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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.242 by elmex, Wed May 7 21:00:02 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>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
39 37
40object *objects; /* Pointer to the list of used objects */ 38objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* 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. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 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)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* 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. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 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);
181} 167}
182 168
183/* 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
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
189 * 175 *
190 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 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)
200 return 0; 189 return 0;
201 190
202 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))
203 return 0; 197 return 0;
204 198
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 203 * flags lose any meaning.
217 */ 204 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 207
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 210
224 211 if (ob1->arch->name != ob2->arch->name
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
255 return 0; 235 return 0;
256 236
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
257 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
259 */ 247 */
260 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
261 { 249 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
268 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 */
269 258
270 /* 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
271 * if it is valid. 260 * if it is valid.
272 */ 261 */
273 } 262 }
281 270
282 /* 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
283 * 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
284 * check? 273 * check?
285 */ 274 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 276 return 0;
288 277
289 switch (ob1->type) 278 switch (ob1->type)
290 { 279 {
291 case SCROLL: 280 case SCROLL:
292 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
293 return 0; 282 return 0;
294 break; 283 break;
295 } 284 }
296 285
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
298 { 287 {
299 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
301 /* 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))
302 return 0; 293 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 294 }
306 295
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
309 { 297 {
310 ob1->optimise (); 298 ob1->optimise ();
311 ob2->optimise (); 299 ob2->optimise ();
312 300
313 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)
314 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 }
315 } 315 }
316 316
317 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
318 return 1; 318 return 1;
319} 319}
320 320
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_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
321/* 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 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
322 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
325 */ 397 */
326long 398void
327sum_weight (object *op) 399object::update_weight ()
328{ 400{
329 long sum; 401 sint32 sum = 0;
330 object *inv;
331 402
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
333 { 404 {
334 if (inv->inv) 405 if (op->inv)
335 sum_weight (inv); 406 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
337 } 414 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 415 carrying = sum;
344 416
345 return sum; 417 if (object *pl = visible_to ())
346} 418 if (pl != this) // player is handled lazily
347 419 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 420 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 421}
430 422
431/* 423/*
432 * Dumps an object. Returns output in the static global errmsg array. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 425 */
434 426char *
435void
436dump_object (object *op) 427dump_object (object *op)
437{ 428{
438 if (op == NULL) 429 if (!op)
439 { 430 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 431
447void 432 object_freezer freezer;
448dump_all_objects (void) 433 op->write (freezer);
449{ 434 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 435}
458 436
459/* 437/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
463 */ 441 */
464
465object * 442object *
466get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
467{ 444{
468 object *tmp, *closest; 445 object *tmp, *closest;
469 int last_dist, i; 446 int last_dist, i;
470 447
471 if (op->more == NULL) 448 if (!op->more)
472 return op; 449 return op;
450
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
476 return closest; 457 return closest;
477} 458}
478 459
479/* 460/*
480 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
481 */ 463 */
482
483object * 464object *
484find_object (tag_t i) 465find_object (tag_t i)
485{ 466{
486 object *op; 467 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 468 if (op->count == i)
490 break;
491 return op; 469 return op;
470
471 return 0;
492} 472}
493 473
494/* 474/*
495 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
498 */ 478 */
499
500object * 479object *
501find_object_name (const char *str) 480find_object_name (const char *str)
502{ 481{
503 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
504 object *op; 483 object *op;
505 484
506 for (op = objects; op != NULL; op = op->next) 485 for_all_objects (op)
507 if (op->name == str_) 486 if (op->name == str_)
508 break; 487 break;
509 488
510 return op; 489 return op;
511} 490}
512 491
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538}
539
540/* 492/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
543 */ 496 */
544void 497void
545object::set_owner (object *owner) 498object::set_owner (object *owner)
546{ 499{
500 // allow objects which own objects
547 if (!owner) 501 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 502 while (owner->owner)
558 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
559 510
560 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
561} 578}
562 579
563/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 581 * refcounts and freeing the links.
565 */ 582 */
566static void 583static void
567free_key_values (object *op) 584free_key_values (object *op)
568{ 585{
569 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
570 { 587 {
571 key_value *next = i->next; 588 key_value *next = i->next;
572 delete i; 589 delete i;
573 590
574 i = next; 591 i = next;
575 } 592 }
576 593
577 op->key_values = 0; 594 op->key_values = 0;
578} 595}
579 596
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 597/*
633 * copy object first frees everything allocated by the second object, 598 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 599 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 600 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 602 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 603 * will point at garbage.
639 */ 604 */
640void 605void
641copy_object (object *op2, object *op) 606object::copy_to (object *dst)
642{ 607{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 608 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 609 *(object_copy *)dst = *this;
645 610 dst->flag [FLAG_REMOVED] = true;
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 611
656 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
657 if (op2->key_values) 613 if (key_values)
658 { 614 {
659 key_value *tail = 0; 615 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 616 dst->key_values = 0;
663 617
664 for (i = op2->key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
665 { 619 {
666 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
667 621
668 new_link->next = 0; 622 new_link->next = 0;
669 new_link->key = i->key; 623 new_link->key = i->key;
670 new_link->value = i->value; 624 new_link->value = i->value;
671 625
672 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
673 if (!op->key_values) 627 if (!dst->key_values)
674 { 628 {
675 op->key_values = new_link; 629 dst->key_values = new_link;
676 tail = new_link; 630 tail = new_link;
677 } 631 }
678 else 632 else
679 { 633 {
680 tail->next = new_link; 634 tail->next = new_link;
681 tail = new_link; 635 tail = new_link;
682 } 636 }
683 } 637 }
684 } 638 }
685 639
686 update_ob_speed (op); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
663}
664
665object *
666object::clone ()
667{
668 object *neu = create ();
669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
671 return neu;
687} 672}
688 673
689/* 674/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
693 */ 678 */
694
695void 679void
696update_turn_face (object *op) 680update_turn_face (object *op)
697{ 681{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 683 return;
684
700 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
702} 687}
703 688
704/* 689/*
705 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
708 */ 693 */
709void 694void
710update_ob_speed (object *op) 695object::set_speed (float speed)
711{ 696{
712 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 698 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 700 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 701 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 702
737 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 704
741 if (op->active_next != NULL) 705 if (has_active_speed ())
742 op->active_next->active_prev = op; 706 activate ();
743
744 active_objects = op;
745 }
746 else 707 else
747 { 708 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 709}
771 710
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 711/*
804 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 715 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
811 * 719 *
812 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 721 * current action are:
818 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
823 */ 727 */
824
825void 728void
826update_object (object *op, int action) 729update_object (object *op, int action)
827{ 730{
828 int update_now = 0, flags; 731 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 732 {
833 /* this should never happen */ 733 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 735 return;
836 } 736 }
837 737
838 if (op->env != NULL) 738 if (!op->is_on_map ())
839 { 739 {
840 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
841 * to do in this case. 741 * to do in this case.
842 */ 742 */
843 return; 743 return;
844 } 744 }
845 745
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 748 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 750#ifdef MANY_CORES
857 abort (); 751 abort ();
858#endif 752#endif
859 return; 753 return;
860 } 754 }
861 755
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
869 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
870 { 761 {
762 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 769 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 770 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 771 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 773 * to have move_allow right now.
