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Comparing deliantra/server/common/object.C (file contents):
Revision 1.34 by root, Tue Sep 12 01:09:53 2006 UTC vs.
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37 33
38object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
40 37
41short 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,
42 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
43}; 46};
44short 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,
45 -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
46}; 52};
47int 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,
48 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
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 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,
52 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
53}; 64};
54 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
55/* 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. */
56static int 141static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
58{ 143{
59 key_value *wants_field; 144 key_value *wants_field;
60 145
61 /* 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
62 * 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
63 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
64 */ 149 */
65 150
66 /* For each field in wants, */ 151 /* For each field in wants, */
67 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)
68 { 153 {
69 key_value *has_field; 154 key_value *has_field;
70 155
71 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
73 158
74 if (has_field == NULL) 159 if (!has_field)
75 {
76 /* No field with that name. */ 160 return 0; /* No field with that name. */
77 return FALSE;
78 }
79 161
80 /* Found the matching field. */ 162 /* Found the matching field. */
81 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
82 {
83 /* 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. */
84 return FALSE;
85 }
86 165
87 /* 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. */
88 } 167 }
89 168
90 /* 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. */
91 return TRUE; 170 return 1;
92} 171}
93 172
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 174static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 176{
98 /* 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,
99 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
100 */ 179 */
106 * 185 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
110 * 189 *
111 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
112 * 191 *
113 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
114 * check weight 193 * check weight
115 */ 194 */
116
117bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
118{ 196{
119 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
120 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)
121 return 0; 203 return 0;
122 204
123 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))
124 return 0; 211 return 0;
125 212
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * 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
135 * 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
136 * 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
137 * flags lose any meaning. 217 * flags lose any meaning.
138 */ 218 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 221
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 224
145 225 if (ob1->arch->name != ob2->arch->name
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
175 (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)))
176 return 0; 249 return 0;
177 250
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
178 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
180 */ 261 */
181 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
182 { 263 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
189 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 */
190 272
191 /* 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
192 * if it is valid. 274 * if it is valid.
193 */ 275 */
194 } 276 }
202 284
203 /* 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
204 * 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
205 * check? 287 * check?
206 */ 288 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 290 return 0;
209 291
210 switch (ob1->type) 292 switch (ob1->type)
211 { 293 {
212 case SCROLL: 294 case SCROLL:
213 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
214 return 0; 296 return 0;
215 break; 297 break;
216 } 298 }
217 299
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
219 { 301 {
220 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
222 /* 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))
223 return 0; 307 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 308 }
227 309
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
230 { 311 {
231 ob1->optimise (); 312 ob1->optimise ();
232 ob2->optimise (); 313 ob2->optimise ();
233 314
234 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)
235 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 }
236 } 329 }
237 330
238 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
239 return 1; 332 return 1;
240} 333}
241 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!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 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
242/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
243 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
246 */ 407 */
247long
248sum_weight (object *op)
249{
250 long sum;
251 object *inv;
252
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
254 {
255 if (inv->inv)
256 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 }
259 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100;
261 if (op->carrying != sum)
262 op->carrying = sum;
263 return sum;
264}
265
266/**
267 * Return the outermost environment object for a given object.
268 */
269
270object *
271object_get_env_recursive (object *op)
272{
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276}
277
278/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array.
297 */
298
299void 408void
300dump_object2 (object *op) 409object::update_weight ()
301{ 410{
302 errmsg[0] = 0; 411 sint32 sum = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307 412
308/* object *tmp;*/ 413 for (object *op = inv; op; op = op->below)
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 } 414 {
330 else 415 if (op->inv)
416 op->update_weight ();
417
418 sum += op->total_weight ();
331 { 419 }
332 strcat (errmsg, "Object "); 420
333 if (op->name == NULL) 421 sum = weight_adjust (this, sum);
334 strcat (errmsg, "(null)"); 422
335 else 423 if (sum != carrying)
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 } 424 {
346#endif 425 carrying = sum;
347}
348 426
349/* 427 if (object *pl = visible_to ())
350 * Dumps an object. Returns output in the static global errmsg array. 428 if (pl != this) // player is handled lazily
351 */ 429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
431}
352 432
353void 433/*
434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
435 */
436char *
354dump_object (object *op) 437dump_object (object *op)
355{ 438{
356 if (op == NULL) 439 if (!op)
357 { 440 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 441
365void 442 object_freezer freezer;
366dump_all_objects (void) 443 op->write (freezer);
367{ 444 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 445}
376 446
377/* 447/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
381 */ 451 */
382
383object * 452object *
384get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
385{ 454{
386 object *tmp, *closest; 455 object *tmp, *closest;
387 int last_dist, i; 456 int last_dist, i;
388 457
389 if (op->more == NULL) 458 if (!op->more)
390 return op; 459 return op;
460
391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
392 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
393 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
394 return closest; 467 return closest;
395} 468}
396 469
397/* 470/*
398 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
399 */ 473 */
400
401object * 474object *
402find_object (tag_t i) 475find_object (tag_t i)
403{ 476{
404 object *op; 477 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 478 if (op->count == i)
408 break;
409 return op; 479 return op;
480
481 return 0;
410} 482}
411 483
412/* 484/*
413 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
416 */ 488 */
417
418object * 489object *
419find_object_name (const char *str) 490find_object_name (const char *str)
420{ 491{
421 const char *name = shstr::find (str); 492 shstr_cmp str_ (str);
422 object *op; 493 object *op;
423 494
424 for (op = objects; op != NULL; op = op->next) 495 for_all_objects (op)
425 if (&op->name == name) 496 if (op->name == str_)
426 break; 497 break;
427 498
428 return op; 499 return op;
429}
430
431void
432free_all_object_data ()
433{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 500}
457 501
458/* 502/*
459 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
460 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
461 */ 506 */
462void 507void
463object::set_owner (object *owner) 508object::set_owner (object *owner)
464{ 509{
510 // allow objects which own objects
465 if (!owner) 511 if (owner)
466 return;
467
468 /* next line added to allow objects which own objects */
469 /* Add a check for ownercounts in here, as I got into an endless loop
470 * with the fireball owning a poison cloud which then owned the
471 * fireball. I believe that was caused by one of the objects getting
472 * freed and then another object replacing it. Since the ownercounts
473 * didn't match, this check is valid and I believe that cause is valid.
474 */
475 while (owner->owner) 512 while (owner->owner)
476 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
477 520
478 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
479} 588}
480 589
481/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
482 * refcounts and freeing the links. 591 * refcounts and freeing the links.
483 */ 592 */
484static void 593static void
485free_key_values (object *op) 594free_key_values (object *op)
486{ 595{
487 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
488 { 597 {
489 key_value *next = i->next; 598 key_value *next = i->next;
490 delete i; 599 delete i;
491 600
492 i = next; 601 i = next;
493 } 602 }
494 603
495 op->key_values = 0; 604 op->key_values = 0;
496} 605}
497 606
498void object::clear () 607object &
608object::operator =(const object &src)
499{ 609{
500 attachable_base::clear (); 610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
501 612
502 free_key_values (this); 613 *(object_copy *)this = src;
503 614
504 owner = 0; 615 flag [FLAG_FREED] = is_freed;
505 name = 0; 616 flag [FLAG_REMOVED] = is_removed;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/*
551 * copy object first frees everything allocated by the second object,
552 * and then copies the contends of the first object into the second
553 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555 * if the first object is freed, the pointers in the new object
556 * will point at garbage.
557 */
558void
559copy_object (object *op2, object *op)
560{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
563
564 op2->clone (op);
565
566 if (is_freed)
567 SET_FLAG (op, FLAG_FREED);
568 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED);
570
571 if (op2->speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
573 617
574 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
575 if (op2->key_values) 619 if (src.key_values)
576 { 620 {
577 key_value *tail = 0; 621 key_value *tail = 0;
578 key_value *i;
579
580 op->key_values = 0; 622 key_values = 0;
581 623
582 for (i = op2->key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
583 { 625 {
584 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
585 627
586 new_link->next = 0; 628 new_link->next = 0;
587 new_link->key = i->key; 629 new_link->key = i->key;
588 new_link->value = i->value; 630 new_link->value = i->value;
589 631
590 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
591 if (!op->key_values) 633 if (!key_values)
592 { 634 {
593 op->key_values = new_link; 635 key_values = new_link;
594 tail = new_link; 636 tail = new_link;
595 } 637 }
596 else 638 else
597 { 639 {
598 tail->next = new_link; 640 tail->next = new_link;
599 tail = new_link; 641 tail = new_link;
600 } 642 }
601 } 643 }
602 } 644 }
645}
603 646
604 update_ob_speed (op); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
683}
684
685object *
686object::clone ()
687{
688 object *neu = create ();
689 copy_to (neu);
690 return neu;
605} 691}
606 692
607/* 693/*
608 * 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
609 * 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
610 * 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.
