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Comparing deliantra/server/common/object.C (file contents):
Revision 1.38 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.232 by root, Tue May 6 18:09:42 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;
60
61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
62 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
64 */ 147 */
65 148
66 /* For each field in wants, */ 149 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
68 { 151 if (has->kv_get (kv->key) != kv->value)
69 key_value *has_field; 152 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 153
90 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 155 return true;
92} 156}
93 157
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 159static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 161{
98 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
99 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
100 */ 164 */
101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
102} 167}
103 168
104/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
105 * they can be merged together. 170 * they can be merged together.
106 * 171 *
107 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
110 * 175 *
111 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
112 * 177 *
113 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
114 * check weight 179 * check weight
115 */ 180 */
116
117bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
118{ 182{
119 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
121 return 0; 189 return 0;
122 190
123 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
124 return 0; 197 return 0;
125 198
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. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 203 * flags lose any meaning.
138 */ 204 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 207
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 210
145 211 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) || 212 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 215 || 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) || 216 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 229 || 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)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
176 return 0; 235 return 0;
177 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
178 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
180 */ 247 */
181 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
182 { 249 {
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)) 250 if (!(ob1->inv && ob2->inv))
189 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
190 258
191 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 260 * if it is valid.
193 */ 261 */
194 } 262 }
202 270
203 /* Note sure why the following is the case - either the object has to 271 /* 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 272 * be animated or have a very low speed. Is this an attempted monster
205 * check? 273 * check?
206 */ 274 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 276 return 0;
209 277
210 switch (ob1->type) 278 switch (ob1->type)
211 { 279 {
212 case SCROLL: 280 case SCROLL:
213 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
214 return 0; 282 return 0;
215 break; 283 break;
216 } 284 }
217 285
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
219 { 287 {
220 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
222 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
223 return 0; 293 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 294 }
227 295
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
230 { 297 {
231 ob1->optimise (); 298 ob1->optimise ();
232 ob2->optimise (); 299 ob2->optimise ();
233 300
234 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
235 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
236 } 315 }
237 316
238 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
239 return 1; 318 return 1;
240} 319}
241 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
242/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
243 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
246 */ 394 */
247long 395void
248sum_weight (object *op) 396object::update_weight ()
249{ 397{
250 long sum; 398 sint32 sum = 0;
251 object *inv;
252 399
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
254 { 401 {
255 if (inv->inv) 402 if (op->inv)
256 sum_weight (inv); 403 op->update_weight ();
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
258 } 411 {
259
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262
263 if (op->carrying != sum)
264 op->carrying = sum; 412 carrying = sum;
265 413
266 return sum; 414 if (object *pl = visible_to ())
267} 415 if (pl != this) // player is handled lazily
268 416 esrv_update_item (UPD_WEIGHT, pl, this);
269/**
270 * Return the outermost environment object for a given object.
271 */
272
273object *
274object_get_env_recursive (object *op)
275{
276 while (op->env != NULL)
277 op = op->env;
278 return op;
279}
280
281/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array.
300 */
301
302void
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 { 417 }
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350} 418}
351 419
352/* 420/*
353 * Dumps an object. Returns output in the static global errmsg array. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
354 */ 422 */
355 423char *
356void
357dump_object (object *op) 424dump_object (object *op)
358{ 425{
359 if (op == NULL) 426 if (!op)
360 { 427 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 428
368void 429 object_freezer freezer;
369dump_all_objects (void) 430 op->write (freezer);
370{ 431 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 432}
379 433
380/* 434/*
381 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
383 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
384 */ 438 */
385
386object * 439object *
387get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
388{ 441{
389 object *tmp, *closest; 442 object *tmp, *closest;
390 int last_dist, i; 443 int last_dist, i;
391 444
392 if (op->more == NULL) 445 if (!op->more)
393 return op; 446 return op;
447
394 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
395 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
396 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
397 return closest; 454 return closest;
398} 455}
399 456
400/* 457/*
401 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
402 */ 460 */
403
404object * 461object *
405find_object (tag_t i) 462find_object (tag_t i)
406{ 463{
407 object *op; 464 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 465 if (op->count == i)
411 break;
412 return op; 466 return op;
467
468 return 0;
413} 469}
414 470
415/* 471/*
416 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
419 */ 475 */
420
421object * 476object *
422find_object_name (const char *str) 477find_object_name (const char *str)
423{ 478{
424 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
425 object *op; 480 object *op;
426 481
427 for (op = objects; op != NULL; op = op->next) 482 for_all_objects (op)
428 if (op->name == str_) 483 if (op->name == str_)
429 break; 484 break;
430 485
431 return op; 486 return op;
432} 487}
433 488
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459}
460
461/* 489/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
464 */ 493 */
465void 494void
466object::set_owner (object *owner) 495object::set_owner (object *owner)
467{ 496{
497 // allow objects which own objects
468 if (!owner) 498 if (owner)
469 return;
470
471 /* next line added to allow objects which own objects */
472 /* Add a check for ownercounts in here, as I got into an endless loop
473 * with the fireball owning a poison cloud which then owned the
474 * fireball. I believe that was caused by one of the objects getting
475 * freed and then another object replacing it. Since the ownercounts
476 * didn't match, this check is valid and I believe that cause is valid.
