ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.252 by root, Mon Aug 11 23:23:41 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->archname != ob2->arch->archname
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
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
246 (ob1->client_type != ob2->client_type) || 223 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 224 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 225 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 226 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 227 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 228 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 229 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 230 || 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)) 231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 236 return 0;
256 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
257 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
259 */ 248 */
260 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
261 { 250 {
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)) 251 if (!(ob1->inv && ob2->inv))
268 return 0; 252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
269 259
270 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 261 * if it is valid.
272 */ 262 */
273 } 263 }
281 271
282 /* Note sure why the following is the case - either the object has to 272 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 273 * be animated or have a very low speed. Is this an attempted monster
284 * check? 274 * check?
285 */ 275 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 277 return 0;
288 278
289 switch (ob1->type) 279 switch (ob1->type)
290 { 280 {
291 case SCROLL: 281 case SCROLL:
292 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
293 return 0; 283 return 0;
294 break; 284 break;
295 } 285 }
296 286
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
298 { 288 {
299 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 294 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 295 }
306 296
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
309 { 298 {
310 ob1->optimise (); 299 ob1->optimise ();
311 ob2->optimise (); 300 ob2->optimise ();
312 301
313 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
314 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
315 } 316 }
316 317
317 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
318 return 1; 319 return 1;
319} 320}
320 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
321/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
322 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
325 */ 399 */
326long 400void
327sum_weight (object *op) 401object::update_weight ()
328{ 402{
329 long sum; 403 sint32 sum = 0;
330 object *inv;
331 404
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
333 { 406 {
334 if (inv->inv) 407 if (op->inv)
335 sum_weight (inv); 408 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
337 } 416 {
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; 417 carrying = sum;
344 418
345 return sum; 419 if (object *pl = visible_to ())
346} 420 if (pl != this) // player is handled lazily
347 421 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 { 422 }
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} 423}
430 424
431/* 425/*
432 * Dumps an object. Returns output in the static global errmsg array. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 427 */
434 428char *
435void
436dump_object (object *op) 429dump_object (object *op)
437{ 430{
438 if (op == NULL) 431 if (!op)
439 { 432 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 433
447void 434 object_freezer freezer;
448dump_all_objects (void) 435 op->write (freezer);
449{ 436 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} 437}
458 438
459/* 439/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
463 */ 443 */
464
465object * 444object *
466get_nearest_part (object *op, const object *pl) 445get_nearest_part (object *op, const object *pl)
467{ 446{
468 object *tmp, *closest; 447 object *tmp, *closest;
469 int last_dist, i; 448 int last_dist, i;
470 449
471 if (op->more == NULL) 450 if (!op->more)
472 return op; 451 return op;
452
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 457 closest = tmp, last_dist = i;
458
476 return closest; 459 return closest;
477} 460}
478 461
479/* 462/*
480 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
481 */ 465 */
482
483object * 466object *
484find_object (tag_t i) 467find_object (tag_t i)
485{ 468{
486 object *op; 469 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 470 if (op->count == i)
490 break;
491 return op; 471 return op;
472
473 return 0;
492} 474}
493 475
494/* 476/*
495 * Returns the first object which has a name equal to the argument. 477 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 478 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 479 * Enables features like "patch <name-of-other-player> food 999"
498 */ 480 */
499
500object * 481object *
501find_object_name (const char *str) 482find_object_name (const char *str)
502{ 483{
503 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
504 object *op;
505 485
506 for (op = objects; op != NULL; op = op->next) 486 if (str_)
487 for_all_objects (op)
507 if (op->name == str_) 488 if (op->name == str_)
508 break; 489 return op;
509 490
510 return op; 491 return 0;
511}
512
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} 492}
539 493
540/* 494/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 496 * skill and experience objects.
497 * ACTUALLY NO! investigate! TODO
543 */ 498 */
544void 499void
545object::set_owner (object *owner) 500object::set_owner (object *owner)
546{ 501{
502 // allow objects which own objects
547 if (!owner) 503 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) 504 while (owner->owner)
558 owner = owner->owner; 505 owner = owner->owner;
506
507 if (flag [FLAG_FREED])
508 {
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return;
511 }
559 512
560 this->owner = owner; 513 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
561} 580}
562 581
563/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 583 * refcounts and freeing the links.
565 */ 584 */
566static void 585static void
567free_key_values (object *op) 586free_key_values (object *op)
568{ 587{
569 for (key_value *i = op->key_values; i != 0;) 588 for (key_value *i = op->key_values; i; )
570 { 589 {
571 key_value *next = i->next; 590 key_value *next = i->next;
572 delete i; 591 delete i;
573 592
574 i = next; 593 i = next;
575 } 594 }
576 595
577 op->key_values = 0; 596 op->key_values = 0;
578} 597}
579 598
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/* 599/*
633 * copy object first frees everything allocated by the second object, 600 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 601 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 602 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 604 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 605 * will point at garbage.