611 */ 697 */
612
613void 698void
614update_turn_face (object *op) 699update_turn_face (object *op)
615{ 700{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 702 return;
703
618 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
620} 706}
621 707
622/* 708/*
623 * 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
624 * 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.
625 * 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.
626 */ 712 */
627void 713void
628update_ob_speed (object *op) 714object::set_speed (float speed)
629{ 715{
630 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
631
632 /* No reason putting the archetypes objects on the speed list,
633 * since they never really need to be updated.
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 { 717 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0; 719 speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 { 720 }
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654 721
655 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
656 * of the list. */
657 op->active_next = active_objects;
658 723
659 if (op->active_next != NULL) 724 if (has_active_speed ())
660 op->active_next->active_prev = op; 725 activate ();
661
662 active_objects = op;
663 }
664 else 726 else
665 { 727 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 728}
689 729
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 730/*
722 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
724 * 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
725 * invisible object, etc...) 734 * invisible object, etc...)
726 * 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
727 * 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
728 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
729 * 738 *
730 * 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.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 740 * current action are:
736 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
738 * 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
739 * 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.
740 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
741 */ 746 */
742
743void 747void
744update_object (object *op, int action) 748update_object (object *op, int action)
745{ 749{
746 int update_now = 0, flags;
747 MoveType move_on, move_off, move_block, move_slow;
748
749 if (op == NULL) 750 if (op == NULL)
750 { 751 {
751 /* this should never happen */ 752 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
753 return; 754 return;
754 } 755 }
755 756
756 if (op->env != NULL) 757 if (op->env)
757 { 758 {
758 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
759 * to do in this case. 760 * to do in this case.
760 */ 761 */
761 return; 762 return;
766 */ 767 */
767 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return; 769 return;
769 770
770 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 773 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 775#ifdef MANY_CORES
775 abort (); 776 abort ();
776#endif 777#endif
777 return; 778 return;
778 } 779 }
779 780
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 781 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
787 if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
788 { 786 {
787 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
794 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 798 * to have move_allow right now.
812 */ 799 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
815 802 m.flags_ = 0;
816 if ((move_slow | op->move_slow) != move_slow)
817 update_now = 1;
818 } 803 }
819 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 806 * that is being removed.
822 */ 807 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 809 m.flags_ = 0;
825 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
827 else 812 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 814
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 815 if (op->more)
837 update_object (op->more, action); 816 update_object (op->more, action);
838}
839
840static unordered_vector<object *> mortals;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857} 817}
858 818
859object::object () 819object::object ()
860{ 820{
861 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
862 822
863 expmul = 1.0; 823 expmul = 1.0;
864 face = blank_face; 824 face = blank_face;
865 attacked_by_count = -1;
866} 825}
867 826
868object::~object () 827object::~object ()
869{ 828{
829 unlink ();
830
870 free_key_values (this); 831 free_key_values (this);
871} 832}
872 833
834static int object_count;
835
873void object::link () 836void object::link ()
874{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
875 count = ++ob_count; 840 count = ++object_count;
876 841
877 prev = 0; 842 refcnt_inc ();
878 next = objects; 843 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 844}
885 845
886void object::unlink () 846void object::unlink ()
887{ 847{
888 count = 0;
889
890 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next;
894 prev = 0;
895 }
896
897 if (next) 848 if (!index)
898 { 849 return;
899 next->prev = prev; 850
900 next = 0; 851 objects.erase (this);
852 refcnt_dec ();
853}
854
855void
856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
901 } 906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
902 911
903 if (this == objects) 912/*
904 objects = next; 913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true);
956 else
957 map->insert (op, x, y);
958 }
959 }
905} 960}
906 961
907object *object::create () 962object *object::create ()
908{ 963{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 964 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 965 op->link ();
923 return op; 966 return op;
924} 967}
925 968
926/* 969void
927 * free_object() frees everything allocated by an object, removes 970object::do_destroy ()
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 971{
938 if (QUERY_FLAG (this, FLAG_FREED)) 972 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this);
974
975 if (flag [FLAG_FRIENDLY])
976 remove_friendly_object (this);
977
978 remove ();
979
980 attachable::do_destroy ();
981
982 deactivate ();
983 unlink ();
984
985 flag [FLAG_FREED] = 1;
986
987 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map;
1006 x = 1;
1007 y = 1;
1008 }
1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
1018 // clear those pointers that likely might cause circular references
1019 owner = 0;
1020 enemy = 0;
1021 attacked_by = 0;
1022 current_weapon = 0;
1023}
1024
1025void
1026object::destroy (bool destroy_inventory)
1027{
1028 if (destroyed ())
939 return; 1029 return;
940 1030
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1031 if (!is_head () && !head->destroyed ())
942 remove_friendly_object (this);
943
944 if (!QUERY_FLAG (this, FLAG_REMOVED))
945 remove_ob (this);
946
947 SET_FLAG (this, FLAG_FREED);
948
949 if (more)
950 {
951 more->free (free_inventory);
952 more = 0;
953 } 1032 {
954 1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
955 if (inv) 1034 head->destroy (destroy_inventory);
956 { 1035 }
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964 1036
965 while (op) 1037 destroy_inv (!destroy_inventory);
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975 1038
976 while (op) 1039 if (is_head ())
977 { 1040 if (sound_destroy)
978 object *tmp = op->below; 1041 play_sound (sound_destroy);
1042 else if (flag [FLAG_MONSTER])
1043 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979 1044
980 remove_ob (op); 1045 attachable::destroy ();
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006} 1046}
1007 1047
1008/* 1048/* op->remove ():
1009 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)).
1011 */
1012
1013void
1014sub_weight (object *op, signed long weight)
1015{
1016 while (op != NULL)
1017 {
1018 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 }
1022 op->carrying -= weight;
1023 op = op->env;
1024 }
1025}
1026
1027/* remove_ob(op):
1028 * This function removes the object op from the linked list of objects 1049 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 1050 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 1051 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 1052 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 1053 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 1054 */
1035
1036void 1055void
1037remove_ob (object *op) 1056object::do_remove ()
1038{ 1057{
1058 object *tmp, *last = 0;
1039 object * 1059 object *otmp;
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044 1060
1045 tag_t 1061 if (flag [FLAG_REMOVED])
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED))
1057 return; 1062 return;
1058 1063
1059 SET_FLAG (op, FLAG_REMOVED); 1064 INVOKE_OBJECT (REMOVE, this);
1060 1065
1061 if (op->more != NULL) 1066 if (object *pl = visible_to ())
1062 remove_ob (op->more); 1067 esrv_del_item (pl->contr, count);
1068
1069 flag [FLAG_REMOVED] = true;
1070
1071 if (more)
1072 more->remove ();
1063 1073
1064 /* 1074 /*
1065 * In this case, the object to be removed is in someones 1075 * In this case, the object to be removed is in someones
1066 * inventory. 1076 * inventory.
1067 */ 1077 */
1068 if (op->env != NULL) 1078 if (env)
1069 { 1079 {
1070 if (op->nrof) 1080 adjust_weight (env, -total_weight ());
1071 sub_weight (op->env, op->weight * op->nrof); 1081
1072 else 1082 *(above ? &above->below : &env->inv) = below;
1073 sub_weight (op->env, op->weight + op->carrying); 1083
1084 if (below)
1085 below->above = above;
1086
1087 /* we set up values so that it could be inserted into
1088 * the map, but we don't actually do that - it is up
1089 * to the caller to decide what we want to do.
1090 */
1091 map = env->map;
1092 x = env->x;
1093 y = env->y;
1094 above = 0;
1095 below = 0;
1096 env = 0;
1074 1097
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1098 /* NO_FIX_PLAYER is set when a great many changes are being
1076 * made to players inventory. If set, avoiding the call 1099 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1100 * to save cpu time.
1078 */ 1101 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1102 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp); 1103 otmp->update_stats ();
1104 }
1105 else if (map)
1106 {
1107 if (type == PLAYER)
1108 {
1109 // leaving a spot always closes any open container on the ground
1110 if (container && !container->env)
1111 // this causes spurious floorbox updates, but it ensures
1112 // that the CLOSE event is being sent.