894 */ 774 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 777 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 778 }
901 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 781 * that is being removed.
904 */ 782 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 784 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
909 else 787 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 789
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 790 if (op->more)
919 update_object (op->more, action); 791 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942} 792}
943 793
944object::object () 794object::object ()
945{ 795{
946 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
947 797
948 expmul = 1.0; 798 expmul = 1.0;
949 face = blank_face; 799 face = blank_face;
950 attacked_by_count = -1;
951} 800}
952 801
953object::~object () 802object::~object ()
954{ 803{
804 unlink ();
805
955 free_key_values (this); 806 free_key_values (this);
956} 807}
957 808
809static int object_count;
810
958void object::link () 811void object::link ()
959{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
960 count = ++ob_count; 815 count = ++object_count;
961 uuid = gen_uuid ();
962 816
963 prev = 0; 817 refcnt_inc ();
964 next = objects; 818 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 819}
971 820
972void object::unlink () 821void object::unlink ()
973{ 822{
974 //count = 0;//D 823 if (!index)
975 if (!prev && !next) return;//D 824 return;
976 825
977 if (this == objects) 826 objects.erase (this);
978 objects = next; 827 refcnt_dec ();
828}
979 829
980 /* Remove this object from the list of used objects */ 830void
981 if (prev) prev->next = next; 831object::activate ()
982 if (next) next->prev = prev; 832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
983 836
984 prev = 0; 837 if (has_active_speed ())
985 next = 0; 838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
886
887/*
888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891void
892object::destroy_inv (bool drop_to_ground)
893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy ();
916 }
917 }
918 else
919 { /* Put objects in inventory onto this space */
920 while (inv)
921 {
922 object *op = inv;
923
924 if (op->flag [FLAG_STARTEQUIP]
925 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE
927 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true);
931 else
932 map->insert (op, x, y);
933 }
934 }
986} 935}
987 936
988object *object::create () 937object *object::create ()
989{ 938{
990 object *op = new object; 939 object *op = new object;
991 op->link (); 940 op->link ();
992 return op; 941 return op;
993} 942}
994 943
995/* 944static struct freed_map : maptile
996 * free_object() frees everything allocated by an object, removes
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 945{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 no_drop = 1;
953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
965void
966object::do_destroy ()
967{
968 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this);
970
971 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this);
973
974 remove ();
975
976 attachable::do_destroy ();
977
978 deactivate ();
979 unlink ();
980
981 flag [FLAG_FREED] = 1;
982
983 // hack to ensure that freed objects still have a valid map
984 map = &freed_map;
985 x = 1;
986 y = 1;
987
988 if (more)
989 {
990 more->destroy ();
991 more = 0;
992 }
993
994 head = 0;
995
996 // clear those pointers that likely might cause circular references
997 owner = 0;
998 enemy = 0;
999 attacked_by = 0;
1000 current_weapon = 0;
1001}
1002
1003void
1004object::destroy (bool destroy_inventory)
1005{
1006 if (destroyed ())
1008 return; 1007 return;
1009 1008
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1009 if (!is_head () && !head->destroyed ())
1011 remove_friendly_object (this);
1012
1013 if (!QUERY_FLAG (this, FLAG_REMOVED))
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 } 1010 {
1023 1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 if (inv) 1012 head->destroy (destroy_inventory);
1013 return;
1025 { 1014 }
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033 1015
1034 while (op) 1016 destroy_inv (!destroy_inventory);
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044 1017
1045 while (op) 1018 if (is_head ())
1046 { 1019 if (sound_destroy)
1047 object *tmp = op->below; 1020 play_sound (sound_destroy);
1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1048 1023
1049 remove_ob (op); 1024 attachable::destroy ();
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075} 1025}
1076 1026
1077/* 1027/* op->remove ():
1078 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)).
1080 */
1081
1082void
1083sub_weight (object *op, signed long weight)
1084{
1085 while (op != NULL)
1086 {
1087 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 }
1091 op->carrying -= weight;
1092 op = op->env;
1093 }
1094}
1095
1096/* remove_ob(op):
1097 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 1030 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 1032 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 1033 */
1104
1105void 1034void
1106remove_ob (object *op) 1035object::do_remove ()
1107{ 1036{
1037 object *tmp, *last = 0;
1108 object * 1038 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 1039
1114 tag_t 1040 if (flag [FLAG_REMOVED])
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1126 return; 1041 return;
1127 1042
1128 SET_FLAG (op, FLAG_REMOVED); 1043 INVOKE_OBJECT (REMOVE, this);
1129 1044
1130 if (op->more != NULL) 1045 flag [FLAG_REMOVED] = true;
1131 remove_ob (op->more); 1046
1047 if (more)
1048 more->remove ();
1132 1049
1133 /* 1050 /*
1134 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
1135 * inventory. 1052 * inventory.
1136 */ 1053 */
1137 if (op->env != NULL) 1054 if (env)
1138 { 1055 {
1139 if (op->nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1140 sub_weight (op->env, op->weight * op->nrof); 1057 if (object *pl = visible_to ())
1141 else 1058 esrv_del_item (pl->contr, count);
1142 sub_weight (op->env, op->weight + op->carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1143 1078
1144 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 1081 * to save cpu time.
1147 */ 1082 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 1084 otmp->update_stats ();
1150
1151 if (op->above != NULL)
1152 op->above->below = op->below;
1153 else
1154 op->env->inv = op->below;
1155
1156 if (op->below != NULL)
1157 op->below->above = op->above;
1158
1159 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do.
1162 */
1163 op->x = op->env->x, op->y = op->env->y;
1164 op->map = op->env->map;
1165 op->above = NULL, op->below = NULL;
1166 op->env = NULL;
1167 } 1085 }
1168 else if (op->map) 1086 else if (map)
1169 { 1087 {
1170 x = op->x; 1088 map->dirty = true;
1171 y = op->y; 1089 mapspace &ms = this->ms ();
1172 m = get_map_from_coord (op->map, &x, &y);
1173 1090
1174 if (!m) 1091 if (object *pl = ms.player ())
1175 { 1092 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1093 if (type == PLAYER) // this == pl(!)
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */ 1094 {
1182 abort (); 1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
1101 --map->players;
1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
1183 } 1111 }
1184 1112
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */
1192
1193 /* link the object above us */ 1113 /* link the object above us */
1194 if (op->above) 1114 // re-link, make sure compiler can easily use cmove
1195 op->above->below = op->below; 1115 *(above ? &above->below : &ms.top) = below;
1196 else 1116 *(below ? &below->above : &ms.bot) = above;
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198 1117
1199 /* Relink the object below us, if there is one */ 1118 above = 0;
1200 if (op->below) 1119 below = 0;
1201 op->below->above = op->above; 1120
1202 else 1121 if (map->in_memory == MAP_SAVING)
1122 return;
1123
1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1125
1126 if (object *pl = ms.player ())
1203 { 1127 {
1204 /* Nothing below, which means we need to relink map object for this space 1128 if (pl->container == this)
1205 * use translated coordinates in case some oddness with map tiling is 1129 /* If a container that the player is currently using somehow gets
1206 * evident 1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1207 */ 1132 */
1208 if (GET_MAP_OB (m, x, y) != op) 1133 pl->close_container ();
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1213 dump_object (GET_MAP_OB (m, x, y));
1214 LOG (llevError, "%s\n", errmsg);
1215 }
1216 1134
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1218 } 1140 }
1219 1141
1220 op->above = 0; 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1221 op->below = 0;
1222
1223 if (op->map->in_memory == MAP_SAVING)
1224 return;
1225
1226 tag = op->count;
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1230 { 1143 {
1231 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1232 * being removed. 1145 * being removed.