477 */
478 while (owner->owner) 499 while (owner->owner)
479 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
480 507
481 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
482} 575}
483 576
484/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links. 578 * refcounts and freeing the links.
486 */ 579 */
487static void 580static void
488free_key_values (object *op) 581free_key_values (object *op)
489{ 582{
490 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
491 { 584 {
492 key_value *next = i->next; 585 key_value *next = i->next;
493 delete i; 586 delete i;
494 587
495 i = next; 588 i = next;
496 } 589 }
497 590
498 op->key_values = 0; 591 op->key_values = 0;
499} 592}
500 593
501void object::clear ()
502{
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/* 594/*
554 * copy object first frees everything allocated by the second object, 595 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 596 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 597 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 599 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 600 * will point at garbage.
560 */ 601 */
561void 602void
562copy_object (object *op2, object *op) 603object::copy_to (object *dst)
563{ 604{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 605 dst->remove ();
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 606 *(object_copy *)dst = *this;
566 607 dst->flag [FLAG_REMOVED] = true;
567 op2->clone (op);
568
569 if (is_freed)
570 SET_FLAG (op, FLAG_FREED);
571 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 608
577 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
578 if (op2->key_values) 610 if (key_values)
579 { 611 {
580 key_value *tail = 0; 612 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = 0; 613 dst->key_values = 0;
584 614
585 for (i = op2->key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
586 { 616 {
587 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
588 618
589 new_link->next = 0; 619 new_link->next = 0;
590 new_link->key = i->key; 620 new_link->key = i->key;
591 new_link->value = i->value; 621 new_link->value = i->value;
592 622
593 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
594 if (!op->key_values) 624 if (!dst->key_values)
595 { 625 {
596 op->key_values = new_link; 626 dst->key_values = new_link;
597 tail = new_link; 627 tail = new_link;
598 } 628 }
599 else 629 else
600 { 630 {
601 tail->next = new_link; 631 tail->next = new_link;
602 tail = new_link; 632 tail = new_link;
603 } 633 }
604 } 634 }
605 } 635 }
606 636
607 update_ob_speed (op); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660}
661
662object *
663object::clone ()
664{
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
608} 669}
609 670
610/* 671/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 673 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 674 * be called to update the face variable, _and_ how it looks on the map.
614 */ 675 */
615
616void 676void
617update_turn_face (object *op) 677update_turn_face (object *op)
618{ 678{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 680 return;
681
621 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
623} 684}
624 685
625/* 686/*
626 * Updates the speed of an object. If the speed changes from 0 to another 687 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 688 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 689 * This function needs to be called whenever the speed of an object changes.
629 */ 690 */
630void 691void
631update_ob_speed (object *op) 692object::set_speed (float speed)
632{ 693{
633 extern int arch_init; 694 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 695 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 697 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 698 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 699
658 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 701
662 if (op->active_next != NULL) 702 if (has_active_speed ())
663 op->active_next->active_prev = op; 703 activate ();
664
665 active_objects = op;
666 }
667 else 704 else
668 { 705 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 706}
692 707
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 708/*
725 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 712 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 713 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 714 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
732 * 716 *
733 * action is a hint of what the caller believes need to be done. 717 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 718 * current action are:
739 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 722 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
744 */ 724 */
745
746void 725void
747update_object (object *op, int action) 726update_object (object *op, int action)
748{ 727{
749 int update_now = 0, flags; 728 if (!op)
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL)
753 { 729 {
754 /* this should never happen */ 730 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
756 return; 732 return;
757 } 733 }
758 734
759 if (op->env != NULL) 735 if (!op->is_on_map ())
760 { 736 {
761 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
762 * to do in this case. 738 * to do in this case.
763 */ 739 */
764 return; 740 return;
765 } 741 }
766 742
767 /* If the map is saving, don't do anything as everything is
768 * going to get freed anyways.
769 */
770 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return;
772
773 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 745 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 747#ifdef MANY_CORES
778 abort (); 748 abort ();
779#endif 749#endif
780 return; 750 return;
781 } 751 }
782 752
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 753 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
790 if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
791 { 758 {
759 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 766 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 767 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 768 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 769 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 770 * to have move_allow right now.
815 */ 771 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 774 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 775 }
822 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 778 * that is being removed.