639 */ 606 */
640void 607void
641copy_object (object *op2, object *op) 608object::copy_to (object *dst)
642{ 609{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 610 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 611 *(object_copy *)dst = *this;
645 612 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;
655 613
656 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
657 if (op2->key_values) 615 if (key_values)
658 { 616 {
659 key_value *tail = 0; 617 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 618 dst->key_values = 0;
663 619
664 for (i = op2->key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
665 { 621 {
666 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
667 623
668 new_link->next = 0; 624 new_link->next = 0;
669 new_link->key = i->key; 625 new_link->key = i->key;
670 new_link->value = i->value; 626 new_link->value = i->value;
671 627
672 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
673 if (!op->key_values) 629 if (!dst->key_values)
674 { 630 {
675 op->key_values = new_link; 631 dst->key_values = new_link;
676 tail = new_link; 632 tail = new_link;
677 } 633 }
678 else 634 else
679 { 635 {
680 tail->next = new_link; 636 tail->next = new_link;
681 tail = new_link; 637 tail = new_link;
682 } 638 }
683 } 639 }
684 } 640 }
685 641
686 update_ob_speed (op); 642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
665}
666
667object *
668object::clone ()
669{
670 object *neu = create ();
671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
673 return neu;
687} 674}
688 675
689/* 676/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
693 */ 680 */
694
695void 681void
696update_turn_face (object *op) 682update_turn_face (object *op)
697{ 683{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 685 return;
686
700 SET_ANIMATION (op, op->direction); 687 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
702} 689}
703 690
704/* 691/*
705 * Updates the speed of an object. If the speed changes from 0 to another 692 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 693 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 694 * This function needs to be called whenever the speed of an object changes.
708 */ 695 */
709void 696void
710update_ob_speed (object *op) 697object::set_speed (float speed)
711{ 698{
712 extern int arch_init; 699 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 { 700 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 702 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 703 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 704
737 /* process_events() expects us to insert the object at the beginning 705 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 706
741 if (op->active_next != NULL) 707 if (has_active_speed ())
742 op->active_next->active_prev = op; 708 activate ();
743
744 active_objects = op;
745 }
746 else 709 else
747 { 710 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} 711}
771 712
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/* 713/*
804 * update_object() updates the array which represents the map. 714 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 716 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 717 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 718 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 719 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 720 * updating that window, though, since update_object() is called _often_)
811 * 721 *
812 * action is a hint of what the caller believes need to be done. 722 * action is a hint of what the caller believes need to be done.
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: 723 * current action are:
818 * UP_OBJ_INSERT: op was inserted 724 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 725 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 726 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 727 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
823 */ 729 */
824
825void 730void
826update_object (object *op, int action) 731update_object (object *op, int action)
827{ 732{
828 int update_now = 0, flags; 733 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 734 {
833 /* this should never happen */ 735 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 737 return;
836 } 738 }
837 739
838 if (op->env != NULL) 740 if (!op->is_on_map ())
839 { 741 {
840 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
841 * to do in this case. 743 * to do in this case.
842 */ 744 */
843 return; 745 return;
844 } 746 }
845 747
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 */ 748 /* 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)) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 750 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 752#ifdef MANY_CORES
857 abort (); 753 abort ();
858#endif 754#endif
859 return; 755 return;
860 } 756 }
861 757
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 758 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);
868 759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
869 if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
870 { 763 {
764 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 765 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)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
876 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (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) 770 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 771 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 772 || (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 773 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 774 * have move_allow right now.
894 */ 775 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 778 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 779 }
901 /* if the object is being removed, we can't make intelligent 780 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 781 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 782 * that is being removed.