1113 close_container ();
1081 1114
1082 if (op->above != NULL) 1115 --map->players;
1116 map->touch ();
1117 }
1118
1119 map->dirty = true;
1120 mapspace &ms = this->ms ();
1121
1122 /* link the object above us */
1123 if (above)
1083 op->above->below = op->below; 1124 above->below = below;
1084 else 1125 else
1085 op->env->inv = op->below;
1086
1087 if (op->below != NULL)
1088 op->below->above = op->above;
1089
1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 op->x = op->env->x, op->y = op->env->y;
1095 op->map = op->env->map;
1096 op->above = NULL, op->below = NULL;
1097 op->env = NULL;
1098 }
1099 else if (op->map)
1100 {
1101 x = op->x;
1102 y = op->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104
1105 if (!m)
1106 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 }
1115
1116 if (op->map != m)
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */
1123
1124 /* link the object above us */
1125 if (op->above)
1126 op->above->below = op->below;
1127 else
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1126 ms.top = below; /* we were top, set new top */
1129 1127
1130 /* Relink the object below us, if there is one */ 1128 /* Relink the object below us, if there is one */
1131 if (op->below) 1129 if (below)
1132 op->below->above = op->above; 1130 below->above = above;
1133 else 1131 else
1134 { 1132 {
1135 /* Nothing below, which means we need to relink map object for this space 1133 /* Nothing below, which means we need to relink map object for this space
1136 * use translated coordinates in case some oddness with map tiling is 1134 * use translated coordinates in case some oddness with map tiling is
1137 * evident 1135 * evident
1138 */ 1136 */
1139 if (GET_MAP_OB (m, x, y) != op) 1137 if (GET_MAP_OB (map, x, y) != this)
1140 {
1141 dump_object (op);
1142 LOG (llevError,
1143 "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); 1138 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 ());
1144 dump_object (GET_MAP_OB (m, x, y));
1145 LOG (llevError, "%s\n", errmsg);
1146 }
1147 1139
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1140 ms.bot = above; /* goes on above it. */
1149 } 1141 }
1150 1142
1151 op->above = 0; 1143 above = 0;
1152 op->below = 0; 1144 below = 0;
1153 1145
1154 if (op->map->in_memory == MAP_SAVING) 1146 if (map->in_memory == MAP_SAVING)
1155 return; 1147 return;
1156 1148
1157 tag = op->count; 1149 int check_walk_off = !flag [FLAG_NO_APPLY];
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159 1150
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1151 if (object *pl = ms.player ())
1152 {
1153 if (pl->container == this)
1154 /* If a container that the player is currently using somehow gets
1155 * removed (most likely destroyed), update the player view
1156 * appropriately.
1157 */
1158 pl->close_container ();
1159
1160 //TODO: the floorbox prev/next might need updating
1161 esrv_del_item (pl->contr, count);
1162 }
1163
1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1161 { 1165 {
1162 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1163 * being removed. 1167 * being removed.
1164 */ 1168 */
1165 1169
1166 if (tmp->type == PLAYER && tmp != op) 1170 /* See if object moving off should effect something */
1171 if (check_walk_off
1172 && ((move_type & tmp->move_off)
1173 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1167 { 1174 {
1168 /* If a container that the player is currently using somehow gets 1175 move_apply (tmp, this, 0);
1169 * removed (most likely destroyed), update the player view
1170 * appropriately.
1171 */
1172 if (tmp->container == op)
1173 {
1174 CLEAR_FLAG (op, FLAG_APPLIED);
1175 tmp->container = NULL;
1176 }
1177 1176
1178 tmp->contr->socket.update_look = 1; 1177 if (destroyed ())
1178 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1179 } 1179 }
1180
1181 /* See if player moving off should effect something */
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 {
1184 move_apply (tmp, op, NULL);
1185
1186 if (was_destroyed (op, tag))
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1189 }
1190 }
1191
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193
1194 if (tmp->above == tmp)
1195 tmp->above = NULL;
1196 1180
1197 last = tmp; 1181 last = tmp;
1198 } 1182 }
1199 1183
1200 /* last == NULL of there are no objects on this space */ 1184 /* last == NULL if there are no objects on this space */
1185 //TODO: this makes little sense, why only update the topmost object?
1201 if (last == NULL) 1186 if (!last)
1202 { 1187 map->at (x, y).flags_ = 0;
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else 1188 else
1212 update_object (last, UP_OBJ_REMOVE); 1189 update_object (last, UP_OBJ_REMOVE);
1213 1190
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1191 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1215 update_all_los (op->map, op->x, op->y); 1192 update_all_los (map, x, y);
1216 } 1193 }
1217} 1194}
1218 1195
1219/* 1196/*
1220 * merge_ob(op,top): 1197 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1199 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1200 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1201 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1202 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1203 */
1227
1228object * 1204object *
1229merge_ob (object *op, object *top) 1205merge_ob (object *op, object *top)
1230{ 1206{
1231 if (!op->nrof) 1207 if (!op->nrof)
1232 return 0; 1208 return 0;
1233 1209
1234 if (top == NULL) 1210 if (!top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1211 for (top = op; top && top->above; top = top->above)
1212 ;
1236 1213
1237 for (; top != NULL; top = top->below) 1214 for (; top; top = top->below)
1238 { 1215 if (object::can_merge (op, top))
1239 if (top == op)
1240 continue;
1241 if (CAN_MERGE (op, top))
1242 { 1216 {
1243 top->nrof += op->nrof; 1217 top->nrof += op->nrof;
1244 1218
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1219 if (object *pl = top->visible_to ())
1246 op->weight = 0; /* Don't want any adjustements now */ 1220 esrv_update_item (UPD_NROF, pl, top);
1247 remove_ob (op); 1221
1248 free_object (op); 1222 op->weight = 0; // cancel the addition above
1223 op->carrying = 0; // must be 0 already
1224
1225 op->destroy (1);
1226
1249 return top; 1227 return top;
1250 } 1228 }
1251 }
1252 1229
1253 return NULL; 1230 return 0;
1254} 1231}
1255 1232
1233void
1234object::expand_tail ()
1235{
1236 if (more)
1237 return;
1238
1239 object *prev = this;
1240
1241 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1242 {
1243 object *op = arch_to_object (at);
1244
1245 op->name = name;
1246 op->name_pl = name_pl;
1247 op->title = title;
1248
1249 op->head = this;
1250 prev->more = op;
1251
1252 prev = op;
1253 }
1254}
1255
1256/* 1256/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1257 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1258 * job preparing multi-part monsters 1258 * job preparing multi-part monsters.
1259 */ 1259 */
1260object * 1260object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1261insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1262{
1263 object *tmp;
1264
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1263 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1264 {
1270 tmp->x = x + tmp->arch->clone.x; 1265 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->clone.y; 1266 tmp->y = y + tmp->arch->y;
1272 } 1267 }
1273 1268
1274 return insert_ob_in_map (op, m, originator, flag); 1269 return insert_ob_in_map (op, m, originator, flag);
1275} 1270}
1276 1271
1292 * Return value: 1287 * Return value:
1293 * new object if 'op' was merged with other object 1288 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1289 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1290 * just 'op' otherwise
1296 */ 1291 */
1297
1298object * 1292object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1294{
1301 object *tmp, *top, *floor = NULL; 1295 assert (!op->flag [FLAG_FREED]);
1302 sint16 x, y;
1303 1296
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1297 op->remove ();
1305 {
1306 LOG (llevError, "Trying to insert freed object!\n");
1307 return NULL;
1308 }
1309
1310 if (m == NULL)
1311 {
1312 dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1314 return op;
1315 }
1316
1317 if (out_of_map (m, op->x, op->y))
1318 {
1319 dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1321#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted.
1325 */
1326 abort ();
1327#endif
1328 return op;
1329 }
1330
1331 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 {
1333 dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1335 return op;
1336 }
1337
1338 if (op->more != NULL)
1339 {
1340 /* The part may be on a different map. */
1341
1342 object *more = op->more;
1343
1344 /* We really need the caller to normalize coordinates - if
1345 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it.
1348 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map)
1352 {
1353 /* For backwards compatibility - when not dealing with tiled maps,
1354 * more->map should always point to the parent.