825 */ 779 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 781 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
830 else 784 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 786
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 787 if (op->more)
840 update_object (op->more, action); 788 update_object (op->more, action);
841}
842
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860} 789}
861 790
862object::object () 791object::object ()
863{ 792{
864 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
865 794
866 expmul = 1.0; 795 expmul = 1.0;
867 face = blank_face; 796 face = blank_face;
868 attacked_by_count = -1;
869} 797}
870 798
871object::~object () 799object::~object ()
872{ 800{
801 unlink ();
802
873 free_key_values (this); 803 free_key_values (this);
874} 804}
875 805
806static int object_count;
807
876void object::link () 808void object::link ()
877{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
878 count = ++ob_count; 812 count = ++object_count;
879 813
880 prev = 0; 814 refcnt_inc ();
881 next = objects; 815 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 816}
888 817
889void object::unlink () 818void object::unlink ()
890{ 819{
891 count = 0;
892
893 if (this == objects)
894 objects = next;
895
896 /* Remove this object from the list of used objects */
897 if (prev)
898 {
899 prev->next = next;
900 prev = 0;
901 }
902
903 if (next) 820 if (!index)
821 return;
822
823 objects.erase (this);
824 refcnt_dec ();
825}
826
827void
828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
904 { 881 }
905 next->prev = prev; 882}
906 next = 0; 883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
907 } 931 }
908} 932}
909 933
910object *object::create () 934object *object::create ()
911{ 935{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 936 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 937 op->link ();
926 return op; 938 return op;
927} 939}
928 940
929/* 941static struct freed_map : maptile
930 * free_object() frees everything allocated by an object, removes
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 942{
941 if (QUERY_FLAG (this, FLAG_FREED)) 943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
1000object::destroy (bool destroy_inventory)
1001{
1002 if (destroyed ())
942 return; 1003 return;
943 1004
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1005 if (!is_head () && !head->destroyed ())
945 remove_friendly_object (this);
946
947 if (!QUERY_FLAG (this, FLAG_REMOVED))
948 remove_ob (this);
949
950 SET_FLAG (this, FLAG_FREED);
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 } 1006 {
957 1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
958 if (inv) 1008 head->destroy (destroy_inventory);
1009 return;
959 { 1010 }
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967 1011
968 while (op) 1012 destroy_inv (!destroy_inventory);
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978 1013
979 while (op) 1014 if (is_head ())
980 { 1015 if (sound_destroy)
981 object *tmp = op->below; 1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1019
983 remove_ob (op); 1020 attachable::destroy ();
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0;
1001
1002 /* Remove object from the active list */
1003 speed = 0;
1004 update_ob_speed (this);
1005
1006 unlink ();
1007
1008 mortals.push_back (this);
1009} 1021}
1010 1022
1011/* 1023/* op->remove ():
1012 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)).
1014 */
1015
1016void
1017sub_weight (object *op, signed long weight)
1018{
1019 while (op != NULL)
1020 {
1021 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 }
1025 op->carrying -= weight;
1026 op = op->env;
1027 }
1028}
1029
1030/* remove_ob(op):
1031 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 1028 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */ 1029 */
1038
1039void 1030void
1040remove_ob (object *op) 1031object::do_remove ()
1041{ 1032{
1033 object *tmp, *last = 0;
1042 object * 1034 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 1035
1048 tag_t 1036 if (flag [FLAG_REMOVED])
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED))
1060 return; 1037 return;
1061 1038
1062 SET_FLAG (op, FLAG_REMOVED); 1039 INVOKE_OBJECT (REMOVE, this);
1063 1040
1064 if (op->more != NULL) 1041 flag [FLAG_REMOVED] = true;
1065 remove_ob (op->more); 1042
1043 if (more)
1044 more->remove ();
1066 1045
1067 /* 1046 /*
1068 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1069 * inventory. 1048 * inventory.
1070 */ 1049 */
1071 if (op->env != NULL) 1050 if (env)
1072 { 1051 {
1073 if (op->nrof) 1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1074 sub_weight (op->env, op->weight * op->nrof); 1053 if (object *pl = visible_to ())
1075 else 1054 esrv_del_item (pl->contr, count);
1076 sub_weight (op->env, op->weight + op->carrying); 1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1061 if (below)
1062 below->above = above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
1077 1074
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1077 * to save cpu time.
1081 */ 1078 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 1080 otmp->update_stats ();
1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1084 1086
1085 if (op->above != NULL) 1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 if (above)
1086 op->above->below = op->below; 1111 above->below = below;
1087 else 1112 else
1088 op->env->inv = op->below;
1089
1090 if (op->below != NULL)
1091 op->below->above = op->above;
1092
1093 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do.
1096 */
1097 op->x = op->env->x, op->y = op->env->y;
1098 op->map = op->env->map;
1099 op->above = NULL, op->below = NULL;
1100 op->env = NULL;
1101 }
1102 else if (op->map)
1103 {
1104 x = op->x;
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 }
1118
1119 if (op->map != m)
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */
1126
1127 /* link the object above us */
1128 if (op->above)
1129 op->above->below = op->below;
1130 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1132 1114
1133 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1134 if (op->below) 1116 if (below)
1135 op->below->above = op->above; 1117 below->above = above;
1136 else 1118 else
1137 { 1119 {
1138 /* Nothing below, which means we need to relink map object for this space 1120 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 1121 * use translated coordinates in case some oddness with map tiling is
1140 * evident 1122 * evident
1141 */ 1123 */
1142 if (GET_MAP_OB (m, x, y) != op) 1124 if (GET_MAP_OB (map, x, y) != this)
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "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); 1125 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 ());
1147 dump_object (GET_MAP_OB (m, x, y));
1148 LOG (llevError, "%s\n", errmsg);
1149 }
1150 1126
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1152 } 1128 }
1153 1129
1154 op->above = 0; 1130 above = 0;
1155 op->below = 0; 1131 below = 0;
1156 1132
1157 if (op->map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1158 return; 1134 return;
1159 1135
1160 tag = op->count; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 1137
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1164 { 1155 {
1165 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1166 * being removed. 1157 * being removed.