904 */ 783 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 785 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 786 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 787 /* Nothing to do for that case */ ;
909 else 788 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 789 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 790
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) 791 if (op->more)
919 update_object (op->more, action); 792 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} 793}
943 794
944object::object () 795object::object ()
945{ 796{
946 SET_FLAG (this, FLAG_REMOVED); 797 SET_FLAG (this, FLAG_REMOVED);
947 798
948 expmul = 1.0; 799 expmul = 1.0;
949 face = blank_face; 800 face = blank_face;
950 attacked_by_count = -1;
951} 801}
952 802
953object::~object () 803object::~object ()
954{ 804{
805 unlink ();
806
955 free_key_values (this); 807 free_key_values (this);
956} 808}
957 809
810static int object_count;
811
958void object::link () 812void object::link ()
959{ 813{
814 assert (!index);//D
815 uuid = UUID::gen ();
960 count = ++ob_count; 816 count = ++object_count;
961 uuid = gen_uuid ();
962 817
963 prev = 0; 818 refcnt_inc ();
964 next = objects; 819 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 820}
971 821
972void object::unlink () 822void object::unlink ()
973{ 823{
974 //count = 0;//D 824 if (!index)
975 if (!prev && !next) return;//D 825 return;
976 826
977 if (this == objects) 827 objects.erase (this);
978 objects = next; 828 refcnt_dec ();
829}
979 830
980 /* Remove this object from the list of used objects */ 831void
981 if (prev) prev->next = next; 832object::activate ()
982 if (next) next->prev = prev; 833{
834 /* If already on active list, don't do anything */
835 if (active)
836 return;
983 837
984 prev = 0; 838 if (has_active_speed ())
985 next = 0; 839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886}
887
888/*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy (true);
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
919 {
920 object *op = inv;
921
922 if (op->flag [FLAG_STARTEQUIP]
923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE
925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true);
929 else
930 map->insert (op, x, y);
931 }
932 }
986} 933}
987 934
988object *object::create () 935object *object::create ()
989{ 936{
990 object *op = new object; 937 object *op = new object;
991 op->link (); 938 op->link ();
992 return op; 939 return op;
993} 940}
994 941
995/* 942static 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{ 943{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
963void
964object::do_destroy ()
965{
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
987 {
988 more->destroy ();
989 more = 0;
990 }
991
992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999}
1000
1001void
1002object::destroy (bool destroy_inventory)
1003{
1004 if (destroyed ())
1008 return; 1005 return;
1009 1006
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1007 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 } 1008 {
1023 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 if (inv) 1010 head->destroy (destroy_inventory);
1011 return;
1025 { 1012 }
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 1013
1034 while (op) 1014 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 1015
1045 while (op) 1016 if (is_head ())
1046 { 1017 if (sound_destroy)
1047 object *tmp = op->below; 1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1048 1021
1049 remove_ob (op); 1022 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} 1023}
1076 1024
1077/* 1025/* 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 1026 * 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 1027 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 1030 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 1031 */
1104
1105void 1032void
1106remove_ob (object *op) 1033object::do_remove ()
1107{ 1034{
1035 object *tmp, *last = 0;
1108 object * 1036 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 1037
1114 tag_t 1038 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; 1039 return;
1127 1040
1128 SET_FLAG (op, FLAG_REMOVED); 1041 INVOKE_OBJECT (REMOVE, this);
1129 1042
1130 if (op->more != NULL) 1043 flag [FLAG_REMOVED] = true;
1131 remove_ob (op->more); 1044
1045 if (more)
1046 more->remove ();
1132 1047
1133 /* 1048 /*
1134 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1135 * inventory. 1050 * inventory.
1136 */ 1051 */
1137 if (op->env != NULL) 1052 if (env)
1138 { 1053 {
1139 if (op->nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1140 sub_weight (op->env, op->weight * op->nrof); 1055 if (object *pl = visible_to ())
1141 else 1056 esrv_del_item (pl->contr, count);
1142 sub_weight (op->env, op->weight + op->carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1143 1076
1144 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 1079 * to save cpu time.
1147 */ 1080 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 1082 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 } 1083 }
1168 else if (op->map) 1084 else if (map)
1169 { 1085 {
1170 x = op->x; 1086 map->dirty = true;
1171 y = op->y; 1087 mapspace &ms = this->ms ();
1172 m = get_map_from_coord (op->map, &x, &y);
1173 1088
1174 if (!m) 1089 if (object *pl = ms.player ())
1175 { 1090 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1091 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 */ 1092 {
1182 abort (); 1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1183 } 1109 }
1184 1110
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 */ 1111 /* link the object above us */
1194 if (op->above) 1112 // re-link, make sure compiler can easily use cmove
1195 op->above->below = op->below; 1113 *(above ? &above->below : &ms.top) = below;
1196 else 1114 *(below ? &below->above : &ms.bot) = above;
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198 1115
1199 /* Relink the object below us, if there is one */ 1116 above = 0;
1200 if (op->below) 1117 below = 0;
1201 op->below->above = op->above; 1118
1202 else 1119 if (map->in_memory == MAP_SAVING)
1120 return;
1121
1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1123
1124 if (object *pl = ms.player ())
1203 { 1125 {
1204 /* Nothing below, which means we need to relink map object for this space 1126 if (pl->container == this)
1205 * use translated coordinates in case some oddness with map tiling is 1127 /* If a container that the player is currently using somehow gets
1206 * evident 1128 * removed (most likely destroyed), update the player view
1129 * appropriately.
1207 */ 1130 */
1208 if (GET_MAP_OB (m, x, y) != op) 1131 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 1132
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1218 } 1138 }
1219 1139
1220 op->above = 0; 1140 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 { 1141 {
1231 /* No point updating the players look faces if he is the object 1142 /* No point updating the players look faces if he is the object
1232 * being removed. 1143 * being removed.