1355 */
1356 more->map = m;
1357 }
1358
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 {
1361 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363
1364 return NULL;
1365 }
1366 }
1367
1368 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1298
1370 /* Ideally, the caller figures this out. However, it complicates a lot 1299 /* Ideally, the caller figures this out. However, it complicates a lot
1371 * of areas of callers (eg, anything that uses find_free_spot would now 1300 * of areas of callers (eg, anything that uses find_free_spot would now
1372 * need extra work 1301 * need extra work
1373 */ 1302 */
1374 op->map = get_map_from_coord (m, &op->x, &op->y); 1303 if (!xy_normalise (m, op->x, op->y))
1375 x = op->x; 1304 {
1376 y = op->y; 1305 op->destroy (1);
1306 return 0;
1307 }
1308
1309 if (object *more = op->more)
1310 if (!insert_ob_in_map (more, m, originator, flag))
1311 return 0;
1312
1313 CLEAR_FLAG (op, FLAG_REMOVED);
1314
1315 op->map = m;
1316 mapspace &ms = op->ms ();
1377 1317
1378 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1379 */ 1319 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1322 if (object::can_merge (op, tmp))
1383 { 1323 {
1324 // TODO: we atcually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1384 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1328 tmp->destroy (1);
1386 free_object (tmp);
1387 } 1329 }
1388 1330
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1332 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1333
1404 op->below = originator->below; 1346 op->below = originator->below;
1405 1347
1406 if (op->below) 1348 if (op->below)
1407 op->below->above = op; 1349 op->below->above = op;
1408 else 1350 else
1409 SET_MAP_OB (op->map, op->x, op->y, op); 1351 ms.bot = op;
1410 1352
1411 /* since *below* originator, no need to update top */ 1353 /* since *below* originator, no need to update top */
1412 originator->below = op; 1354 originator->below = op;
1413 } 1355 }
1414 else 1356 else
1415 { 1357 {
1358 object *top, *floor = NULL;
1359
1360 top = ms.bot;
1361
1416 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1418 { 1364 {
1419 object *last = NULL; 1365 object *last = 0;
1420 1366
1421 /* 1367 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1368 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1369 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1370 * Generally, we want to put the new object on top. But if
1428 * once we get to them. This reduces the need to traverse over all of 1374 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1375 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1376 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1377 * that flying non pickable objects are spell objects.
1432 */ 1378 */
1433 1379 for (top = ms.bot; top; top = top->above)
1434 while (top != NULL)
1435 { 1380 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1381 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1382 floor = top;
1438 1383
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1384 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1442 top = top->below; 1387 top = top->below;
1443 break; 1388 break;
1444 } 1389 }
1445 1390
1446 last = top; 1391 last = top;
1447 top = top->above;
1448 } 1392 }
1449 1393
1450 /* Don't want top to be NULL, so set it to the last valid object */ 1394 /* Don't want top to be NULL, so set it to the last valid object */
1451 top = last; 1395 top = last;
1452 1396
1454 * looks like instead of lots of conditions here. 1398 * looks like instead of lots of conditions here.
1455 * makes things faster, and effectively the same result. 1399 * makes things faster, and effectively the same result.
1456 */ 1400 */
1457 1401
1458 /* Have object 'fall below' other objects that block view. 1402 /* Have object 'fall below' other objects that block view.
1459 * Unless those objects are exits, type 66 1403 * Unless those objects are exits.
1460 * If INS_ON_TOP is used, don't do this processing 1404 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1405 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1406 * stacking is a bit odd.
1463 */ 1407 */
1464 if (!(flag & INS_ON_TOP) && 1408 if (!(flag & INS_ON_TOP)
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1409 && ms.flags () & P_BLOCKSVIEW
1410 && (op->face && !faces [op->face].visibility))
1466 { 1411 {
1467 for (last = top; last != floor; last = last->below) 1412 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1413 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1414 break;
1415
1470 /* Check to see if we found the object that blocks view, 1416 /* Check to see if we found the object that blocks view,
1471 * and make sure we have a below pointer for it so that 1417 * and make sure we have a below pointer for it so that
1472 * we can get inserted below this one, which requires we 1418 * we can get inserted below this one, which requires we
1473 * set top to the object below us. 1419 * set top to the object below us.
1474 */ 1420 */
1475 if (last && last->below && last != floor) 1421 if (last && last->below && last != floor)
1476 top = last->below; 1422 top = last->below;
1477 } 1423 }
1478 } /* If objects on this space */ 1424 } /* If objects on this space */
1479 1425
1480 if (flag & INS_MAP_LOAD)
1481 top = GET_MAP_TOP (op->map, op->x, op->y);
1482
1483 if (flag & INS_ABOVE_FLOOR_ONLY) 1426 if (flag & INS_ABOVE_FLOOR_ONLY)
1484 top = floor; 1427 top = floor;
1485 1428
1486 /* Top is the object that our object (op) is going to get inserted above. 1429 /* Top is the object that our object (op) is going to get inserted above.
1487 */ 1430 */
1488 1431
1489 /* First object on this space */ 1432 /* First object on this space */
1490 if (!top) 1433 if (!top)
1491 { 1434 {
1492 op->above = GET_MAP_OB (op->map, op->x, op->y); 1435 op->above = ms.bot;
1493 1436
1494 if (op->above) 1437 if (op->above)
1495 op->above->below = op; 1438 op->above->below = op;
1496 1439
1497 op->below = NULL; 1440 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1441 ms.bot = op;
1499 } 1442 }
1500 else 1443 else
1501 { /* get inserted into the stack above top */ 1444 { /* get inserted into the stack above top */
1502 op->above = top->above; 1445 op->above = top->above;
1503 1446
1506 1449
1507 op->below = top; 1450 op->below = top;
1508 top->above = op; 1451 top->above = op;
1509 } 1452 }
1510 1453
1511 if (op->above == NULL) 1454 if (!op->above)
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1455 ms.top = op;
1513 } /* else not INS_BELOW_ORIGINATOR */ 1456 } /* else not INS_BELOW_ORIGINATOR */
1514 1457
1515 if (op->type == PLAYER) 1458 if (op->type == PLAYER)
1459 {
1516 op->contr->do_los = 1; 1460 op->contr->do_los = 1;
1461 ++op->map->players;
1462 op->map->touch ();
1463 }
1517 1464
1518 /* If we have a floor, we know the player, if any, will be above 1465 op->map->dirty = true;
1519 * it, so save a few ticks and start from there. 1466
1520 */ 1467 if (object *pl = ms.player ())
1521 if (!(flag & INS_MAP_LOAD)) 1468 //TODO: the floorbox prev/next might need updating
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 esrv_send_item (pl, op);
1523 if (tmp->type == PLAYER)
1524 tmp->contr->socket.update_look = 1;
1525 1470
1526 /* If this object glows, it may affect lighting conditions that are 1471 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1472 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1473 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1474 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1475 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1476 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1477 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1478 * of effect may be sufficient.
1534 */ 1479 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1480 if (op->map->darkness && (op->glow_radius != 0))
1536 update_all_los (op->map, op->x, op->y); 1481 update_all_los (op->map, op->x, op->y);
1537 1482
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1483 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1484 update_object (op, UP_OBJ_INSERT);
1540 1485
1486 INVOKE_OBJECT (INSERT, op);
1487
1541 /* Don't know if moving this to the end will break anything. However, 1488 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1489 * we want to have floorbox_update called before calling this.
1543 * 1490 *
1544 * check_move_on() must be after this because code called from 1491 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1492 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1493 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1494 * update_object().
1548 */ 1495 */
1549 1496
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1497 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1498 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1552 { 1499 {
1553 if (check_move_on (op, originator)) 1500 if (check_move_on (op, originator))
1554 return NULL; 1501 return 0;
1555 1502
1556 /* If we are a multi part object, lets work our way through the check 1503 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1504 * walk on's.
1558 */ 1505 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1506 for (object *tmp = op->more; tmp; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1507 if (check_move_on (tmp, originator))
1561 return NULL; 1508 return 0;
1562 } 1509 }
1563 1510
1564 return op; 1511 return op;
1565} 1512}
1566 1513
1567/* this function inserts an object in the map, but if it 1514/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1515 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1516 * op is the object to insert it under: supplies x and the map.
1570 */ 1517 */
1571void 1518void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1519replace_insert_ob_in_map (const char *arch_string, object *op)
1573{ 1520{
1574 object *
1575 tmp;
1576 object *
1577 tmp1;
1578
1579 /* first search for itself and remove any old instances */ 1521 /* first search for itself and remove any old instances */
1580 1522
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1523 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1524 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1584 { 1525 tmp->destroy (1);
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1526
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1527 object *tmp = arch_to_object (archetype::find (arch_string));
1591 1528
1592 tmp1->x = op->x; 1529 tmp->x = op->x;
1593 tmp1->y = op->y; 1530 tmp->y = op->y;
1531
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1532 insert_ob_in_map (tmp, op->map, op, 0);
1595} 1533}
1596
1597/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array.