1233 */ 1146 */
1234 1147
1235 if (tmp->type == PLAYER && tmp != op) 1148 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1236 { 1152 {
1237 /* If a container that the player is currently using somehow gets 1153 move_apply (tmp, this, 0);
1238 * removed (most likely destroyed), update the player view
1239 * appropriately.
1240 */
1241 if (tmp->container == op)
1242 {
1243 CLEAR_FLAG (op, FLAG_APPLIED);
1244 tmp->container = NULL;
1245 }
1246 1154
1247 tmp->contr->socket.update_look = 1; 1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 } 1157 }
1249
1250 /* See if player moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 {
1253 move_apply (tmp, op, NULL);
1254
1255 if (was_destroyed (op, tag))
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1258 }
1259 }
1260
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262
1263 if (tmp->above == tmp)
1264 tmp->above = NULL;
1265 1158
1266 last = tmp; 1159 last = tmp;
1267 } 1160 }
1268 1161
1269 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1164 if (!last)
1271 { 1165 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1166 else
1281 update_object (last, UP_OBJ_REMOVE); 1167 update_object (last, UP_OBJ_REMOVE);
1282 1168
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1170 update_all_los (map, x, y);
1285 } 1171 }
1286} 1172}
1287 1173
1288/* 1174/*
1289 * merge_ob(op,top): 1175 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1298{ 1184{
1299 if (!op->nrof) 1185 if (!op->nrof)
1300 return 0; 1186 return 0;
1301 1187
1302 if (top == NULL) 1188 if (!top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1189 for (top = op; top && top->above; top = top->above)
1190 ;
1304 1191
1305 for (; top != NULL; top = top->below) 1192 for (; top; top = top->below)
1306 { 1193 if (object::can_merge (op, top))
1307 if (top == op)
1308 continue;
1309 if (CAN_MERGE (op, top))
1310 { 1194 {
1311 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1312 1196
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1314 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1315 remove_ob (op); 1199
1316 free_object (op); 1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1203 op->destroy (1);
1204
1317 return top; 1205 return top;
1318 } 1206 }
1319 }
1320 1207
1321 return NULL; 1208 return 0;
1322} 1209}
1323 1210
1211void
1212object::expand_tail ()
1213{
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1232}
1233
1324/* 1234/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1236 * job preparing multi-part monsters.
1327 */ 1237 */
1328object * 1238object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1240{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1242 {
1338 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1339 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1340 } 1245 }
1341 1246
1342 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1343} 1248}
1344 1249
1360 * Return value: 1265 * Return value:
1361 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1268 * just 'op' otherwise
1364 */ 1269 */
1365
1366object * 1270object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1272{
1369 object *tmp, *top, *floor = NULL; 1273 op->remove ();
1370 sint16 x, y;
1371
1372 if (QUERY_FLAG (op, FLAG_FREED))
1373 {
1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 }
1377
1378 if (m == NULL)
1379 {
1380 dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1382 return op;
1383 }
1384
1385 if (out_of_map (m, op->x, op->y))
1386 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1389#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted.
1393 */
1394 abort ();
1395#endif
1396 return op;
1397 }
1398
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more;
1411
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 {
1429 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431
1432 return NULL;
1433 }
1434 }
1435
1436 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1274
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1277 * need extra work
1441 */ 1278 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1279 if (!xy_normalise (m, op->x, op->y))
1443 x = op->x; 1280 {
1444 y = op->y; 1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1445 1293
1446 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1447 */ 1295 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1298 if (object::can_merge (op, tmp))
1451 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1452 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1304 tmp->destroy (1);
1454 free_object (tmp);
1455 } 1305 }
1456 1306
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1309
1466 { 1316 {
1467 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468 abort (); 1318 abort ();
1469 } 1319 }
1470 1320
1321 if (!originator->is_on_map ())
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ());
1324
1471 op->above = originator; 1325 op->above = originator;
1472 op->below = originator->below; 1326 op->below = originator->below;
1473
1474 if (op->below)
1475 op->below->above = op;
1476 else
1477 SET_MAP_OB (op->map, op->x, op->y, op);
1478
1479 /* since *below* originator, no need to update top */
1480 originator->below = op; 1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1481 } 1330 }
1482 else 1331 else
1483 { 1332 {
1333 object *floor = 0;
1334 object *top = ms.top;
1335
1484 /* If there are other objects, then */ 1336 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1337 if (top)
1486 { 1338 {
1487 object *last = NULL;
1488
1489 /* 1339 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1340 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1341 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1342 * Generally, we want to put the new object on top. But if
1493 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1496 * once we get to them. This reduces the need to traverse over all of 1346 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1347 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1348 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1349 * that flying non pickable objects are spell objects.
1500 */ 1350 */
1501 1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1502 while (top != NULL)
1503 { 1352 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1354 floor = tmp;
1506 1355
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1508 { 1357 {
1509 /* We insert above top, so we want this object below this */ 1358 /* We insert above top, so we want this object below this */
1510 top = top->below; 1359 top = tmp->below;
1511 break; 1360 break;
1512 } 1361 }
1513 1362
1514 last = top;
1515 top = top->above; 1363 top = tmp;
1516 } 1364 }
1517
1518 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last;
1520 1365
1521 /* We let update_position deal with figuring out what the space 1366 /* We let update_position deal with figuring out what the space
1522 * looks like instead of lots of conditions here. 1367 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1368 * makes things faster, and effectively the same result.
1524 */ 1369 */
1525 1370
1526 /* Have object 'fall below' other objects that block view. 1371 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1372 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1373 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1374 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1375 * stacking is a bit odd.
1531 */ 1376 */
1532 if (!(flag & INS_ON_TOP) && 1377 if (!(flag & INS_ON_TOP)
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1378 && ms.flags () & P_BLOCKSVIEW
1379 && (op->face && !faces [op->face].visibility))
1534 { 1380 {
1381 object *last;
1382
1535 for (last = top; last != floor; last = last->below) 1383 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1385 break;
1386
1538 /* Check to see if we found the object that blocks view, 1387 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1388 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1389 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1390 * set top to the object below us.