1233 */ 1144 */
1234 1145
1235 if (tmp->type == PLAYER && tmp != op) 1146 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1236 { 1150 {
1237 /* If a container that the player is currently using somehow gets 1151 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 1152
1247 tmp->contr->socket.update_look = 1; 1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 } 1155 }
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 1156
1266 last = tmp; 1157 last = tmp;
1267 } 1158 }
1268 1159
1269 /* last == NULL of there are no objects on this space */ 1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1162 if (!last)
1271 { 1163 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 1164 else
1281 update_object (last, UP_OBJ_REMOVE); 1165 update_object (last, UP_OBJ_REMOVE);
1282 1166
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1168 update_all_los (map, x, y);
1285 } 1169 }
1286} 1170}
1287 1171
1288/* 1172/*
1289 * merge_ob(op,top): 1173 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1181merge_ob (object *op, object *top)
1298{ 1182{
1299 if (!op->nrof) 1183 if (!op->nrof)
1300 return 0; 1184 return 0;
1301 1185
1302 if (top == NULL) 1186 if (!top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1187 for (top = op; top && top->above; top = top->above)
1188 ;
1304 1189
1305 for (; top != NULL; top = top->below) 1190 for (; top; top = top->below)
1306 { 1191 if (object::can_merge (op, top))
1307 if (top == op)
1308 continue;
1309 if (CAN_MERGE (op, top))
1310 { 1192 {
1311 top->nrof += op->nrof; 1193 top->nrof += op->nrof;
1312 1194
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1195 if (object *pl = top->visible_to ())
1314 op->weight = 0; /* Don't want any adjustements now */ 1196 esrv_update_item (UPD_NROF, pl, top);
1315 remove_ob (op); 1197
1316 free_object (op); 1198 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already
1200
1201 op->destroy (1);
1202
1317 return top; 1203 return top;
1318 } 1204 }
1319 }
1320 1205
1321 return NULL; 1206 return 0;
1322} 1207}
1323 1208
1209void
1210object::expand_tail ()
1211{
1212 if (more)
1213 return;
1214
1215 object *prev = this;
1216
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 {
1219 object *op = arch_to_object (at);
1220
1221 op->name = name;
1222 op->name_pl = name_pl;
1223 op->title = title;
1224
1225 op->head = this;
1226 prev->more = op;
1227
1228 prev = op;
1229 }
1230}
1231
1324/* 1232/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1233 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1234 * job preparing multi-part monsters.
1327 */ 1235 */
1328object * 1236object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1237insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1238{
1331 object *tmp; 1239 op->remove ();
1332 1240
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 if (op->is_on_map ())
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 } 1274 {
1377 1275 LOG (llevError, "insert_ob_in_map called for object already on map");
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 (); 1276 abort ();
1395#endif
1396 return op;
1397 }
1398
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1277 }
1401 dump_object (op); 1278
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1279 if (op->env)
1403 return op;
1404 } 1280 {
1405 1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1406 if (op->more != NULL) 1282 op->remove ();
1407 { 1283 }
1408 /* The part may be on a different map. */
1409 1284
1410 object *more = op->more; 1285 if (op->face && !face_info (op->face))//D TODO: remove soon
1411 1286 {//D
1412 /* We really need the caller to normalize coordinates - if 1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1413 * we set the map, that doesn't work if the location is within 1288 op->face = 1;//D
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 } 1289 }//D
1435
1436 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1290
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* 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 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1293 * need extra work
1441 */ 1294 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1295 if (!xy_normalise (m, op->x, op->y))
1443 x = op->x; 1296 {
1444 y = op->y; 1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1298 return 0;
1299 }
1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 CLEAR_FLAG (op, FLAG_REMOVED);
1306
1307 op->map = m;
1308 mapspace &ms = op->ms ();
1445 1309
1446 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1447 */ 1311 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1314 if (object::can_merge (op, tmp))
1451 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1452 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1320 tmp->destroy (1);
1454 free_object (tmp);
1455 } 1321 }
1456 1322
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1325
1466 { 1332 {
1467 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468 abort (); 1334 abort ();
1469 } 1335 }
1470 1336
1337 if (!originator->is_on_map ())
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ());
1340
1471 op->above = originator; 1341 op->above = originator;
1472 op->below = originator->below; 1342 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; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1481 } 1346 }
1482 else 1347 else
1483 { 1348 {
1349 object *floor = 0;
1350 object *top = ms.top;
1351
1484 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1486 { 1354 {
1487 object *last = NULL;
1488
1489 /* 1355 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1356 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1358 * Generally, we want to put the new object on top. But if
1493 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * 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 1362 * 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 1363 * 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 1364 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1500 */ 1366 */
1501 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1502 while (top != NULL)
1503 { 1368 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1370 floor = tmp;
1506 1371
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1508 { 1373 {
1509 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1510 top = top->below; 1375 top = tmp->below;
1511 break; 1376 break;
1512 } 1377 }
1513 1378
1514 last = top;
1515 top = top->above; 1379 top = tmp;
1516 } 1380 }
1517
1518 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last;
1520 1381
1521 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1522 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1524 */ 1385 */
1525 1386
1526 /* Have object 'fall below' other objects that block view. 1387 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1388 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1389 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1390 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1391 * stacking is a bit odd.