1603 */
1604 1534
1605object * 1535object *
1606get_split_ob (object *orig_ob, uint32 nr) 1536object::insert_at (object *where, object *originator, int flags)
1607{ 1537{
1608 object * 1538 if (where->env)
1609 newob; 1539 return where->env->insert (this);
1610 int 1540 else
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1541 return where->map->insert (this, where->x, where->y, originator, flags);
1612
1613 if (orig_ob->nrof < nr)
1614 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL;
1617 }
1618
1619 newob = object_create_clone (orig_ob);
1620
1621 if ((orig_ob->nrof -= nr) < 1)
1622 {
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed)
1628 {
1629 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1632 {
1633 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1634 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1635 return NULL;
1636 }
1637 }
1638
1639 newob->nrof = nr;
1640
1641 return newob;
1642} 1542}
1643 1543
1644/* 1544/*
1645 * decrease_ob_nr(object, number) decreases a specified number from 1545 * decrease(object, number) decreases a specified number from
1646 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1647 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1648 * 1548 *
1649 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1650 */ 1550 */
1551bool
1552object::decrease (sint32 nr)
1553{
1554 if (!nr)
1555 return true;
1651 1556
1557 nr = min (nr, nrof);
1558
1559 nrof -= nr;
1560
1561 if (nrof)
1562 {
1563 adjust_weight (env, -weight * nr); // carrying == 0
1564
1565 if (object *pl = visible_to ())
1566 esrv_update_item (UPD_NROF, pl, this);
1567
1568 return true;
1569 }
1570 else
1571 {
1572 destroy (1);
1573 return false;
1574 }
1575}
1576
1577/*
1578 * split(ob,nr) splits up ob into two parts. The part which
1579 * is returned contains nr objects, and the remaining parts contains
1580 * the rest (or is removed and returned if that number is 0).
1581 * On failure, NULL is returned.
1582 */
1652object * 1583object *
1653decrease_ob_nr (object *op, uint32 i) 1584object::split (sint32 nr)
1654{ 1585{
1655 object *tmp; 1586 int have = number_of ();
1656 player *pl;
1657 1587
1658 if (i == 0) /* objects with op->nrof require this check */ 1588 if (have < nr)
1659 return op; 1589 return 0;
1660 1590 else if (have == nr)
1661 if (i > op->nrof)
1662 i = op->nrof;
1663
1664 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i;
1666 else if (op->env != NULL)
1667 { 1591 {
1668 /* is this object in the players inventory, or sub container
1669 * therein?
1670 */
1671 tmp = is_player_inv (op->env);
1672 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player.
1677 */
1678 if (!tmp)
1679 {
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env)
1682 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 }
1688
1689 if (i < op->nrof)
1690 {
1691 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i;
1693 if (tmp)
1694 {
1695 esrv_send_item (tmp, op);
1696 }
1697 }
1698 else
1699 {
1700 remove_ob (op); 1592 remove ();
1701 op->nrof = 0; 1593 return this;
1702 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count);
1705 }
1706 }
1707 } 1594 }
1708 else 1595 else
1709 { 1596 {
1710 object *above = op->above; 1597 decrease (nr);
1711 1598
1712 if (i < op->nrof) 1599 object *op = object_create_clone (this);
1713 op->nrof -= i; 1600 op->nrof = nr;
1714 else
1715 {
1716 remove_ob (op);
1717 op->nrof = 0;
1718 }
1719
1720 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above)
1722 if (tmp->type == PLAYER)
1723 {
1724 if (op->nrof)
1725 esrv_send_item (tmp, op);
1726 else
1727 esrv_del_item (tmp->contr, op->count);
1728 }
1729 }
1730
1731 if (op->nrof)
1732 return op; 1601 return op;
1733 else
1734 { 1602 }
1735 free_object (op); 1603}
1604
1605object *
1606insert_ob_in_ob (object *op, object *where)
1607{
1608 if (!where)
1609 {
1610 char *dump = dump_object (op);
1611 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1612 free (dump);
1736 return NULL; 1613 return op;
1737 }
1738}
1739
1740/*
1741 * add_weight(object, weight) adds the specified weight to an object,
1742 * and also updates how much the environment(s) is/are carrying.
1743 */
1744
1745void
1746add_weight (object *op, signed long weight)
1747{
1748 while (op != NULL)
1749 { 1614 }
1750 if (op->type == CONTAINER)
1751 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1752 1615
1753 op->carrying += weight; 1616 if (where->head_ () != where)
1754 op = op->env;
1755 } 1617 {
1756} 1618 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1619 where = where->head;
1620 }
1757 1621
1622 return where->insert (op);
1623}
1624
1758/* 1625/*
1759 * insert_ob_in_ob(op,environment): 1626 * env->insert (op)
1760 * This function inserts the object op in the linked list 1627 * This function inserts the object op in the linked list
1761 * inside the object environment. 1628 * inside the object environment.
1762 * 1629 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1630 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1631 * be != op, if items are merged. -Tero
1770 */ 1632 */
1771
1772object * 1633object *
1773insert_ob_in_ob (object *op, object *where) 1634object::insert (object *op)
1774{ 1635{
1775 object *
1776 tmp, *
1777 otmp;
1778
1779 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 {
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798
1799 if (op->more) 1636 if (op->more)
1800 { 1637 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1638 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1639 return op;
1803 } 1640 }
1804 1641
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1642 op->remove ();
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1643
1644 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1645
1807 if (op->nrof) 1646 if (op->nrof)
1808 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1647 for (object *tmp = inv; tmp; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1648 if (object::can_merge (tmp, op))
1811 { 1649 {
1812 /* return the original object and remove inserted object 1650 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1651 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1652 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1653
1816 * tmp->nrof, we need to increase the weight. 1654 if (object *pl = tmp->visible_to ())
1817 */ 1655 esrv_update_item (UPD_NROF, pl, tmp);
1818 add_weight (where, op->weight * op->nrof); 1656
1819 SET_FLAG (op, FLAG_REMOVED); 1657 adjust_weight (this, op->total_weight ());
1820 free_object (op); /* free the inserted object */ 1658
1659 op->destroy (1);
1821 op = tmp; 1660 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1661 goto inserted;
1823 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break;
1825 } 1662 }
1826 1663
1827 /* I assume combined objects have no inventory 1664 op->owner = 0; // it's his/hers now. period.
1828 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do
1831 * the linking below
1832 */
1833 add_weight (where, op->weight * op->nrof);
1834 }
1835 else
1836 add_weight (where, (op->weight + op->carrying));
1837
1838 otmp = is_player_inv (where);
1839 if (otmp && otmp->contr != NULL)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp);
1843 }
1844
1845 op->map = NULL; 1665 op->map = 0;
1846 op->env = where; 1666 op->x = 0;
1667 op->y = 0;
1668
1847 op->above = NULL; 1669 op->above = 0;
1848 op->below = NULL; 1670 op->below = inv;
1849 op->x = 0, op->y = 0; 1671 op->env = this;
1850 1672
1673 if (inv)
1674 inv->above = op;
1675
1676 inv = op;
1677
1678 op->flag [FLAG_REMOVED] = 0;
1679
1680 if (object *pl = op->visible_to ())
1681 esrv_send_item (pl, op);
1682
1683 adjust_weight (this, op->total_weight ());
1684
1685inserted:
1851 /* reset the light list and los of the players on the map */ 1686 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1687 if (op->glow_radius && map && map->darkness)
1853 { 1688 update_all_los (map, x, y);
1854#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map))
1858 update_all_los (where->map, where->x, where->y);
1859 }
1860 1689
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1690 // if this is a player's inventory, update stats
1862 * It sure simplifies this function... 1691 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1863 */ 1692 update_stats ();
1864 if (where->inv == NULL) 1693
1865 where->inv = op; 1694 INVOKE_OBJECT (INSERT, this);
1866 else 1695
1867 {
1868 op->below = where->inv;
1869 op->below->above = op;
1870 where->inv = op;
1871 }
1872 return op; 1696 return op;
1873} 1697}
1874 1698
1875/* 1699/*
1876 * Checks if any objects has a move_type that matches objects 1700 * Checks if any objects has a move_type that matches objects
1890 * 1714 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1715 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1716 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1717 * on top.