1542 */ 1391 */
1543 if (last && last->below && last != floor) 1392 if (last && last->below && last != floor)
1544 top = last->below; 1393 top = last->below;
1545 } 1394 }
1546 } /* If objects on this space */ 1395 } /* If objects on this space */
1547 1396
1548 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y);
1550
1551 if (flag & INS_ABOVE_FLOOR_ONLY) 1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1398 top = floor;
1553 1399
1554 /* Top is the object that our object (op) is going to get inserted above. 1400 // insert object above top, or bottom-most if top = 0
1555 */
1556
1557 /* First object on this space */
1558 if (!top) 1401 if (!top)
1559 { 1402 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561
1562 if (op->above)
1563 op->above->below = op;
1564
1565 op->below = NULL; 1403 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1404 op->above = ms.bot;
1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1567 } 1408 }
1568 else 1409 else
1569 { /* get inserted into the stack above top */ 1410 {
1570 op->above = top->above; 1411 op->above = top->above;
1571
1572 if (op->above)
1573 op->above->below = op; 1412 top->above = op;
1574 1413
1575 op->below = top; 1414 op->below = top;
1576 top->above = op; 1415 *(op->above ? &op->above->below : &ms.top) = op;
1577 } 1416 }
1578 1417 }
1579 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op);
1581 } /* else not INS_BELOW_ORIGINATOR */
1582 1418
1583 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1420 {
1584 op->contr->do_los = 1; 1421 op->contr->do_los = 1;
1422 ++op->map->players;
1423 op->map->touch ();
1424 }
1585 1425
1586 /* If we have a floor, we know the player, if any, will be above 1426 op->map->dirty = true;
1587 * it, so save a few ticks and start from there. 1427
1588 */ 1428 if (object *pl = ms.player ())
1589 if (!(flag & INS_MAP_LOAD)) 1429 //TODO: the floorbox prev/next might need updating
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 //esrv_send_item (pl, op);
1591 if (tmp->type == PLAYER) 1431 //TODO: update floorbox to preserve ordering
1592 tmp->contr->socket.update_look = 1; 1432 if (pl->contr->ns)
1433 pl->contr->ns->floorbox_update ();
1593 1434
1594 /* If this object glows, it may affect lighting conditions that are 1435 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1436 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1437 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1438 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1439 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1440 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1441 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1442 * of effect may be sufficient.
1602 */ 1443 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1444 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1445 update_all_los (op->map, op->x, op->y);
1605 1446
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1608 1449
1450 INVOKE_OBJECT (INSERT, op);
1451
1609 /* Don't know if moving this to the end will break anything. However, 1452 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1611 * 1454 *
1612 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1458 * update_object().
1616 */ 1459 */
1617 1460
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1620 { 1463 {
1621 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1622 return NULL; 1465 return 0;
1623 1466
1624 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1468 * walk on's.
1626 */ 1469 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1629 return NULL; 1472 return 0;
1630 } 1473 }
1631 1474
1632 return op; 1475 return op;
1633} 1476}
1634 1477
1635/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1638 */ 1481 */
1639void 1482void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1484{
1642 object *
1643 tmp;
1644 object *
1645 tmp1;
1646
1647 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1648 1486
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1652 { 1489 tmp->destroy (1);
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1490
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (arch_string));
1659 1492
1660 tmp1->x = op->x; 1493 tmp->x = op->x;
1661 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1663} 1497}
1664
1665/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array.
1671 */
1672 1498
1673object * 1499object *
1674get_split_ob (object *orig_ob, uint32 nr) 1500object::insert_at (object *where, object *originator, int flags)
1675{ 1501{
1676 object * 1502 if (where->env)
1677 newob; 1503 return where->env->insert (this);
1678 int 1504 else
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1680
1681 if (orig_ob->nrof < nr)
1682 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL;
1685 }
1686
1687 newob = object_create_clone (orig_ob);
1688
1689 if ((orig_ob->nrof -= nr) < 1)
1690 {
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed)
1696 {
1697 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1700 {
1701 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1702 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1703 return NULL;
1704 }
1705 }
1706
1707 newob->nrof = nr;
1708
1709 return newob;
1710} 1506}
1711 1507
1712/* 1508/*
1713 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1714 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1716 * 1512 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1719 1520
1521 nr = min (nr, nrof);
1522
1523 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0
1528
1529 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this);
1531
1532 return true;
1533 }
1534 else
1535 {
1536 destroy (1);
1537 return false;
1538 }
1539}
1540
1541/*
1542 * split(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and returned if that number is 0).
1545 * On failure, NULL is returned.
1546 */
1720object * 1547object *
1721decrease_ob_nr (object *op, uint32 i) 1548object::split (sint32 nr)
1722{ 1549{
1723 object *tmp; 1550 int have = number_of ();
1724 player *pl;
1725 1551
1726 if (i == 0) /* objects with op->nrof require this check */ 1552 if (have < nr)
1727 return op; 1553 return 0;
1728 1554 else if (have == nr)
1729 if (i > op->nrof)
1730 i = op->nrof;
1731
1732 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i;
1734 else if (op->env != NULL)
1735 { 1555 {
1736 /* is this object in the players inventory, or sub container
1737 * therein?
1738 */
1739 tmp = is_player_inv (op->env);
1740 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player.
1745 */
1746 if (!tmp)
1747 {
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env)
1750 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 }
1756
1757 if (i < op->nrof)
1758 {
1759 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i;
1761 if (tmp)
1762 {
1763 esrv_send_item (tmp, op);
1764 }
1765 }
1766 else
1767 {
1768 remove_ob (op); 1556 remove ();
1769 op->nrof = 0; 1557 return this;
1770 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775 } 1558 }
1776 else 1559 else
1777 { 1560 {
1778 object *above = op->above; 1561 decrease (nr);
1779 1562
1780 if (i < op->nrof) 1563 object *op = deep_clone ();
1781 op->nrof -= i; 1564 op->nrof = nr;
1782 else
1783 {
1784 remove_ob (op);
1785 op->nrof = 0;
1786 }
1787
1788 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above)
1790 if (tmp->type == PLAYER)
1791 {
1792 if (op->nrof)
1793 esrv_send_item (tmp, op);
1794 else
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798
1799 if (op->nrof)
1800 return op; 1565 return op;
1801 else
1802 { 1566 }
1803 free_object (op); 1567}
1568
1569object *
1570insert_ob_in_ob (object *op, object *where)
1571{
1572 if (!where)
1573 {
1574 char *dump = dump_object (op);
1575 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1576 free (dump);
1804 return NULL; 1577 return op;
1805 }
1806}
1807
1808/*
1809 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying.
1811 */
1812
1813void
1814add_weight (object *op, signed long weight)
1815{
1816 while (op != NULL)
1817 { 1578 }
1818 if (op->type == CONTAINER)
1819 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1820 1579
1821 op->carrying += weight; 1580 if (where->head_ () != where)
1822 op = op->env;
1823 } 1581 {
1824} 1582 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1583 where = where->head;
1584 }
1825 1585
1586 return where->insert (op);
1587}
1588
1826/* 1589/*
1827 * insert_ob_in_ob(op,environment): 1590 * env->insert (op)
1828 * This function inserts the object op in the linked list 1591 * This function inserts the object op in the linked list
1829 * inside the object environment. 1592 * inside the object environment.