1531 */ 1392 */
1532 if (!(flag & INS_ON_TOP) && 1393 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)) 1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1534 { 1396 {
1397 object *last;
1398
1535 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1401 break;
1402
1538 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1404 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1405 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1406 * set top to the object below us.
1542 */ 1407 */
1543 if (last && last->below && last != floor) 1408 if (last && last->below && last != floor)
1544 top = last->below; 1409 top = last->below;
1545 } 1410 }
1546 } /* If objects on this space */ 1411 } /* If objects on this space */
1547 1412
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) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1414 top = floor;
1553 1415
1554 /* Top is the object that our object (op) is going to get inserted above. 1416 // insert object above top, or bottom-most if top = 0
1555 */
1556
1557 /* First object on this space */
1558 if (!top) 1417 if (!top)
1559 { 1418 {
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; 1419 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1420 op->above = ms.bot;
1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1567 } 1424 }
1568 else 1425 else
1569 { /* get inserted into the stack above top */ 1426 {
1570 op->above = top->above; 1427 op->above = top->above;
1571
1572 if (op->above)
1573 op->above->below = op; 1428 top->above = op;
1574 1429
1575 op->below = top; 1430 op->below = top;
1576 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1577 } 1432 }
1578 1433 }
1579 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op);
1581 } /* else not INS_BELOW_ORIGINATOR */
1582 1434
1583 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1436 {
1584 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1438 ++op->map->players;
1439 op->map->touch ();
1440 }
1585 1441
1586 /* If we have a floor, we know the player, if any, will be above 1442 op->map->dirty = true;
1587 * it, so save a few ticks and start from there. 1443
1588 */ 1444 if (object *pl = ms.player ())
1589 if (!(flag & INS_MAP_LOAD)) 1445 //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) 1446 //esrv_send_item (pl, op);
1591 if (tmp->type == PLAYER) 1447 //TODO: update floorbox to preserve ordering
1592 tmp->contr->socket.update_look = 1; 1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1593 1450
1594 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1452 * 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 1453 * 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 1454 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1455 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1456 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1457 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1458 * of effect may be sufficient.
1602 */ 1459 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1460 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1461 update_all_los (op->map, op->x, op->y);
1605 1462
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1608 1465
1466 INVOKE_OBJECT (INSERT, op);
1467
1609 /* Don't know if moving this to the end will break anything. However, 1468 /* 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. 1469 * we want to have floorbox_update called before calling this.
1611 * 1470 *
1612 * check_move_on() must be after this because code called from 1471 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1472 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1474 * update_object().
1616 */ 1475 */
1617 1476
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* 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) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1620 { 1479 {
1621 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1622 return NULL; 1481 return 0;
1623 1482
1624 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1484 * walk on's.
1626 */ 1485 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1629 return NULL; 1488 return 0;
1630 } 1489 }
1631 1490
1632 return op; 1491 return op;
1633} 1492}
1634 1493
1635/* this function inserts an object in the map, but if it 1494/* 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. 1495 * 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. 1496 * op is the object to insert it under: supplies x and the map.
1638 */ 1497 */
1639void 1498void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1500{
1642 object *
1643 tmp;
1644 object *
1645 tmp1;
1646
1647 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1648 1502
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1652 { 1505 tmp->destroy (1);
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1506
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1659 1508
1660 tmp1->x = op->x; 1509 tmp->x = op->x;
1661 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1663} 1513}
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 1514
1673object * 1515object *
1674get_split_ob (object *orig_ob, uint32 nr) 1516object::insert_at (object *where, object *originator, int flags)
1675{ 1517{
1676 object * 1518 if (where->env)
1677 newob; 1519 return where->env->insert (this);
1678 int 1520 else
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1521 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} 1522}
1711 1523
1712/* 1524/*
1713 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1714 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1716 * 1528 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1719 1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1720object * 1562object *
1721decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1722{ 1564{
1723 object *tmp; 1565 int have = number_of ();
1724 player *pl;
1725 1566
1726 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1727 return op; 1568 return 0;
1728 1569 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 { 1570 {
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); 1571 remove ();
1769 op->nrof = 0; 1572 return this;
1770 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775 } 1573 }
1776 else 1574 else
1777 { 1575 {
1778 object *above = op->above; 1576 decrease (nr);
1779 1577
1780 if (i < op->nrof) 1578 object *op = deep_clone ();
1781 op->nrof -= i; 1579 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; 1580 return op;
1801 else
1802 { 1581 }
1803 free_object (op); 1582}
1583
1584object *
1585insert_ob_in_ob (object *op, object *where)
1586{
1587 if (!where)
1588 {
1589 char *dump = dump_object (op);
1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1591 free (dump);
1804 return NULL; 1592 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 { 1593 }
1818 if (op->type == CONTAINER)
1819 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1820 1594
1821 op->carrying += weight; 1595 if (where->head_ () != where)
1822 op = op->env;
1823 } 1596 {
1824} 1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1598 where = where->head;
1599 }
1825 1600
1601 return where->insert (op);
1602}
1603
1826/* 1604/*
1827 * insert_ob_in_ob(op,environment): 1605 * env->insert (op)
1828 * This function inserts the object op in the linked list 1606 * This function inserts the object op in the linked list
1829 * inside the object environment. 1607 * inside the object environment.