1894 */ 1718 */
1895
1896int 1719int
1897check_move_on (object *op, object *originator) 1720check_move_on (object *op, object *originator)
1898{ 1721{
1899 object * 1722 object *tmp;
1900 tmp; 1723 maptile *m = op->map;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y; 1724 int x = op->x, y = op->y;
1907 1725
1908 MoveType 1726 MoveType move_on, move_slow, move_block;
1909 move_on,
1910 move_slow,
1911 move_block;
1912 1727
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1728 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1729 return 0;
1915
1916 tag = op->count;
1917 1730
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1731 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1732 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1733 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1921 1734
1937 1750
1938 /* The objects have to be checked from top to bottom. 1751 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1752 * Hence, we first go to the top:
1940 */ 1753 */
1941 1754
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1755 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1943 { 1756 {
1944 /* Trim the search when we find the first other spell effect 1757 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects, 1758 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them. 1759 * we don't need to check all of them.
1947 */ 1760 */
1965 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1966 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1779 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1967 { 1780 {
1968 1781
1969 float 1782 float
1970 diff = tmp->move_slow_penalty * FABS (op->speed); 1783 diff = tmp->move_slow_penalty * fabs (op->speed);
1971 1784
1972 if (op->type == PLAYER) 1785 if (op->type == PLAYER)
1973 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1786 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1974 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1787 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1975 diff /= 4.0; 1788 diff /= 4.0;
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1797 {
1985 move_apply (tmp, op, originator); 1798 move_apply (tmp, op, originator);
1986 1799
1987 if (was_destroyed (op, tag)) 1800 if (op->destroyed ())
1988 return 1; 1801 return 1;
1989 1802
1990 /* what the person/creature stepped onto has moved the object 1803 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1804 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1805 * have a feeling strange problems would result.
2002/* 1815/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1816 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1817 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
2006 */ 1819 */
2007
2008object * 1820object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1821present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1822{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1823 if (!m || out_of_map (m, x, y))
2015 { 1824 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1825 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1826 return NULL;
2018 } 1827 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2020 if (tmp->arch == at) 1830 if (tmp->arch == at)
2021 return tmp; 1831 return tmp;
1832
2022 return NULL; 1833 return NULL;
2023} 1834}
2024 1835
2025/* 1836/*
2026 * present(type, map, x, y) searches for any objects with 1837 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1838 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
2029 */ 1840 */
2030
2031object * 1841object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1842present (unsigned char type, maptile *m, int x, int y)
2033{ 1843{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1844 if (out_of_map (m, x, y))
2038 { 1845 {
2039 LOG (llevError, "Present called outside map.\n"); 1846 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1847 return NULL;
2041 } 1848 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1849
1850 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1851 if (tmp->type == type)
2044 return tmp; 1852 return tmp;
1853
2045 return NULL; 1854 return NULL;
2046} 1855}
2047 1856
2048/* 1857/*
2049 * present_in_ob(type, object) searches for any objects with 1858 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1859 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
2052 */ 1861 */
2053
2054object * 1862object *
2055present_in_ob (unsigned char type, const object *op) 1863present_in_ob (unsigned char type, const object *op)
2056{ 1864{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1865 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1866 if (tmp->type == type)
2062 return tmp; 1867 return tmp;
1868
2063 return NULL; 1869 return NULL;
2064} 1870}
2065 1871
2066/* 1872/*
2067 * present_in_ob (type, str, object) searches for any objects with 1873 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1881 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1882 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1883 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1884 * to be unique.
2079 */ 1885 */
2080
2081object * 1886object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1887present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1888{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1890 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1891 return tmp;
2091 } 1892
2092 return NULL; 1893 return 0;
2093} 1894}
2094 1895
2095/* 1896/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1897 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1898 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2099 */ 1900 */
2100
2101object * 1901object *
2102present_arch_in_ob (const archetype *at, const object *op) 1902present_arch_in_ob (const archetype *at, const object *op)
2103{ 1903{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2108 if (tmp->arch == at) 1905 if (tmp->arch == at)
2109 return tmp; 1906 return tmp;
1907
2110 return NULL; 1908 return NULL;
2111} 1909}
2112 1910
2113/* 1911/*
2114 * activate recursively a flag on an object inventory 1912 * activate recursively a flag on an object inventory
2115 */ 1913 */
2116void 1914void
2117flag_inv (object *op, int flag) 1915flag_inv (object *op, int flag)
2118{ 1916{
2119 object *
2120 tmp;
2121
2122 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2124 { 1918 {
2125 SET_FLAG (tmp, flag); 1919 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1920 flag_inv (tmp, flag);
2127 } 1921 }
2128} /* 1922}
1923
1924/*
2129 * desactivate recursively a flag on an object inventory 1925 * deactivate recursively a flag on an object inventory
2130 */ 1926 */
2131void 1927void
2132unflag_inv (object *op, int flag) 1928unflag_inv (object *op, int flag)
2133{ 1929{
2134 object *
2135 tmp;
2136
2137 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2139 { 1931 {
2140 CLEAR_FLAG (tmp, flag); 1932 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1933 unflag_inv (tmp, flag);
2142 } 1934 }
2143}
2144
2145/*
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function.
2150 */
2151
2152void
2153set_cheat (object *op)
2154{
2155 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ);
2157} 1935}
2158 1936
2159/* 1937/*
2160 * find_free_spot(object, map, x, y, start, stop) will search for 1938 * find_free_spot(object, map, x, y, start, stop) will search for
2161 * a spot at the given map and coordinates which will be able to contain 1939 * a spot at the given map and coordinates which will be able to contain
2163 * to search (see the freearr_x/y[] definition). 1941 * to search (see the freearr_x/y[] definition).
2164 * It returns a random choice among the alternatives found. 1942 * It returns a random choice among the alternatives found.
2165 * start and stop are where to start relative to the free_arr array (1,9 1943 * start and stop are where to start relative to the free_arr array (1,9
2166 * does all 4 immediate directions). This returns the index into the 1944 * does all 4 immediate directions). This returns the index into the
2167 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1945 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2168 * Note - this only checks to see if there is space for the head of the
2169 * object - if it is a multispace object, this should be called for all
2170 * pieces.
2171 * Note2: This function does correctly handle tiled maps, but does not 1946 * Note: This function does correctly handle tiled maps, but does not
2172 * inform the caller. However, insert_ob_in_map will update as 1947 * inform the caller. However, insert_ob_in_map will update as
2173 * necessary, so the caller shouldn't need to do any special work. 1948 * necessary, so the caller shouldn't need to do any special work.
2174 * Note - updated to take an object instead of archetype - this is necessary 1949 * Note - updated to take an object instead of archetype - this is necessary
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1950 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 1951 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 1952 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1953 * customized, changed states, etc.
2179 */ 1954 */
2180
2181int 1955int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1956find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 1957{
2184 int
2185 i,
2186 index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 1958 int altern[SIZEOFFREE];
1959 int index = 0, flag;
2189 1960
2190 for (i = start; i < stop; i++) 1961 for (int i = start; i < stop; i++)
2191 { 1962 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1963 mapxy pos (m, x, y); pos.move (i);
2193 if (!flag) 1964
1965 if (!pos.normalise ())
1966 continue;
1967
1968 mapspace &ms = *pos;
1969
1970 if (ms.flags () & P_IS_ALIVE)
1971 continue;
1972
1973 /* However, often
1974 * ob doesn't have any move type (when used to place exits)
1975 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1976 */
1977 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1978 {
2194 altern[index++] = i; 1979 altern [index++] = i;
1980 continue;
1981 }
2195 1982
2196 /* Basically, if we find a wall on a space, we cut down the search size. 1983 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 1984 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 1985 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 1986 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 1987 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 1988 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 1989 * won't look 2 spaces south of the target space.
2203 */ 1990 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1991 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1992 {
2205 stop = maxfree[i]; 1993 stop = maxfree[i];
1994 continue;
1995 }
1996
1997 /* Note it is intentional that we check ob - the movement type of the
1998 * head of the object should correspond for the entire object.
1999 */
2000 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2001 continue;
2002
2003 if (ob->blocked (m, pos.x, pos.y))
2004 continue;
2005
2006 altern [index++] = i;
2206 } 2007 }
2008
2207 if (!index) 2009 if (!index)
2208 return -1; 2010 return -1;
2011
2209 return altern[RANDOM () % index]; 2012 return altern [rndm (index)];
2210} 2013}
2211 2014
2212/* 2015/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2016 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2017 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2018 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2019 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2020 */
2218
2219int 2021int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2022find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2023{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2024 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2025 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2026 return i;
2229 } 2027
2230 return -1; 2028 return -1;
2231} 2029}
2232 2030
2233/* 2031/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2032 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2033 * arr[begin..end-1].