1830 * 1593 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1594 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1595 * be != op, if items are merged. -Tero
1838 */ 1596 */
1839
1840object * 1597object *
1841insert_ob_in_ob (object *op, object *where) 1598object::insert (object *op)
1842{ 1599{
1843 object *
1844 tmp, *
1845 otmp;
1846
1847 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 {
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866
1867 if (op->more) 1600 if (op->more)
1868 { 1601 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1602 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1603 return op;
1871 } 1604 }
1872 1605
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1606 op->remove ();
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1607
1608 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1609
1875 if (op->nrof) 1610 if (op->nrof)
1876 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1611 for (object *tmp = inv; tmp; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1612 if (object::can_merge (tmp, op))
1879 { 1613 {
1880 /* return the original object and remove inserted object 1614 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1615 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1616 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1617
1884 * tmp->nrof, we need to increase the weight. 1618 if (object *pl = tmp->visible_to ())
1885 */ 1619 esrv_update_item (UPD_NROF, pl, tmp);
1886 add_weight (where, op->weight * op->nrof); 1620
1887 SET_FLAG (op, FLAG_REMOVED); 1621 adjust_weight (this, op->total_weight ());
1888 free_object (op); /* free the inserted object */ 1622
1623 op->destroy (1);
1889 op = tmp; 1624 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1625 goto inserted;
1891 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break;
1893 } 1626 }
1894 1627
1895 /* I assume combined objects have no inventory 1628 op->owner = 0; // it's his/hers now. period.
1896 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do
1899 * the linking below
1900 */
1901 add_weight (where, op->weight * op->nrof);
1902 }
1903 else
1904 add_weight (where, (op->weight + op->carrying));
1905
1906 otmp = is_player_inv (where);
1907 if (otmp && otmp->contr != NULL)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp);
1911 }
1912
1913 op->map = NULL; 1629 op->map = 0;
1914 op->env = where; 1630 op->x = 0;
1631 op->y = 0;
1632
1915 op->above = NULL; 1633 op->above = 0;
1916 op->below = NULL; 1634 op->below = inv;
1917 op->x = 0, op->y = 0; 1635 op->env = this;
1918 1636
1637 if (inv)
1638 inv->above = op;
1639
1640 inv = op;
1641
1642 op->flag [FLAG_REMOVED] = 0;
1643
1644 if (object *pl = op->visible_to ())
1645 esrv_send_item (pl, op);
1646
1647 adjust_weight (this, op->total_weight ());
1648
1649inserted:
1919 /* reset the light list and los of the players on the map */ 1650 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1651 if (op->glow_radius && map && map->darkness)
1921 { 1652 update_all_los (map, x, y);
1922#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map))
1926 update_all_los (where->map, where->x, where->y);
1927 }
1928 1653
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1654 // if this is a player's inventory, update stats
1930 * It sure simplifies this function... 1655 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1931 */ 1656 update_stats ();
1932 if (where->inv == NULL) 1657
1933 where->inv = op; 1658 INVOKE_OBJECT (INSERT, this);
1934 else 1659
1935 {
1936 op->below = where->inv;
1937 op->below->above = op;
1938 where->inv = op;
1939 }
1940 return op; 1660 return op;
1941} 1661}
1942 1662
1943/* 1663/*
1944 * Checks if any objects has a move_type that matches objects 1664 * Checks if any objects has a move_type that matches objects
1958 * 1678 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1679 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1680 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1681 * on top.
1962 */ 1682 */
1963
1964int 1683int
1965check_move_on (object *op, object *originator) 1684check_move_on (object *op, object *originator)
1966{ 1685{
1967 object * 1686 object *tmp;
1968 tmp; 1687 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1688 int x = op->x, y = op->y;
1975 1689
1976 MoveType 1690 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1691
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1692 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1693 return 0;
1983
1984 tag = op->count;
1985 1694
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1695 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1696 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1697 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1698
2005 1714
2006 /* The objects have to be checked from top to bottom. 1715 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1716 * Hence, we first go to the top:
2008 */ 1717 */
2009 1718
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1719 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1720 {
2012 /* Trim the search when we find the first other spell effect 1721 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1722 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1723 * we don't need to check all of them.
2015 */ 1724 */
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1742 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1743 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 { 1744 {
2036 1745
2037 float 1746 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1747 diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1748
2040 if (op->type == PLAYER) 1749 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1750 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1751 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1752 diff /= 4.0;
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1761 {
2053 move_apply (tmp, op, originator); 1762 move_apply (tmp, op, originator);
2054 1763
2055 if (was_destroyed (op, tag)) 1764 if (op->destroyed ())
2056 return 1; 1765 return 1;
2057 1766
2058 /* what the person/creature stepped onto has moved the object 1767 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1768 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1769 * have a feeling strange problems would result.
2070/* 1779/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1780 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1781 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1782 * The first matching object is returned, or NULL if none.
2074 */ 1783 */
2075
2076object * 1784object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1785present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1786{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1787 if (!m || out_of_map (m, x, y))
2083 { 1788 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1789 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1790 return NULL;
2086 } 1791 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1792
2088 if (tmp->arch == at) 1793 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1794 if (tmp->arch->archname == at->archname)
2089 return tmp; 1795 return tmp;
1796
2090 return NULL; 1797 return NULL;
2091} 1798}
2092 1799
2093/* 1800/*
2094 * present(type, map, x, y) searches for any objects with 1801 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1802 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1803 * The first matching object is returned, or NULL if none.
2097 */ 1804 */
2098
2099object * 1805object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1806present (unsigned char type, maptile *m, int x, int y)
2101{ 1807{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1808 if (out_of_map (m, x, y))
2106 { 1809 {
2107 LOG (llevError, "Present called outside map.\n"); 1810 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1811 return NULL;
2109 } 1812 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1813
1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1815 if (tmp->type == type)
2112 return tmp; 1816 return tmp;
1817
2113 return NULL; 1818 return NULL;
2114} 1819}
2115 1820
2116/* 1821/*
2117 * present_in_ob(type, object) searches for any objects with 1822 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1823 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
2120 */ 1825 */
2121
2122object * 1826object *
2123present_in_ob (unsigned char type, const object *op) 1827present_in_ob (unsigned char type, const object *op)
2124{ 1828{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1829 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1830 if (tmp->type == type)
2130 return tmp; 1831 return tmp;
1832
2131 return NULL; 1833 return NULL;
2132} 1834}
2133 1835
2134/* 1836/*
2135 * present_in_ob (type, str, object) searches for any objects with 1837 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1845 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1846 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1847 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1848 * to be unique.
2147 */ 1849 */
2148
2149object * 1850object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1851present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1852{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1854 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1855 return tmp;
2159 } 1856
2160 return NULL; 1857 return 0;
2161} 1858}
2162 1859
2163/* 1860/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1861 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1862 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2167 */ 1864 */
2168
2169object * 1865object *
2170present_arch_in_ob (const archetype *at, const object *op) 1866present_arch_in_ob (const archetype *at, const object *op)
2171{ 1867{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2176 if (tmp->arch == at) 1869 if (tmp->arch->archname == at->archname)
2177 return tmp; 1870 return tmp;
1871
2178 return NULL; 1872 return NULL;
2179} 1873}
2180 1874
2181/* 1875/*
2182 * activate recursively a flag on an object inventory 1876 * activate recursively a flag on an object inventory
2183 */ 1877 */
2184void 1878void
2185flag_inv (object *op, int flag) 1879flag_inv (object *op, int flag)
2186{ 1880{
2187 object *
2188 tmp;
2189
2190 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2192 { 1882 {
2193 SET_FLAG (tmp, flag); 1883 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1884 flag_inv (tmp, flag);
2195 } 1885 }
2196} /* 1886}
1887
1888/*
2197 * desactivate recursively a flag on an object inventory 1889 * deactivate recursively a flag on an object inventory
2198 */ 1890 */
2199void 1891void
2200unflag_inv (object *op, int flag) 1892unflag_inv (object *op, int flag)
2201{ 1893{
2202 object *
2203 tmp;
2204
2205 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2207 { 1895 {
2208 CLEAR_FLAG (tmp, flag); 1896 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1897 unflag_inv (tmp, flag);
2210 } 1898 }
2211}
2212
2213/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function.