1830 * 1608 *
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 1609 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1610 * be != op, if items are merged. -Tero
1838 */ 1611 */
1839
1840object * 1612object *
1841insert_ob_in_ob (object *op, object *where) 1613object::insert (object *op)
1842{ 1614{
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) 1615 if (op->more)
1868 { 1616 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1618 return op;
1871 } 1619 }
1872 1620
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 op->remove ();
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1875 if (op->nrof) 1625 if (op->nrof)
1876 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1627 if (object::can_merge (tmp, op))
1879 { 1628 {
1880 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1630 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1632
1884 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1885 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1886 add_weight (where, op->weight * op->nrof); 1635
1887 SET_FLAG (op, FLAG_REMOVED); 1636 adjust_weight (this, op->total_weight ());
1888 free_object (op); /* free the inserted object */ 1637
1638 op->destroy (1);
1889 op = tmp; 1639 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1640 goto inserted;
1891 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break;
1893 } 1641 }
1894 1642
1895 /* I assume combined objects have no inventory 1643 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; 1644 op->map = 0;
1914 op->env = where; 1645 op->x = 0;
1646 op->y = 0;
1647
1915 op->above = NULL; 1648 op->above = 0;
1916 op->below = NULL; 1649 op->below = inv;
1917 op->x = 0, op->y = 0; 1650 op->env = this;
1918 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1919 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1666 if (op->glow_radius && map && map->darkness)
1921 { 1667 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 1668
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1669 // if this is a player's inventory, update stats
1930 * It sure simplifies this function... 1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1931 */ 1671 update_stats ();
1932 if (where->inv == NULL) 1672
1933 where->inv = op; 1673 INVOKE_OBJECT (INSERT, this);
1934 else 1674
1935 {
1936 op->below = where->inv;
1937 op->below->above = op;
1938 where->inv = op;
1939 }
1940 return op; 1675 return op;
1941} 1676}
1942 1677
1943/* 1678/*
1944 * Checks if any objects has a move_type that matches objects 1679 * Checks if any objects has a move_type that matches objects
1958 * 1693 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1694 * 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 1695 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1696 * on top.
1962 */ 1697 */
1963
1964int 1698int
1965check_move_on (object *op, object *originator) 1699check_move_on (object *op, object *originator)
1966{ 1700{
1967 object * 1701 object *tmp;
1968 tmp; 1702 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1703 int x = op->x, y = op->y;
1975 1704
1976 MoveType 1705 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1706
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1707 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1708 return 0;
1983
1984 tag = op->count;
1985 1709
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1710 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); 1711 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); 1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1713
2005 1729
2006 /* The objects have to be checked from top to bottom. 1730 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1731 * Hence, we first go to the top:
2008 */ 1732 */
2009 1733
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1735 {
2012 /* Trim the search when we find the first other spell effect 1736 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1737 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1738 * we don't need to check all of them.
2015 */ 1739 */
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1757 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)) 1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 { 1759 {
2036 1760
2037 float 1761 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1763
2040 if (op->type == PLAYER) 1764 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 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))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1767 diff /= 4.0;
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1774 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)) 1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1776 {
2053 move_apply (tmp, op, originator); 1777 move_apply (tmp, op, originator);
2054 1778
2055 if (was_destroyed (op, tag)) 1779 if (op->destroyed ())
2056 return 1; 1780 return 1;
2057 1781
2058 /* what the person/creature stepped onto has moved the object 1782 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1783 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1784 * have a feeling strange problems would result.
2070/* 1794/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1795 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1796 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
2074 */ 1798 */
2075
2076object * 1799object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1800present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1801{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1802 if (!m || out_of_map (m, x, y))
2083 { 1803 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1805 return NULL;
2086 } 1806 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1807
2088 if (tmp->arch == at) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
2089 return tmp; 1810 return tmp;
1811
2090 return NULL; 1812 return NULL;
2091} 1813}
2092 1814
2093/* 1815/*
2094 * present(type, map, x, y) searches for any objects with 1816 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1817 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
2097 */ 1819 */
2098
2099object * 1820object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1821present (unsigned char type, maptile *m, int x, int y)
2101{ 1822{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1823 if (out_of_map (m, x, y))
2106 { 1824 {
2107 LOG (llevError, "Present called outside map.\n"); 1825 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1826 return NULL;
2109 } 1827 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1830 if (tmp->type == type)
2112 return tmp; 1831 return tmp;
1832
2113 return NULL; 1833 return NULL;
2114} 1834}
2115 1835
2116/* 1836/*
2117 * present_in_ob(type, object) searches for any objects with 1837 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1838 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
2120 */ 1840 */
2121
2122object * 1841object *
2123present_in_ob (unsigned char type, const object *op) 1842present_in_ob (unsigned char type, const object *op)
2124{ 1843{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1845 if (tmp->type == type)
2130 return tmp; 1846 return tmp;
1847
2131 return NULL; 1848 return NULL;
2132} 1849}
2133 1850
2134/* 1851/*
2135 * present_in_ob (type, str, object) searches for any objects with 1852 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1860 * 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 1861 * 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 1862 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1863 * to be unique.