1167 */ 1158 */
1168 1159
1169 if (tmp->type == PLAYER && tmp != op) 1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1170 { 1164 {
1171 /* If a container that the player is currently using somehow gets 1165 move_apply (tmp, this, 0);
1172 * removed (most likely destroyed), update the player view
1173 * appropriately.
1174 */
1175 if (tmp->container == op)
1176 {
1177 CLEAR_FLAG (op, FLAG_APPLIED);
1178 tmp->container = NULL;
1179 }
1180 1166
1181 tmp->contr->socket.update_look = 1; 1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1169 }
1183
1184 /* See if player moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 {
1187 move_apply (tmp, op, NULL);
1188
1189 if (was_destroyed (op, tag))
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1192 }
1193 }
1194
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196
1197 if (tmp->above == tmp)
1198 tmp->above = NULL;
1199 1170
1200 last = tmp; 1171 last = tmp;
1201 } 1172 }
1202 1173
1203 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1176 if (!last)
1205 { 1177 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1178 else
1215 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1216 1180
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1219 } 1183 }
1220} 1184}
1221 1185
1222/* 1186/*
1223 * merge_ob(op,top): 1187 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1232{ 1196{
1233 if (!op->nrof) 1197 if (!op->nrof)
1234 return 0; 1198 return 0;
1235 1199
1236 if (top == NULL) 1200 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1238 1203
1239 for (; top != NULL; top = top->below) 1204 for (; top; top = top->below)
1240 { 1205 if (object::can_merge (op, top))
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 { 1206 {
1245 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1246 1208
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1248 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1249 remove_ob (op); 1211
1250 free_object (op); 1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1215 op->destroy (1);
1216
1251 return top; 1217 return top;
1252 } 1218 }
1253 }
1254 1219
1255 return NULL; 1220 return 0;
1256} 1221}
1257 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1258/* 1246/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1261 */ 1249 */
1262object * 1250object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1252{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1254 {
1272 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1274 } 1257 }
1275 1258
1276 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1277} 1260}
1278 1261
1294 * Return value: 1277 * Return value:
1295 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1280 * just 'op' otherwise
1298 */ 1281 */
1299
1300object * 1282object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1284{
1303 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1304 sint16 x, y;
1305 1286
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1288
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1291 * need extra work
1375 */ 1292 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1294 {
1378 y = op->y; 1295 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1379 1307
1380 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1381 */ 1309 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1385 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1386 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1318 tmp->destroy (1);
1388 free_object (tmp);
1389 } 1319 }
1390 1320
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1323
1406 op->below = originator->below; 1336 op->below = originator->below;
1407 1337
1408 if (op->below) 1338 if (op->below)
1409 op->below->above = op; 1339 op->below->above = op;
1410 else 1340 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1341 ms.bot = op;
1412 1342
1413 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1414 originator->below = op; 1344 originator->below = op;
1415 } 1345 }
1416 else 1346 else
1417 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1418 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1420 { 1354 {
1421 object *last = NULL; 1355 object *last = 0;
1422 1356
1423 /* 1357 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1360 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1434 */ 1368 */
1435 1369 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1370 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1372 floor = top;
1440 1373
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1377 top = top->below;
1445 break; 1378 break;
1446 } 1379 }
1447 1380
1448 last = top; 1381 last = top;
1449 top = top->above;
1450 } 1382 }
1451 1383
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1385 top = last;
1454 1386
1456 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1458 */ 1390 */
1459 1391
1460 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1396 * stacking is a bit odd.
1465 */ 1397 */
1466 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1468 { 1401 {
1469 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1404 break;
1405
1472 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1409 * set top to the object below us.
1476 */ 1410 */
1477 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1478 top = last->below; 1412 top = last->below;
1479 } 1413 }
1480 } /* If objects on this space */ 1414 } /* If objects on this space */
1481 1415
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1417 top = floor;
1487 1418
1488 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1420 */
1490 1421
1491 /* First object on this space */ 1422 /* First object on this space */
1492 if (!top) 1423 if (!top)
1493 { 1424 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1495 1426
1496 if (op->above) 1427 if (op->above)
1497 op->above->below = op; 1428 op->above->below = op;
1498 1429
1499 op->below = NULL; 1430 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1501 } 1432 }
1502 else 1433 else
1503 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1504 op->above = top->above; 1435 op->above = top->above;
1505 1436
1508 1439
1509 op->below = top; 1440 op->below = top;
1510 top->above = op; 1441 top->above = op;
1511 } 1442 }
1512 1443
1513 if (op->above == NULL) 1444 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1516 1447
1517 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1518 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1519 1454
1520 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1456
1522 */ 1457 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1458 //TODO: the floorbox prev/next might need updating
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 //esrv_send_item (pl, op);
1525 if (tmp->type == PLAYER) 1460 //TODO: update floorbox to preserve ordering
1526 tmp->contr->socket.update_look = 1; 1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1527 1463
1528 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1471 * of effect may be sufficient.