2218 */
2219
2220void
2221set_cheat (object *op)
2222{
2223 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ);
2225} 1899}
2226 1900
2227/* 1901/*
2228 * find_free_spot(object, map, x, y, start, stop) will search for 1902 * find_free_spot(object, map, x, y, start, stop) will search for
2229 * a spot at the given map and coordinates which will be able to contain 1903 * a spot at the given map and coordinates which will be able to contain
2231 * to search (see the freearr_x/y[] definition). 1905 * to search (see the freearr_x/y[] definition).
2232 * It returns a random choice among the alternatives found. 1906 * It returns a random choice among the alternatives found.
2233 * start and stop are where to start relative to the free_arr array (1,9 1907 * start and stop are where to start relative to the free_arr array (1,9
2234 * does all 4 immediate directions). This returns the index into the 1908 * does all 4 immediate directions). This returns the index into the
2235 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1909 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2236 * Note - this only checks to see if there is space for the head of the
2237 * object - if it is a multispace object, this should be called for all
2238 * pieces.
2239 * Note2: This function does correctly handle tiled maps, but does not 1910 * Note: This function does correctly handle tiled maps, but does not
2240 * inform the caller. However, insert_ob_in_map will update as 1911 * inform the caller. However, insert_ob_in_map will update as
2241 * necessary, so the caller shouldn't need to do any special work. 1912 * necessary, so the caller shouldn't need to do any special work.
2242 * Note - updated to take an object instead of archetype - this is necessary 1913 * Note - updated to take an object instead of archetype - this is necessary
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1914 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1915 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1916 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1917 * customized, changed states, etc.
2247 */ 1918 */
2248
2249int 1919int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1920find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1921{
2252 int
2253 i,
2254 index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1922 int altern[SIZEOFFREE];
1923 int index = 0, flag;
2257 1924
2258 for (i = start; i < stop; i++) 1925 for (int i = start; i < stop; i++)
2259 { 1926 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1927 mapxy pos (m, x, y); pos.move (i);
2261 if (!flag) 1928
1929 if (!pos.normalise ())
1930 continue;
1931
1932 mapspace &ms = *pos;
1933
1934 if (ms.flags () & P_IS_ALIVE)
1935 continue;
1936
1937 /* However, often
1938 * ob doesn't have any move type (when used to place exits)
1939 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1940 */
1941 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1942 {
2262 altern[index++] = i; 1943 altern [index++] = i;
1944 continue;
1945 }
2263 1946
2264 /* Basically, if we find a wall on a space, we cut down the search size. 1947 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 1948 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 1949 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 1950 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 1951 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 1952 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1953 * won't look 2 spaces south of the target space.
2271 */ 1954 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1955 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1956 {
2273 stop = maxfree[i]; 1957 stop = maxfree[i];
1958 continue;
1959 }
1960
1961 /* Note it is intentional that we check ob - the movement type of the
1962 * head of the object should correspond for the entire object.
1963 */
1964 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1965 continue;
1966
1967 if (ob->blocked (m, pos.x, pos.y))
1968 continue;
1969
1970 altern [index++] = i;
2274 } 1971 }
1972
2275 if (!index) 1973 if (!index)
2276 return -1; 1974 return -1;
1975
2277 return altern[RANDOM () % index]; 1976 return altern [rndm (index)];
2278} 1977}
2279 1978
2280/* 1979/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 1980 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 1981 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 1982 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1983 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 1984 */
2286
2287int 1985int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1986find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 1987{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 1988 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1989 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 1990 return i;
2297 } 1991
2298 return -1; 1992 return -1;
2299} 1993}
2300 1994
2301/* 1995/*
2302 * The function permute(arr, begin, end) randomly reorders the array 1996 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 1997 * arr[begin..end-1].
1998 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 1999 */
2305static void 2000static void
2306permute (int *arr, int begin, int end) 2001permute (int *arr, int begin, int end)
2307{ 2002{
2308 int 2003 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2004 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2005
2319 tmp = arr[i]; 2006 while (--end)
2320 arr[i] = arr[j]; 2007 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2008}
2324 2009
2325/* new function to make monster searching more efficient, and effective! 2010/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2011 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2012 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2015 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2016 */
2332void 2017void
2333get_search_arr (int *search_arr) 2018get_search_arr (int *search_arr)
2334{ 2019{
2335 int 2020 int i;
2336 i;
2337 2021
2338 for (i = 0; i < SIZEOFFREE; i++) 2022 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2023 search_arr[i] = i;
2341 }
2342 2024
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2025 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2026 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2027 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2028}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2037 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2038 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2039 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2040 * there is capable of.
2359 */ 2041 */
2360
2361int 2042int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2043find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2044{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2045 int i, max = SIZEOFFREE, mflags;
2367 2046
2368 sint16 nx, ny; 2047 sint16 nx, ny;
2369 object * 2048 object *tmp;
2370 tmp; 2049 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2050
2374 MoveType blocked, move_type; 2051 MoveType blocked, move_type;
2375 2052
2376 if (exclude && exclude->head) 2053 if (exclude && exclude->head_ () != exclude)
2377 { 2054 {
2378 exclude = exclude->head; 2055 exclude = exclude->head;
2379 move_type = exclude->move_type; 2056 move_type = exclude->move_type;
2380 } 2057 }
2381 else 2058 else
2389 mp = m; 2066 mp = m;
2390 nx = x + freearr_x[i]; 2067 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2068 ny = y + freearr_y[i];
2392 2069
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2070 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2071
2394 if (mflags & P_OUT_OF_MAP) 2072 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2073 max = maxfree[i];
2397 }
2398 else 2074 else
2399 { 2075 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2076 mapspace &ms = mp->at (nx, ny);
2077
2078 blocked = ms.move_block;
2401 2079
2402 if ((move_type & blocked) == move_type) 2080 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2081 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2082 else if (mflags & P_IS_ALIVE)
2407 { 2083 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2084 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2085 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2086 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2411 {
2412 break; 2087 break;
2413 } 2088
2414 }
2415 if (tmp) 2089 if (tmp)
2416 {
2417 return freedir[i]; 2090 return freedir[i];
2418 }
2419 } 2091 }
2420 } 2092 }
2421 } 2093 }
2094
2422 return 0; 2095 return 0;
2423} 2096}
2424 2097
2425/* 2098/*
2426 * distance(object 1, object 2) will return the square of the 2099 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2100 * distance between the two given objects.
2428 */ 2101 */
2429
2430int 2102int
2431distance (const object *ob1, const object *ob2) 2103distance (const object *ob1, const object *ob2)
2432{ 2104{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2105 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2106}
2439 2107
2440/* 2108/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2109 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2110 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2111 * object, needs to travel toward it.