2147 */ 1864 */
2148
2149object * 1865object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1866present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1867{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1870 return tmp;
2159 } 1871
2160 return NULL; 1872 return 0;
2161} 1873}
2162 1874
2163/* 1875/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1876 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1877 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2167 */ 1879 */
2168
2169object * 1880object *
2170present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
2171{ 1882{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2176 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
2177 return tmp; 1885 return tmp;
1886
2178 return NULL; 1887 return NULL;
2179} 1888}
2180 1889
2181/* 1890/*
2182 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
2183 */ 1892 */
2184void 1893void
2185flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
2186{ 1895{
2187 object *
2188 tmp;
2189
2190 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2192 { 1897 {
2193 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
2195 } 1900 }
2196} /* 1901}
1902
1903/*
2197 * desactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
2198 */ 1905 */
2199void 1906void
2200unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
2201{ 1908{
2202 object *
2203 tmp;
2204
2205 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2207 { 1910 {
2208 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
2210 } 1913 }
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} 1914}
2226 1915
2227/* 1916/*
2228 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * 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 1918 * a spot at the given map and coordinates which will be able to contain
2231 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
2232 * It returns a random choice among the alternatives found. 1921 * 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 1922 * 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 1923 * 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) 1924 * 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 1925 * Note: This function does correctly handle tiled maps, but does not
2240 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
2241 * necessary, so the caller shouldn't need to do any special work. 1927 * 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 1928 * 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 1929 * 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 1930 * 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 1931 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1932 * customized, changed states, etc.
2247 */ 1933 */
2248
2249int 1934int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1936{
2252 int
2253 i,
2254 index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
2257 1939
2258 for (i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2259 { 1941 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2261 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2262 altern[index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2263 1961
2264 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* 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. 1963 * 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 - 1964 * 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 1965 * 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 1966 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2271 */ 1969 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2273 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2274 } 1986 }
1987
2275 if (!index) 1988 if (!index)
2276 return -1; 1989 return -1;
1990
2277 return altern[RANDOM () % index]; 1991 return altern [rndm (index)];
2278} 1992}
2279 1993
2280/* 1994/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 1999 */
2286
2287int 2000int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2002{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2005 return i;
2297 } 2006
2298 return -1; 2007 return -1;
2299} 2008}
2300 2009
2301/* 2010/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2014 */
2305static void 2015static void
2306permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2307{ 2017{
2308 int 2018 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2019 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2020
2319 tmp = arr[i]; 2021 while (--end)
2320 arr[i] = arr[j]; 2022 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2023}
2324 2024
2325/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2031 */
2332void 2032void
2333get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2334{ 2034{
2335 int 2035 int i;
2336 i;
2337 2036
2338 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2038 search_arr[i] = i;
2341 }
2342 2039
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2043}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2055 * there is capable of.
2359 */ 2056 */
2360
2361int 2057int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2059{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2367 2061
2368 sint16 nx, ny; 2062 sint16 nx, ny;
2369 object * 2063 object *tmp;
2370 tmp; 2064 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2065
2374 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2375 2067
2376 if (exclude && exclude->head) 2068 if (exclude && exclude->head_ () != exclude)
2377 { 2069 {
2378 exclude = exclude->head; 2070 exclude = exclude->head;
2379 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2380 } 2072 }
2381 else 2073 else
2389 mp = m; 2081 mp = m;
2390 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2392 2084
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2394 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2088 max = maxfree[i];
2397 }
2398 else 2089 else
2399 { 2090 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2401 2094
2402 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2096 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2407 { 2098 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2100 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))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2411 {
2412 break; 2102 break;
2413 } 2103
2414 }
2415 if (tmp) 2104 if (tmp)
2416 {
2417 return freedir[i]; 2105 return freedir[i];
2418 }
2419 } 2106 }
2420 } 2107 }
2421 } 2108 }
2109
2422 return 0; 2110 return 0;
2423} 2111}
2424 2112
2425/* 2113/*
2426 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2115 * distance between the two given objects.