1536 */ 1472 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1539 1475
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1542 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1543 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1545 * 1483 *
1546 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1487 * update_object().
1550 */ 1488 */
1551 1489
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1492 {
1555 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1556 return NULL; 1494 return 0;
1557 1495
1558 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1497 * walk on's.
1560 */ 1498 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1563 return NULL; 1501 return 0;
1564 } 1502 }
1565 1503
1566 return op; 1504 return op;
1567} 1505}
1568 1506
1569/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1572 */ 1510 */
1573void 1511void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1513{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1582 1515
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1518 tmp->destroy (1);
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1519
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1593 1521
1594 tmp1->x = op->x; 1522 tmp->x = op->x;
1595 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1526}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1527
1607object * 1528object *
1608get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1609{ 1530{
1610 object * 1531 if (where->env)
1611 newob; 1532 return where->env->insert (this);
1612 int 1533 else
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644} 1535}
1645 1536
1646/* 1537/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1650 * 1541 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1653 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1654object * 1576object *
1655decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1656{ 1578{
1657 object *tmp; 1579 int have = number_of ();
1658 player *pl;
1659 1580
1660 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1661 return op; 1582 return 0;
1662 1583 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1584 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1585 remove ();
1703 op->nrof = 0; 1586 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1587 }
1710 else 1588 else
1711 { 1589 {
1712 object *above = op->above; 1590 decrease (nr);
1713 1591
1714 if (i < op->nrof) 1592 object *op = deep_clone ();
1715 op->nrof -= i; 1593 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1594 return op;
1735 else
1736 { 1595 }
1737 free_object (op); 1596}
1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1738 return NULL; 1606 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1607 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1608
1755 op->carrying += weight; 1609 if (where->head_ () != where)
1756 op = op->env;
1757 } 1610 {
1758} 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1759 1614
1615 return where->insert (op);
1616}
1617
1760/* 1618/*
1761 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1762 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1763 * inside the object environment. 1621 * inside the object environment.
1764 * 1622 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1772 */ 1625 */
1773
1774object * 1626object *
1775insert_ob_in_ob (object *op, object *where) 1627object::insert (object *op)
1776{ 1628{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1629 if (op->more)
1802 { 1630 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1632 return op;
1805 } 1633 }
1806 1634
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1809 if (op->nrof) 1639 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1813 { 1642 {
1814 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1644 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1646
1818 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1819 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1820 add_weight (where, op->weight * op->nrof); 1649
1821 SET_FLAG (op, FLAG_REMOVED); 1650 adjust_weight (this, op->total_weight ());
1822 free_object (op); /* free the inserted object */ 1651
1652 op->destroy (1);
1823 op = tmp; 1653 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1654 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1655 }
1828 1656
1829 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1658 op->map = 0;
1848 op->env = where; 1659 op->x = 0;
1660 op->y = 0;
1661
1849 op->above = NULL; 1662 op->above = 0;
1850 op->below = NULL; 1663 op->below = inv;
1851 op->x = 0, op->y = 0; 1664 op->env = this;
1852 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1853 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1680 if (op->glow_radius && map && map->darkness)
1855 { 1681 update_all_los (map, x, y);
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 }
1862 1682
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1864 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1865 */ 1685 update_stats ();
1866 if (where->inv == NULL) 1686
1867 where->inv = op; 1687 INVOKE_OBJECT (INSERT, this);
1868 else 1688
1869 {
1870 op->below = where->inv;
1871 op->below->above = op;
1872 where->inv = op;
1873 }
1874 return op; 1689 return op;
1875} 1690}
1876 1691
1877/* 1692/*
1878 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1892 * 1707 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1710 * on top.
1896 */ 1711 */
1897
1898int 1712int
1899check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1900{ 1714{
1901 object * 1715 object *tmp;
1902 tmp; 1716 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1909 1718
1910 MoveType 1719 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1720
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1722 return 0;
1917
1918 tag = op->count;
1919 1723
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1727
1939 1743
1940 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1942 */ 1746 */
1943 1747
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1749 {
1946 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1752 * we don't need to check all of them.
1949 */ 1753 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1773 {
1970 1774
1971 float 1775 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1777
1974 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1781 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1790 {
1987 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
1988 1792
1989 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
1990 return 1; 1794 return 1;
1991 1795
1992 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2004/* 1808/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2008 */ 1812 */
2009
2010object * 1813object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1815{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2017 { 1817 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1819 return NULL;
2020 } 1820 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
2022 if (tmp->arch == at) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch->archname == at->archname)
2023 return tmp; 1824 return tmp;
1825
2024 return NULL; 1826 return NULL;
2025} 1827}
2026 1828
2027/* 1829/*
2028 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2031 */ 1833 */
2032
2033object * 1834object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2035{ 1836{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2040 { 1838 {
2041 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1840 return NULL;
2043 } 1841 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1844 if (tmp->type == type)
2046 return tmp; 1845 return tmp;
1846
2047 return NULL; 1847 return NULL;
2048} 1848}
2049 1849
2050/* 1850/*
2051 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2054 */ 1854 */
2055
2056object * 1855object *
2057present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2058{ 1857{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1859 if (tmp->type == type)
2064 return tmp; 1860 return tmp;
1861
2065 return NULL; 1862 return NULL;
2066} 1863}
2067 1864
2068/* 1865/*
2069 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1877 * to be unique.
