 1. There being a field named key on any object
2737 * implies there'd be a shared string to find. 2419 * implies there'd be a shared string to find.
2738 * 2. Since there isn't, no object has this field. 2420 * 2. Since there isn't, no object has this field.
2739 * 3. Therefore, *this* object doesn't have this field. 2421 * 3. Therefore, *this* object doesn't have this field.
2740 */ 2422 */
2741 return NULL; 2423 return 0;
2742 } 2424 }
2743 2425
2744 /* This is copied from get_ob_key_link() above - 2426 /* This is copied from get_ob_key_link() above -
2745 * only 4 lines, and saves the function call overhead. 2427 * only 4 lines, and saves the function call overhead.
2746 */ 2428 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2429 for (link = op->key_values; link; link = link->next)
2748 {
2749 if (link->key == canonical_key) 2430 if (link->key == canonical_key)
2750 {
2751 return link->value; 2431 return link->value;
2752 } 2432
2753 }
2754 return NULL; 2433 return 0;
2755} 2434}
2756
2757 2435
2758/* 2436/*
2759 * Updates the canonical_key in op to value. 2437 * Updates the canonical_key in op to value.
2760 * 2438 *
2761 * canonical_key is a shared string (value doesn't have to be). 2439 * canonical_key is a shared string (value doesn't have to be).
2766 * Returns TRUE on success. 2444 * Returns TRUE on success.
2767 */ 2445 */
2768int 2446int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2447set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2448{
2771 key_value *
2772 field = NULL, *last = NULL; 2449 key_value *field = NULL, *last = NULL;
2773 2450
2774 for (field = op->key_values; field != NULL; field = field->next) 2451 for (field = op->key_values; field != NULL; field = field->next)
2775 { 2452 {
2776 if (field->key != canonical_key) 2453 if (field->key != canonical_key)
2777 { 2454 {
2786 /* Basically, if the archetype has this key set, 2463 /* Basically, if the archetype has this key set,
2787 * we need to store the null value so when we save 2464 * we need to store the null value so when we save
2788 * it, we save the empty value so that when we load, 2465 * it, we save the empty value so that when we load,
2789 * we get this value back again. 2466 * we get this value back again.
2790 */ 2467 */
2791 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2468 if (get_ob_key_link (op->arch, canonical_key))
2792 field->value = 0; 2469 field->value = 0;
2793 else 2470 else
2794 { 2471 {
2795 if (last) 2472 if (last)
2796 last->next = field->next; 2473 last->next = field->next;
2805 /* IF we get here, key doesn't exist */ 2482 /* IF we get here, key doesn't exist */
2806 2483
2807 /* No field, we'll have to add it. */ 2484 /* No field, we'll have to add it. */
2808 2485
2809 if (!add_key) 2486 if (!add_key)
2810 {
2811 return FALSE; 2487 return FALSE;
2812 } 2488
2813 /* There isn't any good reason to store a null 2489 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has 2490 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't 2491 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings, 2492 * be here. If user wants to store empty strings,
2817 * should pass in "" 2493 * should pass in ""
2845 shstr key_ (key); 2521 shstr key_ (key);
2846 2522
2847 return set_ob_key_value_s (op, key_, value, add_key); 2523 return set_ob_key_value_s (op, key_, value, add_key);
2848} 2524}
2849 2525
2526object::depth_iterator::depth_iterator (object *container)
2527: iterator_base (container)
2528{
2529 while (item->inv)
2530 item = item->inv;
2531}
2532
2850void 2533void
2851object::deep_iterator::next () 2534object::depth_iterator::next ()
2852{ 2535{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below) 2536 if (item->below)
2537 {
2856 item = item->below; 2538 item = item->below;
2539
2540 while (item->inv)
2541 item = item->inv;
2542 }
2857 else 2543 else
2858 item = item->env->below; 2544 item = item->env;
2859} 2545}
2546
2547const char *
2548object::flag_desc (char *desc, int len) const
2549{
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573}
2574
2575// return a suitable string describing an object in enough detail to find it
2576const char *
2577object::debug_desc (char *info) const
2578{
2579 char flagdesc[512];
2580 char info2[256 * 4];
2581 char *p = info;
2582
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584 count,
2585 uuid.c_str (),
2586 &name,
2587 title ? "\",title:\"" : "",
2588 title ? (const char *)title : "",
2589 flag_desc (flagdesc, 512), type);
2590
2591 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593
2594 if (map)
2595 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2596
2597 return info;
2598}
2599
2600const char *
2601object::debug_desc () const
2602{
2603 static char info[3][256 * 4];
2604 static int info_idx;
2605
2606 return debug_desc (info [++info_idx % 3]);
2607}
2608
2609struct region *
2610object::region () const
2611{
2612 return map ? map->region (x, y)
2613 : region::default_region ();
2614}
2615
2616const materialtype_t *
2617object::dominant_material () const
2618{
2619 if (materialtype_t *mt = name_to_material (materialname))
2620 return mt;
2621
2622 return name_to_material (shstr_unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 object *old_container = container;
2632
2633 if (old_container)
2634 {
2635 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2636 return;
2637
2638#if 0
2639 // remove the "Close old_container" object.
2640 if (object *closer = old_container->inv)
2641 if (closer->type == CLOSE_CON)
2642 closer->destroy ();
2643#endif
2644
2645 // make sure the container is available
2646 esrv_send_item (this, old_container);
2647
2648 old_container->flag [FLAG_APPLIED] = false;
2649 container = 0;
2650
2651 // client needs item update to make it work, client bug requires this to be separate
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2655 play_sound (sound_find ("chest_close"));
2656 }
2657
2658 if (new_container)
2659 {
2660 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 return;
2662
2663 // TODO: this does not seem to serve any purpose anymore?
2664#if 0
2665 // insert the "Close Container" object.
2666 if (archetype *closer = new_container->other_arch)
2667 {
2668 object *closer = arch_to_object (new_container->other_arch);
2669 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2670 new_container->insert (closer);
2671 }
2672#endif
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2675
2676 // make sure the container is available, client bug requires this to be separate
2677 esrv_send_item (this, new_container);
2678
2679 new_container->flag [FLAG_APPLIED] = true;
2680 container = new_container;
2681
2682 // client needs flag change
2683 esrv_update_item (UPD_FLAGS, this, new_container);
2684 esrv_send_inventory (this, new_container);
2685 play_sound (sound_find ("chest_open"));
2686 }
2687// else if (!old_container->env && contr && contr->ns)
2688// contr->ns->floorbox_reset ();
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound)
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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