2034 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2035 */
2237static void 2036static void
2238permute (int *arr, int begin, int end) 2037permute (int *arr, int begin, int end)
2239{ 2038{
2240 int 2039 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2040 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2041
2251 tmp = arr[i]; 2042 while (--end)
2252 arr[i] = arr[j]; 2043 swap (arr [end], arr [rndm (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2044}
2256 2045
2257/* new function to make monster searching more efficient, and effective! 2046/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2047 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2048 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2051 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2052 */
2264void 2053void
2265get_search_arr (int *search_arr) 2054get_search_arr (int *search_arr)
2266{ 2055{
2267 int 2056 int i;
2268 i;
2269 2057
2270 for (i = 0; i < SIZEOFFREE; i++) 2058 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2059 search_arr[i] = i;
2273 }
2274 2060
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2061 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2062 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2063 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2064}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2073 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2074 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2075 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2076 * there is capable of.
2291 */ 2077 */
2292
2293int 2078int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2079find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2080{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2081 int i, max = SIZEOFFREE, mflags;
2299 2082
2300 sint16 nx, ny; 2083 sint16 nx, ny;
2301 object * 2084 object *tmp;
2302 tmp; 2085 maptile *mp;
2303 mapstruct *
2304 mp;
2305 2086
2306 MoveType blocked, move_type; 2087 MoveType blocked, move_type;
2307 2088
2308 if (exclude && exclude->head) 2089 if (exclude && exclude->head_ () != exclude)
2309 { 2090 {
2310 exclude = exclude->head; 2091 exclude = exclude->head;
2311 move_type = exclude->move_type; 2092 move_type = exclude->move_type;
2312 } 2093 }
2313 else 2094 else
2321 mp = m; 2102 mp = m;
2322 nx = x + freearr_x[i]; 2103 nx = x + freearr_x[i];
2323 ny = y + freearr_y[i]; 2104 ny = y + freearr_y[i];
2324 2105
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2106 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2107
2326 if (mflags & P_OUT_OF_MAP) 2108 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2109 max = maxfree[i];
2329 }
2330 else 2110 else
2331 { 2111 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2112 mapspace &ms = mp->at (nx, ny);
2113
2114 blocked = ms.move_block;
2333 2115
2334 if ((move_type & blocked) == move_type) 2116 if ((move_type & blocked) == move_type)
2335 {
2336 max = maxfree[i]; 2117 max = maxfree[i];
2337 }
2338 else if (mflags & P_IS_ALIVE) 2118 else if (mflags & P_IS_ALIVE)
2339 { 2119 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2120 for (tmp = ms.bot; tmp; tmp = tmp->above)
2341 { 2121 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2122 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2343 {
2344 break; 2123 break;
2345 } 2124
2346 }
2347 if (tmp) 2125 if (tmp)
2348 {
2349 return freedir[i]; 2126 return freedir[i];
2350 }
2351 } 2127 }
2352 } 2128 }
2353 } 2129 }
2130
2354 return 0; 2131 return 0;
2355} 2132}
2356 2133
2357/* 2134/*
2358 * distance(object 1, object 2) will return the square of the 2135 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2136 * distance between the two given objects.
2360 */ 2137 */
2361
2362int 2138int
2363distance (const object *ob1, const object *ob2) 2139distance (const object *ob1, const object *ob2)
2364{ 2140{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2141 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2142}
2371 2143
2372/* 2144/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2145 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2146 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2147 * object, needs to travel toward it.
2376 */ 2148 */
2377
2378int 2149int
2379find_dir_2 (int x, int y) 2150find_dir_2 (int x, int y)
2380{ 2151{
2381 int 2152 int q;
2382 q;
2383 2153
2384 if (y) 2154 if (y)
2385 q = x * 100 / y; 2155 q = x * 100 / y;
2386 else if (x) 2156 else if (x)
2387 q = -300 * x; 2157 q = -300 * x;
2412 2182
2413 return 3; 2183 return 3;
2414} 2184}
2415 2185
2416/* 2186/*
2417 * absdir(int): Returns a number between 1 and 8, which represent
2418 * the "absolute" direction of a number (it actually takes care of
2419 * "overflow" in previous calculations of a direction).
2420 */
2421
2422int
2423absdir (int d)
2424{
2425 while (d < 1)
2426 d += 8;
2427 while (d > 8)
2428 d -= 8;
2429 return d;
2430}
2431
2432/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2187 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2434 * between two directions (which are expected to be absolute (see absdir()) 2188 * between two directions (which are expected to be absolute (see absdir())
2435 */ 2189 */
2436
2437int 2190int
2438dirdiff (int dir1, int dir2) 2191dirdiff (int dir1, int dir2)
2439{ 2192{
2440 int 2193 int d;
2441 d;
2442 2194
2443 d = abs (dir1 - dir2); 2195 d = abs (dir1 - dir2);
2444 if (d > 4) 2196 if (d > 4)
2445 d = 8 - d; 2197 d = 8 - d;
2198
2446 return d; 2199 return d;
2447} 2200}
2448 2201
2449/* peterm: 2202/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2203 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2206 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2207 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2208 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2209 * functions.
2457 */ 2210 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2211int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2212 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2213 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2214 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2215 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2216 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2264 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2265 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2266 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2267 * Modified to be map tile aware -.MSW
2517 */ 2268 */
2518
2519
2520int 2269int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2270can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2271{
2523 sint16 dx, dy; 2272 sint16 dx, dy;
2524 int
2525 mflags; 2273 int mflags;
2526 2274
2527 if (dir < 0) 2275 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2276 return 0; /* exit condition: invalid direction */
2529 2277
2530 dx = x + freearr_x[dir]; 2278 dx = x + freearr_x[dir];
2543 return 0; 2291 return 0;
2544 2292
2545 /* yes, can see. */ 2293 /* yes, can see. */
2546 if (dir < 9) 2294 if (dir < 9)
2547 return 1; 2295 return 1;
2296
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2297 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2298 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2299 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2300}
2551
2552
2553 2301
2554/* 2302/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2303 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2304 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2305 * picked up, otherwise 0.
2559 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2560 * core dumps if they do. 2308 * core dumps if they do.
2561 * 2309 *
2562 * Add a check so we can't pick up invisible objects (0.93.8) 2310 * Add a check so we can't pick up invisible objects (0.93.8)
2563 */ 2311 */
2564
2565int 2312int
2566can_pick (const object *who, const object *item) 2313can_pick (const object *who, const object *item)
2567{ 2314{
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2571} 2318}
2572 2319
2573
2574/* 2320/*
2575 * create clone from object to another 2321 * create clone from object to another
2576 */ 2322 */
2577object * 2323object *
2578object_create_clone (object *asrc) 2324object_create_clone (object *asrc)
2579{ 2325{
2580 object *
2581 dst = NULL, *tmp, *src, *part, *prev, *item; 2326 object *dst = 0, *tmp, *src, *prev, *item;
2582 2327
2583 if (!asrc) 2328 if (!asrc)
2584 return NULL; 2329 return 0;
2585 src = asrc; 2330
2586 if (src->head)
2587 src = src->head; 2331 src = asrc->head_ ();
2588 2332
2589 prev = NULL; 2333 prev = 0;
2590 for (part = src; part; part = part->more) 2334 for (object *part = src; part; part = part->more)
2591 { 2335 {
2592 tmp = get_object (); 2336 tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x; 2337 tmp->x -= src->x;
2595 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2596 if (!part->head) 2340 if (!part->head)
2597 { 2341 {
2598 dst = tmp; 2342 dst = tmp;
2599 tmp->head = NULL; 2343 tmp->head = 0;
2600 } 2344 }
2601 else 2345 else
2602 {
2603 tmp->head = dst; 2346 tmp->head = dst;
2604 } 2347
2605 tmp->more = NULL; 2348 tmp->more = 0;
2349
2606 if (prev) 2350 if (prev)
2607 prev->more = tmp; 2351 prev->more = tmp;
2352
2608 prev = tmp; 2353 prev = tmp;
2609 } 2354 }
2610 2355
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2356 for (item = src->inv; item; item = item->below)
2613 {
2614 (void) insert_ob_in_ob (object_create_clone (item), dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2358
2617 return dst; 2359 return dst;
2618}
2619
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */
2640
2641object *
2642load_object_str (const char *obstr)
2643{
2644 object *
2645 op;
2646 char
2647 filename[MAX_BUF];
2648
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650
2651 FILE *
2652 tempfile = fopen (filename, "w");
2653
2654 if (tempfile == NULL)
2655 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL;
2658 };
2659 fprintf (tempfile, obstr);
2660 fclose (tempfile);
2661
2662 op = get_object ();
2663
2664 object_thawer thawer (filename);
2665
2666 if (thawer)
2667 load_object (thawer, op, 0);
2668
2669 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2670 CLEAR_FLAG (op, FLAG_REMOVED);
2671
2672 return op;
2673} 2360}
2674 2361
2675/* This returns the first object in who's inventory that 2362/* This returns the first object in who's inventory that
2676 * has the same type and subtype match. 2363 * has the same type and subtype match.