2081 */ 1878 */
2082
2083object * 1879object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1881{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1884 return tmp;
2093 } 1885
2094 return NULL; 1886 return 0;
2095} 1887}
2096 1888
2097/* 1889/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2101 */ 1893 */
2102
2103object * 1894object *
2104present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2105{ 1896{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 if (tmp->arch == at) 1898 if (tmp->arch->archname == at->archname)
2111 return tmp; 1899 return tmp;
1900
2112 return NULL; 1901 return NULL;
2113} 1902}
2114 1903
2115/* 1904/*
2116 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2117 */ 1906 */
2118void 1907void
2119flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2120{ 1909{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1911 {
2127 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
2129 } 1914 }
2130} /* 1915}
1916
1917/*
2131 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
2132 */ 1919 */
2133void 1920void
2134unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
2135{ 1922{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 1924 {
2142 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2144 } 1927 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1928}
2160 1929
2161/* 1930/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1945 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1946 * customized, changed states, etc.
2181 */ 1947 */
2182
2183int 1948int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1950{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1951 int altern[SIZEOFFREE];
1952 int index = 0, flag;
2191 1953
2192 for (i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2193 { 1955 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2196 altern[index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2197 1975
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2205 */ 1983 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2207 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2208 } 2000 }
2001
2209 if (!index) 2002 if (!index)
2210 return -1; 2003 return -1;
2004
2211 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2212} 2006}
2213 2007
2214/* 2008/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2011 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2013 */
2220
2221int 2014int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2016{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2019 return i;
2231 } 2020
2232 return -1; 2021 return -1;
2233} 2022}
2234 2023
2235/* 2024/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2028 */
2239static void 2029static void
2240permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2241{ 2031{
2242 int 2032 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2033 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2034
2253 tmp = arr[i]; 2035 while (--end)
2254 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2037}
2258 2038
2259/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2044 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2045 */
2266void 2046void
2267get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2268{ 2048{
2269 int 2049 int i;
2270 i;
2271 2050
2272 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2052 search_arr[i] = i;
2275 }
2276 2053
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2057}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2067 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2068 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2069 * there is capable of.
2293 */ 2070 */
2294
2295int 2071int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2073{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2301 2075
2302 sint16 nx, ny; 2076 sint16 nx, ny;
2303 object * 2077 object *tmp;
2304 tmp; 2078 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2079
2308 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2309 2081
2310 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2311 { 2083 {
2312 exclude = exclude->head; 2084 exclude = exclude->head;
2313 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2314 } 2086 }
2315 else 2087 else
2323 mp = m; 2095 mp = m;
2324 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2326 2098
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2328 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2102 max = maxfree[i];
2331 }
2332 else 2103 else
2333 { 2104 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2335 2108
2336 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2110 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2341 { 2112 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2116 break;
2347 } 2117
2348 }
2349 if (tmp) 2118 if (tmp)
2350 {
2351 return freedir[i]; 2119 return freedir[i];
2352 }
2353 } 2120 }
2354 } 2121 }
2355 } 2122 }
2123
2356 return 0; 2124 return 0;
2357} 2125}
2358 2126
2359/* 2127/*
2360 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2129 * distance between the two given objects.
2362 */ 2130 */
2363
2364int 2131int
2365distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2366{ 2133{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2135}
2373 2136
2374/* 2137/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2139 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2378 */ 2141 */
2379
2380int 2142int
2381find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2382{ 2144{
2383 int 2145 int q;
2384 q;
2385 2146
2386 if (y) 2147 if (y)
2387 q = x * 100 / y; 2148 q = x * 100 / y;
2388 else if (x) 2149 else if (x)
2389 q = -300 * x; 2150 q = -300 * x;
2414 2175
2415 return 3; 2176 return 3;
2416} 2177}
2417 2178
2418/* 2179/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2182 */
2438
2439int 2183int
2440dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2441{ 2185{
2442 int 2186 int d;
2443 d;
2444 2187
2445 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2446 if (d > 4) 2189 if (d > 4)
2447 d = 8 - d; 2190 d = 8 - d;
2191
2448 return d; 2192 return d;
2449} 2193}
2450 2194
2451/* peterm: 2195/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2199 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2200 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2201 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2202 * functions.
2459 */ 2203 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2259 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2519 */ 2261 */
2520
2521
2522int 2262int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2264{
2525 sint16 dx, dy; 2265 sint16 dx, dy;
2526 int
2527 mflags; 2266 int mflags;
2528 2267
2529 if (dir < 0) 2268 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2531 2270
2532 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2545 return 0; 2284 return 0;
2546 2285
2547 /* yes, can see. */ 2286 /* yes, can see. */
2548 if (dir < 9) 2287 if (dir < 9)
2549 return 1; 2288 return 1;
2289
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2293}
2553
2554
2555 2294
2556/* 2295/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2296 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2297 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2301 * core dumps if they do.