2444 */ 2112 */
2445
2446int 2113int
2447find_dir_2 (int x, int y) 2114find_dir_2 (int x, int y)
2448{ 2115{
2449 int 2116 int q;
2450 q;
2451 2117
2452 if (y) 2118 if (y)
2453 q = x * 100 / y; 2119 q = x * 100 / y;
2454 else if (x) 2120 else if (x)
2455 q = -300 * x; 2121 q = -300 * x;
2480 2146
2481 return 3; 2147 return 3;
2482} 2148}
2483 2149
2484/* 2150/*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490int
2491absdir (int d)
2492{
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498}
2499
2500/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2151 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2152 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2153 */
2504
2505int 2154int
2506dirdiff (int dir1, int dir2) 2155dirdiff (int dir1, int dir2)
2507{ 2156{
2508 int 2157 int d;
2509 d;
2510 2158
2511 d = abs (dir1 - dir2); 2159 d = abs (dir1 - dir2);
2512 if (d > 4) 2160 if (d > 4)
2513 d = 8 - d; 2161 d = 8 - d;
2162
2514 return d; 2163 return d;
2515} 2164}
2516 2165
2517/* peterm: 2166/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2167 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2170 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2171 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2172 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2173 * functions.
2525 */ 2174 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2175int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2176 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2177 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2178 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2179 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2180 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2228 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2229 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2230 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2231 * Modified to be map tile aware -.MSW
2585 */ 2232 */
2586
2587
2588int 2233int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2234can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2235{
2591 sint16 dx, dy; 2236 sint16 dx, dy;
2592 int
2593 mflags; 2237 int mflags;
2594 2238
2595 if (dir < 0) 2239 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2240 return 0; /* exit condition: invalid direction */
2597 2241
2598 dx = x + freearr_x[dir]; 2242 dx = x + freearr_x[dir];
2611 return 0; 2255 return 0;
2612 2256
2613 /* yes, can see. */ 2257 /* yes, can see. */
2614 if (dir < 9) 2258 if (dir < 9)
2615 return 1; 2259 return 1;
2260
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2261 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2262 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2263 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2264}
2619
2620
2621 2265
2622/* 2266/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2267 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2268 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2269 * picked up, otherwise 0.
2627 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2271 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2628 * core dumps if they do. 2272 * core dumps if they do.
2629 * 2273 *
2630 * Add a check so we can't pick up invisible objects (0.93.8) 2274 * Add a check so we can't pick up invisible objects (0.93.8)
2631 */ 2275 */
2632
2633int 2276int
2634can_pick (const object *who, const object *item) 2277can_pick (const object *who, const object *item)
2635{ 2278{
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2279 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2280 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2281 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2282}
2640 2283
2641
2642/* 2284/*
2643 * create clone from object to another 2285 * create clone from object to another
2644 */ 2286 */
2645object * 2287object *
2646object_create_clone (object *asrc) 2288object::deep_clone ()
2647{ 2289{
2648 object * 2290 assert (("deep_clone called on non-head object", is_head ()));
2649 dst = NULL, *tmp, *src, *part, *prev, *item;
2650 2291
2651 if (!asrc) 2292 object *dst = clone ();
2652 return NULL;
2653 src = asrc;
2654 if (src->head)
2655 src = src->head;
2656 2293
2657 prev = NULL; 2294 object *prev = dst;
2658 for (part = src; part; part = part->more) 2295 for (object *part = this->more; part; part = part->more)
2659 { 2296 {
2660 tmp = get_object (); 2297 object *tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x;
2663 tmp->y -= src->y;
2664 if (!part->head)
2665 {
2666 dst = tmp;
2667 tmp->head = NULL;
2668 }
2669 else
2670 {
2671 tmp->head = dst; 2298 tmp->head = dst;
2672 }
2673 tmp->more = NULL;
2674 if (prev)
2675 prev->more = tmp; 2299 prev->more = tmp;
2676 prev = tmp; 2300 prev = tmp;
2677 } 2301 }
2678 2302
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2303 for (object *item = inv; item; item = item->below)
2681 { 2304 insert_ob_in_ob (item->deep_clone (), dst);
2682 (void) insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2305
2685 return dst; 2306 return dst;
2686}
2687
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */
2708
2709object *
2710load_object_str (const char *obstr)
2711{
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742} 2307}
2743 2308
2744/* This returns the first object in who's inventory that 2309/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2310 * has the same type and subtype match.
2746 * returns NULL if no match. 2311 * returns NULL if no match.
2747 */ 2312 */
2748object * 2313object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2314find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2315{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2316 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2317 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2318 return tmp;
2757 2319
2758 return NULL;
2759}
2760
2761/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL.
2763 *
2764 * key must be a passed in shared string - otherwise, this won't
2765 * do the desired thing.
2766 */
2767key_value *
2768get_ob_key_link (const object *ob, const char *key)
2769{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next)
2774 {
2775 if (link->key == key)
2776 {
2777 return link;
2778 }
2779 }
2780
2781 return NULL;
2782}
2783
2784/*
2785 * Returns the value of op has an extra_field for key, or NULL.
2786 *
2787 * The argument doesn't need to be a shared string.
2788 *
2789 * The returned string is shared.
2790 */
2791const char *
2792get_ob_key_value (const object *op, const char *const key)
2793{
2794 key_value *link;
2795 shstr_cmp canonical_key (key);
2796
2797 if (!canonical_key)
2798 {
2799 /* 1. There being a field named key on any object
2800 * implies there'd be a shared string to find.
2801 * 2. Since there isn't, no object has this field.
2802 * 3. Therefore, *this* object doesn't have this field.
2803 */
2804 return 0;
2805 }
2806
2807 /* This is copied from get_ob_key_link() above -
2808 * only 4 lines, and saves the function call overhead.
2809 */
2810 for (link = op->key_values; link; link = link->next)
2811 if (link->key == canonical_key)
2812 return link->value;
2813
2814 return 0; 2320 return 0;
2815} 2321}
2816 2322
2817 2323const shstr &
2818/* 2324object::kv_get (const shstr &key) const
2819 * Updates the canonical_key in op to value.
2820 *
2821 * canonical_key is a shared string (value doesn't have to be).
2822 *
2823 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2824 * keys.
2825 *
2826 * Returns TRUE on success.