2677 * returns NULL if no match. 2364 * returns NULL if no match.
2678 */ 2365 */
2679object * 2366object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2368{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2371 return tmp;
2688 2372
2689 return NULL; 2373 return 0;
2690} 2374}
2691 2375
2692/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL. 2377 * otherwise return NULL.
2694 * 2378 *
2696 * do the desired thing. 2380 * do the desired thing.
2697 */ 2381 */
2698key_value * 2382key_value *
2699get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2700{ 2384{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2705 {
2706 if (link->key == key) 2386 if (link->key == key)
2707 {
2708 return link; 2387 return link;
2709 }
2710 }
2711 2388
2712 return NULL; 2389 return 0;
2713} 2390}
2714 2391
2715/* 2392/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2394 *
2720 * The returned string is shared. 2397 * The returned string is shared.
2721 */ 2398 */
2722const char * 2399const char *
2723get_ob_key_value (const object *op, const char *const key) 2400get_ob_key_value (const object *op, const char *const key)
2724{ 2401{
2725 key_value * 2402 key_value *link;
2726 link; 2403 shstr_cmp canonical_key (key);
2727 const char *
2728 canonical_key;
2729 2404
2730 canonical_key = shstr::find (key);
2731
2732 if (canonical_key == NULL) 2405 if (!canonical_key)
2733 { 2406 {
2734 /* 1. There being a field named key on any object 2407 /* 1. There being a field named key on any object
2735 * implies there'd be a shared string to find. 2408 * implies there'd be a shared string to find.
2736 * 2. Since there isn't, no object has this field. 2409 * 2. Since there isn't, no object has this field.
2737 * 3. Therefore, *this* object doesn't have this field. 2410 * 3. Therefore, *this* object doesn't have this field.
2738 */ 2411 */
2739 return NULL; 2412 return 0;
2740 } 2413 }
2741 2414
2742 /* This is copied from get_ob_key_link() above - 2415 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead. 2416 * only 4 lines, and saves the function call overhead.
2744 */ 2417 */
2745 for (link = op->key_values; link != NULL; link = link->next) 2418 for (link = op->key_values; link; link = link->next)
2746 {
2747 if (link->key == canonical_key) 2419 if (link->key == canonical_key)
2748 {
2749 return link->value; 2420 return link->value;
2750 } 2421
2751 }
2752 return NULL; 2422 return 0;
2753} 2423}
2754
2755 2424
2756/* 2425/*
2757 * Updates the canonical_key in op to value. 2426 * Updates the canonical_key in op to value.
2758 * 2427 *
2759 * canonical_key is a shared string (value doesn't have to be). 2428 * canonical_key is a shared string (value doesn't have to be).
2764 * Returns TRUE on success. 2433 * Returns TRUE on success.
2765 */ 2434 */
2766int 2435int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2436set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{ 2437{
2769 key_value *
2770 field = NULL, *last = NULL; 2438 key_value *field = NULL, *last = NULL;
2771 2439
2772 for (field = op->key_values; field != NULL; field = field->next) 2440 for (field = op->key_values; field != NULL; field = field->next)
2773 { 2441 {
2774 if (field->key != canonical_key) 2442 if (field->key != canonical_key)
2775 { 2443 {
2784 /* Basically, if the archetype has this key set, 2452 /* Basically, if the archetype has this key set,
2785 * we need to store the null value so when we save 2453 * we need to store the null value so when we save
2786 * it, we save the empty value so that when we load, 2454 * it, we save the empty value so that when we load,
2787 * we get this value back again. 2455 * we get this value back again.
2788 */ 2456 */
2789 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2457 if (get_ob_key_link (op->arch, canonical_key))
2790 field->value = 0; 2458 field->value = 0;
2791 else 2459 else
2792 { 2460 {
2793 if (last) 2461 if (last)
2794 last->next = field->next; 2462 last->next = field->next;
2803 /* IF we get here, key doesn't exist */ 2471 /* IF we get here, key doesn't exist */
2804 2472
2805 /* No field, we'll have to add it. */ 2473 /* No field, we'll have to add it. */
2806 2474
2807 if (!add_key) 2475 if (!add_key)
2808 {
2809 return FALSE; 2476 return FALSE;
2810 } 2477
2811 /* There isn't any good reason to store a null 2478 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has 2479 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't 2480 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings, 2481 * be here. If user wants to store empty strings,
2815 * should pass in "" 2482 * should pass in ""
2864 } 2531 }
2865 else 2532 else
2866 item = item->env; 2533 item = item->env;
2867} 2534}
2868 2535
2536const char *
2537object::flag_desc (char *desc, int len) const
2538{
2539 char *p = desc;
2540 bool first = true;
2541
2542 *p = 0;
2543
2544 for (int i = 0; i < NUM_FLAGS; i++)
2545 {
2546 if (len <= 10) // magic constant!
2547 {
2548 snprintf (p, len, ",...");
2549 break;
2550 }
2551
2552 if (flag [i])
2553 {
2554 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2555 len -= cnt;
2556 p += cnt;
2557 first = false;
2558 }
2559 }
2560
2561 return desc;
2562}
2563
2564// return a suitable string describing an object in enough detail to find it
2565const char *
2566object::debug_desc (char *info) const
2567{
2568 char flagdesc[512];
2569 char info2[256 * 4];
2570 char *p = info;
2571
2572 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2573 count,
2574 uuid.c_str (),
2575 &name,
2576 title ? "\",title:\"" : "",
2577 title ? (const char *)title : "",
2578 flag_desc (flagdesc, 512), type);
2579
2580 if (!flag[FLAG_REMOVED] && env)
2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2582
2583 if (map)
2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2585
2586 return info;
2587}
2588
2589const char *
2590object::debug_desc () const
2591{
2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2595 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mt = name_to_material (materialname))
2609 return mt;
2610
2611 return name_to_material (shstr_unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = false;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 play_sound (sound_find ("chest_close"));
2638 }
2639
2640 if (new_container)
2641 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2643 return;
2644
2645 // TODO: this does not seem to serve any purpose anymore?
2646#if 0
2647 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch)
2649 {
2650 object *closer = arch_to_object (new_container->other_arch);
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer);
2653 }
2654#endif
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2657
2658 new_container->flag [FLAG_APPLIED] = true;
2659 container = new_container;
2660
2661 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container);
2663 play_sound (sound_find ("chest_open"));
2664 }
2665}
2666
2667object *
2668object::force_find (const shstr name)
2669{
2670 /* cycle through his inventory to look for the MARK we want to
2671 * place
2672 */
2673 for (object *tmp = inv; tmp; tmp = tmp->below)
2674 if (tmp->type == FORCE && tmp->slaying == name)
2675 return splay (tmp);
2676
2677 return 0;
2678}
2679
2680void
2681object::force_add (const shstr name, int duration)
2682{
2683 if (object *force = force_find (name))
2684 force->destroy ();
2685
2686 object *force = get_archetype (FORCE_NAME);
2687
2688 force->slaying = name;
2689 force->stats.food = 1;
2690 force->speed_left = -1.f;
2691
2692 force->set_speed (duration ? 1.f / duration : 0.f);
2693 force->flag [FLAG_IS_USED_UP] = true;
2694 force->flag [FLAG_APPLIED] = true;
2695
2696 insert (force);
2697}
2698
2699void
2700object::play_sound (faceidx sound)
2701{
2702 if (!sound)
2703 return;
2704
2705 if (flag [FLAG_REMOVED])
2706 return;
2707
2708 if (env)
2709 {
2710 if (object *pl = in_player ())
2711 pl->contr->play_sound (sound);
2712 }
2713 else
2714 map->play_sound (sound, x, y);
2715}
2716

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