2563 * 2302 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2304 */
2566
2567int 2305int
2568can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2569{ 2307{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2311}
2574 2312
2575
2576/* 2313/*
2577 * create clone from object to another 2314 * create clone from object to another
2578 */ 2315 */
2579object * 2316object *
2580object_create_clone (object *asrc) 2317object::deep_clone ()
2581{ 2318{
2582 object * 2319 assert (("deep_clone called on non-head object", is_head ()));
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584 2320
2585 if (!asrc) 2321 object *dst = clone ();
2586 return NULL;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590 2322
2591 prev = NULL; 2323 object *prev = dst;
2592 for (part = src; part; part = part->more) 2324 for (object *part = this->more; part; part = part->more)
2593 { 2325 {
2594 tmp = get_object (); 2326 object *tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x;
2597 tmp->y -= src->y;
2598 if (!part->head)
2599 {
2600 dst = tmp;
2601 tmp->head = NULL;
2602 }
2603 else
2604 {
2605 tmp->head = dst; 2327 tmp->head = dst;
2606 }
2607 tmp->more = NULL;
2608 if (prev)
2609 prev->more = tmp; 2328 prev->more = tmp;
2610 prev = tmp; 2329 prev = tmp;
2611 } 2330 }
2612 2331
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2332 for (object *item = inv; item; item = item->below)
2615 { 2333 insert_ob_in_ob (item->deep_clone (), dst);
2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2334
2619 return dst; 2335 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2336}
2676 2337
2677/* This returns the first object in who's inventory that 2338/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2339 * has the same type and subtype match.
2679 * returns NULL if no match. 2340 * returns NULL if no match.
2680 */ 2341 */
2681object * 2342object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2343find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2344{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2345 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2346 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2347 return tmp;
2690 2348
2691 return NULL;
2692}
2693
2694/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL.
2696 *
2697 * key must be a passed in shared string - otherwise, this won't
2698 * do the desired thing.
2699 */
2700key_value *
2701get_ob_key_link (const object *ob, const char *key)
2702{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2708 if (link->key == key)
2709 {
2710 return link;
2711 }
2712 }
2713
2714 return NULL;
2715}
2716
2717/*
2718 * Returns the value of op has an extra_field for key, or NULL.
2719 *
2720 * The argument doesn't need to be a shared string.
2721 *
2722 * The returned string is shared.
2723 */
2724const char *
2725get_ob_key_value (const object *op, const char *const key)
2726{
2727 key_value *link;
2728 shstr_cmp canonical_key (key);
2729
2730 if (!canonical_key)
2731 {
2732 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field.
2736 */
2737 return 0;
2738 }
2739
2740 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead.
2742 */
2743 for (link = op->key_values; link; link = link->next)
2744 if (link->key == canonical_key)
2745 return link->value;
2746
2747 return 0; 2349 return 0;
2748} 2350}
2749 2351
2750 2352const shstr &
2751/* 2353object::kv_get (const shstr &key) const
2752 * Updates the canonical_key in op to value.
2753 *
2754 * canonical_key is a shared string (value doesn't have to be).
2755 *
2756 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2757 * keys.
2758 *
2759 * Returns TRUE on success.
2760 */
2761int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2354{
2764 key_value * 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2765 field = NULL, *last = NULL; 2356 if (kv->key == key)
2357 return kv->value;
2766 2358
2767 for (field = op->key_values; field != NULL; field = field->next) 2359 return shstr_null;
2768 { 2360}
2769 if (field->key != canonical_key) 2361
2362void
2363object::kv_set (const shstr &key, const shstr &value)
2364{
2365 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key)
2770 { 2367 {
2771 last = field; 2368 kv->value = value;
2772 continue; 2369 return;
2773 } 2370 }
2774 2371
2775 if (value) 2372 key_value *kv = new key_value;
2776 field->value = value; 2373
2777 else 2374 kv->next = key_values;
2375 kv->key = key;
2376 kv->value = value;
2377
2378 key_values = kv;
2379}
2380
2381void
2382object::kv_del (const shstr &key)
2383{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key)
2778 { 2386 {
2779 /* Basically, if the archetype has this key set, 2387 key_value *kv = *kvp;
2780 * we need to store the null value so when we save 2388 *kvp = (*kvp)->next;
2781 * it, we save the empty value so that when we load, 2389 delete kv;
2782 * we get this value back again. 2390 return;
2783 */
2784 if (get_ob_key_link (&op->arch->clone, canonical_key))
2785 field->value = 0;
2786 else
2787 {
2788 if (last)
2789 last->next = field->next;
2790 else
2791 op->key_values = field->next;
2792
2793 delete field;
2794 }
2795 } 2391 }
2796 return TRUE;
2797 }
2798 /* IF we get here, key doesn't exist */
2799
2800 /* No field, we'll have to add it. */
2801
2802 if (!add_key)
2803 {
2804 return FALSE;
2805 }
2806 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings,
2810 * should pass in ""
2811 */
2812 if (value == NULL)
2813 return TRUE;
2814
2815 field = new key_value;
2816
2817 field->key = canonical_key;
2818 field->value = value;
2819 /* Usual prepend-addition. */
2820 field->next = op->key_values;
2821 op->key_values = field;
2822
2823 return TRUE;
2824}
2825
2826/*
2827 * Updates the key in op to value.