2827 */
2828int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2325{
2831 key_value * 2326 for (key_value *kv = key_values; kv; kv = kv->next)
2832 field = NULL, *last = NULL; 2327 if (kv->key == key)
2328 return kv->value;
2833 2329
2834 for (field = op->key_values; field != NULL; field = field->next) 2330 return shstr_null;
2835 { 2331}
2836 if (field->key != canonical_key) 2332
2333void
2334object::kv_set (const shstr &key, const shstr &value)
2335{
2336 for (key_value *kv = key_values; kv; kv = kv->next)
2337 if (kv->key == key)
2837 { 2338 {
2838 last = field; 2339 kv->value = value;
2839 continue; 2340 return;
2840 } 2341 }
2841 2342
2842 if (value) 2343 key_value *kv = new key_value;
2843 field->value = value; 2344
2844 else 2345 kv->next = key_values;
2346 kv->key = key;
2347 kv->value = value;
2348
2349 key_values = kv;
2350}
2351
2352void
2353object::kv_del (const shstr &key)
2354{
2355 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2356 if ((*kvp)->key == key)
2845 { 2357 {
2846 /* Basically, if the archetype has this key set, 2358 key_value *kv = *kvp;
2847 * we need to store the null value so when we save 2359 *kvp = (*kvp)->next;
2848 * it, we save the empty value so that when we load, 2360 delete kv;
2849 * we get this value back again. 2361 return;
2850 */
2851 if (get_ob_key_link (&op->arch->clone, canonical_key))
2852 field->value = 0;
2853 else
2854 {
2855 if (last)
2856 last->next = field->next;
2857 else
2858 op->key_values = field->next;
2859
2860 delete field;
2861 }
2862 } 2362 }
2863 return TRUE;
2864 }
2865 /* IF we get here, key doesn't exist */
2866
2867 /* No field, we'll have to add it. */
2868
2869 if (!add_key)
2870 {
2871 return FALSE;
2872 }
2873 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings,
2877 * should pass in ""
2878 */
2879 if (value == NULL)
2880 return TRUE;
2881
2882 field = new key_value;
2883
2884 field->key = canonical_key;
2885 field->value = value;
2886 /* Usual prepend-addition. */
2887 field->next = op->key_values;
2888 op->key_values = field;
2889
2890 return TRUE;
2891}
2892
2893/*
2894 * Updates the key in op to value.
2895 *
2896 * If add_key is FALSE, this will only update existing keys,
2897 * and not add new ones.
2898 * In general, should be little reason FALSE is ever passed in for add_key
2899 *
2900 * Returns TRUE on success.
2901 */
2902int
2903set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2904{
2905 shstr key_ (key);
2906
2907 return set_ob_key_value_s (op, key_, value, add_key);
2908} 2363}
2909 2364
2910object::depth_iterator::depth_iterator (object *container) 2365object::depth_iterator::depth_iterator (object *container)
2911: iterator_base (container) 2366: iterator_base (container)
2912{ 2367{
2926 } 2381 }
2927 else 2382 else
2928 item = item->env; 2383 item = item->env;
2929} 2384}
2930 2385
2386const char *
2387object::flag_desc (char *desc, int len) const
2388{
2389 char *p = desc;
2390 bool first = true;
2391
2392 *p = 0;
2393
2394 for (int i = 0; i < NUM_FLAGS; i++)
2395 {
2396 if (len <= 10) // magic constant!
2397 {
2398 snprintf (p, len, ",...");
2399 break;
2400 }
2401
2402 if (flag [i])
2403 {
2404 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2405 len -= cnt;
2406 p += cnt;
2407 first = false;
2408 }
2409 }
2410
2411 return desc;
2412}
2413
2931// return a suitable string describing an objetc in enough detail to find it 2414// return a suitable string describing an object in enough detail to find it
2932const char * 2415const char *
2933object::debug_desc (char *info) const 2416object::debug_desc (char *info) const
2934{ 2417{
2418 char flagdesc[512];
2935 char info2[256 * 3]; 2419 char info2[256 * 4];
2936 char *p = info; 2420 char *p = info;
2937 2421
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2422 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2939 count, 2423 count,
2424 uuid.c_str (),
2940 &name, 2425 &name,
2941 title ? " " : "", 2426 title ? ",title:\"" : "",
2942 title ? (const char *)title : ""); 2427 title ? (const char *)title : "",
2428 title ? "\"" : "",
2429 flag_desc (flagdesc, 512), type);
2943 2430
2944 if (env) 2431 if (!flag[FLAG_REMOVED] && env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2432 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2433
2947 if (map) 2434 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2435 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2436
2950 return info; 2437 return info;
2951} 2438}
2952 2439
2953const char * 2440const char *
2954object::debug_desc () const 2441object::debug_desc () const
2955{ 2442{
2956 static char info[256 * 3]; 2443 static char info[3][256 * 4];
2444 static int info_idx;
2445
2957 return debug_desc (info); 2446 return debug_desc (info [++info_idx % 3]);
2958} 2447}
2959 2448
2449struct region *
2450object::region () const
2451{
2452 return map ? map->region (x, y)
2453 : region::default_region ();
2454}
2455
2456const materialtype_t *
2457object::dominant_material () const
2458{
2459 if (materialtype_t *mt = name_to_material (materialname))
2460 return mt;
2461
2462 return name_to_material (shstr_unknown);
2463}
2464
2465void
2466object::open_container (object *new_container)
2467{
2468 if (container == new_container)
2469 return;
2470
2471 object *old_container = container;
2472
2473 if (old_container)
2474 {
2475 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2476 return;
2477
2478#if 0
2479 // remove the "Close old_container" object.
2480 if (object *closer = old_container->inv)
2481 if (closer->type == CLOSE_CON)
2482 closer->destroy ();
2483#endif
2484
2485 // make sure the container is available
2486 esrv_send_item (this, old_container);
2487
2488 old_container->flag [FLAG_APPLIED] = false;
2489 container = 0;
2490
2491 // client needs item update to make it work, client bug requires this to be separate
2492 esrv_update_item (UPD_FLAGS, this, old_container);
2493
2494 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2495 play_sound (sound_find ("chest_close"));
2496 }
2497
2498 if (new_container)
2499 {
2500 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2501 return;
2502
2503 // TODO: this does not seem to serve any purpose anymore?
2504#if 0
2505 // insert the "Close Container" object.
2506 if (archetype *closer = new_container->other_arch)
2507 {
2508 object *closer = arch_to_object (new_container->other_arch);
2509 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2510 new_container->insert (closer);
2511 }
2512#endif
2513
2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2515
2516 // make sure the container is available, client bug requires this to be separate
2517 esrv_send_item (this, new_container);
2518
2519 new_container->flag [FLAG_APPLIED] = true;
2520 container = new_container;
2521
2522 // client needs flag change
2523 esrv_update_item (UPD_FLAGS, this, new_container);
2524 esrv_send_inventory (this, new_container);
2525 play_sound (sound_find ("chest_open"));
2526 }
2527// else if (!old_container->env && contr && contr->ns)
2528// contr->ns->floorbox_reset ();
2529}
2530
2531object *
2532object::force_find (const shstr name)
2533{
2534 /* cycle through his inventory to look for the MARK we want to
2535 * place
2536 */
2537 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 if (tmp->type == FORCE && tmp->slaying == name)
2539 return splay (tmp);
2540
2541 return 0;
2542}
2543
2544void
2545object::force_add (const shstr name, int duration)
2546{
2547 if (object *force = force_find (name))
2548 force->destroy ();
2549
2550 object *force = get_archetype (FORCE_NAME);
2551
2552 force->slaying = name;
2553 force->stats.food = 1;
2554 force->speed_left = -1.f;
2555
2556 force->set_speed (duration ? 1.f / duration : 0.f);
2557 force->flag [FLAG_IS_USED_UP] = true;
2558 force->flag [FLAG_APPLIED] = true;
2559
2560 insert (force);
2561}
2562
2563void
2564object::play_sound (faceidx sound)
2565{
2566 if (!sound)
2567 return;
2568
2569 if (flag [FLAG_REMOVED])
2570 return;
2571
2572 if (env)
2573 {
2574 if (object *pl = in_player ())
2575 pl->contr->play_sound (sound);
2576 }
2577 else
2578 map->play_sound (sound, x, y);
2579}
2580

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