2828 *
2829 * If add_key is FALSE, this will only update existing keys,
2830 * and not add new ones.
2831 * In general, should be little reason FALSE is ever passed in for add_key
2832 *
2833 * Returns TRUE on success.
2834 */
2835int
2836set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2837{
2838 shstr key_ (key);
2839
2840 return set_ob_key_value_s (op, key_, value, add_key);
2841} 2392}
2842 2393
2843object::depth_iterator::depth_iterator (object *container) 2394object::depth_iterator::depth_iterator (object *container)
2844: iterator_base (container) 2395: iterator_base (container)
2845{ 2396{
2859 } 2410 }
2860 else 2411 else
2861 item = item->env; 2412 item = item->env;
2862} 2413}
2863 2414
2415const char *
2416object::flag_desc (char *desc, int len) const
2417{
2418 char *p = desc;
2419 bool first = true;
2420
2421 *p = 0;
2422
2423 for (int i = 0; i < NUM_FLAGS; i++)
2424 {
2425 if (len <= 10) // magic constant!
2426 {
2427 snprintf (p, len, ",...");
2428 break;
2429 }
2430
2431 if (flag [i])
2432 {
2433 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2434 len -= cnt;
2435 p += cnt;
2436 first = false;
2437 }
2438 }
2439
2440 return desc;
2441}
2442
2864// return a suitable string describing an objetc in enough detail to find it 2443// return a suitable string describing an object in enough detail to find it
2865const char * 2444const char *
2866object::debug_desc (char *info) const 2445object::debug_desc (char *info) const
2867{ 2446{
2447 char flagdesc[512];
2868 char info2[256 * 3]; 2448 char info2[256 * 4];
2869 char *p = info; 2449 char *p = info;
2870 2450
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2872 count, 2452 count,
2453 uuid.c_str (),
2873 &name, 2454 &name,
2874 title ? " " : "", 2455 title ? "\",title:\"" : "",
2875 title ? (const char *)title : ""); 2456 title ? (const char *)title : "",
2457 flag_desc (flagdesc, 512), type);
2876 2458
2877 if (env) 2459 if (!flag[FLAG_REMOVED] && env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2461
2880 if (map) 2462 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2463 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2464
2883 return info; 2465 return info;
2884} 2466}
2885 2467
2886const char * 2468const char *
2887object::debug_desc () const 2469object::debug_desc () const
2888{ 2470{
2889 static char info[256 * 3]; 2471 static char info[3][256 * 4];
2472 static int info_idx;
2473
2890 return debug_desc (info); 2474 return debug_desc (info [++info_idx % 3]);
2891} 2475}
2892 2476
2477struct region *
2478object::region () const
2479{
2480 return map ? map->region (x, y)
2481 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491}
2492
2493void
2494object::open_container (object *new_container)
2495{
2496 if (container == new_container)
2497 return;
2498
2499 object *old_container = container;
2500
2501 if (old_container)
2502 {
2503 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2504 return;
2505
2506#if 0
2507 // remove the "Close old_container" object.
2508 if (object *closer = old_container->inv)
2509 if (closer->type == CLOSE_CON)
2510 closer->destroy ();
2511#endif
2512
2513 // make sure the container is available
2514 esrv_send_item (this, old_container);
2515
2516 old_container->flag [FLAG_APPLIED] = false;
2517 container = 0;
2518
2519 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container);
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2523 play_sound (sound_find ("chest_close"));
2524 }
2525
2526 if (new_container)
2527 {
2528 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2529 return;
2530
2531 // TODO: this does not seem to serve any purpose anymore?
2532#if 0
2533 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch)
2535 {
2536 object *closer = arch_to_object (new_container->other_arch);
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer);
2539 }
2540#endif
2541
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2543
2544 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container);
2546
2547 new_container->flag [FLAG_APPLIED] = true;
2548 container = new_container;
2549
2550 // client needs flag change
2551 esrv_update_item (UPD_FLAGS, this, new_container);
2552 esrv_send_inventory (this, new_container);
2553 play_sound (sound_find ("chest_open"));
2554 }
2555// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset ();
2557}
2558
2559object *
2560object::force_find (const shstr name)
2561{
2562 /* cycle through his inventory to look for the MARK we want to
2563 * place
2564 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below)
2566 if (tmp->type == FORCE && tmp->slaying == name)
2567 return splay (tmp);
2568
2569 return 0;
2570}
2571
2572void
2573object::force_add (const shstr name, int duration)
2574{
2575 if (object *force = force_find (name))
2576 force->destroy ();
2577
2578 object *force = get_archetype (FORCE_NAME);
2579
2580 force->slaying = name;
2581 force->stats.food = 1;
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound)
2593{
2594 if (!sound)
2595 return;
2596
2597 if (flag [FLAG_REMOVED])
2598 return;
2599
2600 if (env)
2601 {
2602 if (object *pl = in_player ())
2603 pl->contr->play_sound (sound);
2604 }
2605 else
2606 map->play_sound (sound, x, y);
2607}
2608

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