2428 */ 2116 */
2429
2430int 2117int
2431distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2432{ 2119{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2121}
2439 2122
2440/* 2123/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2444 */ 2127 */
2445
2446int 2128int
2447find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2448{ 2130{
2449 int 2131 int q;
2450 q;
2451 2132
2452 if (y) 2133 if (y)
2453 q = x * 100 / y; 2134 q = x * 100 / y;
2454 else if (x) 2135 else if (x)
2455 q = -300 * x; 2136 q = -300 * x;
2480 2161
2481 return 3; 2162 return 3;
2482} 2163}
2483 2164
2484/* 2165/*
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 2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2167 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2168 */
2504
2505int 2169int
2506dirdiff (int dir1, int dir2) 2170dirdiff (int dir1, int dir2)
2507{ 2171{
2508 int 2172 int d;
2509 d;
2510 2173
2511 d = abs (dir1 - dir2); 2174 d = abs (dir1 - dir2);
2512 if (d > 4) 2175 if (d > 4)
2513 d = 8 - d; 2176 d = 8 - d;
2177
2514 return d; 2178 return d;
2515} 2179}
2516 2180
2517/* peterm: 2181/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2182 * 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 2185 * 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. 2186 * 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 2187 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2188 * functions.
2525 */ 2189 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2190int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2191 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2192 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2193 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2194 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2195 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2243 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2244 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2245 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2246 * Modified to be map tile aware -.MSW
2585 */ 2247 */
2586
2587
2588int 2248int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2249can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2250{
2591 sint16 dx, dy; 2251 sint16 dx, dy;
2592 int
2593 mflags; 2252 int mflags;
2594 2253
2595 if (dir < 0) 2254 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2255 return 0; /* exit condition: invalid direction */
2597 2256
2598 dx = x + freearr_x[dir]; 2257 dx = x + freearr_x[dir];
2611 return 0; 2270 return 0;
2612 2271
2613 /* yes, can see. */ 2272 /* yes, can see. */
2614 if (dir < 9) 2273 if (dir < 9)
2615 return 1; 2274 return 1;
2275
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2276 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]); 2277 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2278 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2279}
2619
2620
2621 2280
2622/* 2281/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2282 * 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 2283 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2284 * picked up, otherwise 0.
2627 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2286 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2628 * core dumps if they do. 2287 * core dumps if they do.
2629 * 2288 *
2630 * Add a check so we can't pick up invisible objects (0.93.8) 2289 * Add a check so we can't pick up invisible objects (0.93.8)
2631 */ 2290 */
2632
2633int 2291int
2634can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2635{ 2293{
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (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)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2297}
2640 2298
2641
2642/* 2299/*
2643 * create clone from object to another 2300 * create clone from object to another
2644 */ 2301 */
2645object * 2302object *
2646object_create_clone (object *asrc) 2303object::deep_clone ()
2647{ 2304{
2648 object * 2305 assert (("deep_clone called on non-head object", is_head ()));
2649 dst = NULL, *tmp, *src, *part, *prev, *item;
2650 2306
2651 if (!asrc) 2307 object *dst = clone ();
2652 return NULL;
2653 src = asrc;
2654 if (src->head)
2655 src = src->head;
2656 2308
2657 prev = NULL; 2309 object *prev = dst;
2658 for (part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2659 { 2311 {
2660 tmp = get_object (); 2312 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; 2313 tmp->head = dst;
2672 }
2673 tmp->more = NULL;
2674 if (prev)
2675 prev->more = tmp; 2314 prev->more = tmp;
2676 prev = tmp; 2315 prev = tmp;
2677 } 2316 }
2678 2317
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2681 { 2319 insert_ob_in_ob (item->deep_clone (), dst);
2682 (void) insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2320
2685 return dst; 2321 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} 2322}
2743 2323
2744/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2325 * has the same type and subtype match.
2746 * returns NULL if no match. 2326 * returns NULL if no match.
2747 */ 2327 */
2748object * 2328object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2329find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2330{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2331 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2332 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2333 return tmp;
2757 2334
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; 2335 return 0;
2815} 2336}
2816 2337
2817 2338const shstr &
2818/* 2339object::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{ 2340{
2831 key_value * 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2832 field = NULL, *last = NULL; 2342 if (kv->key == key)
2343 return kv->value;
2833 2344
2834 for (field = op->key_values; field != NULL; field = field->next) 2345 return shstr_null;
2835 { 2346}
2836 if (field->key != canonical_key) 2347
2348void
2349object::kv_set (const shstr &key, const shstr &value)
2350{
2351 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key)
2837 { 2353 {
2838 last = field; 2354 kv->value = value;
2839 continue; 2355 return;
2840 } 2356 }
2841 2357
2842 if (value) 2358 key_value *kv = new key_value;
2843 field->value = value; 2359
2844 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2845 { 2372 {
2846 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2847 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2848 * it, we save the empty value so that when we load, 2375 delete kv;
2849 * we get this value back again. 2376 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 } 2377 }
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} 2378}
2909 2379
2910object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2911: iterator_base (container) 2381: iterator_base (container)
2912{ 2382{
2926 } 2396 }
2927 else 2397 else
2928 item = item->env; 2398 item = item->env;
2929} 2399}
2930 2400
2401const char *
2402object::flag_desc (char *desc, int len) const
2403{
2404 char *p = desc;
2405 bool first = true;
2406
2407 *p = 0;
2408
2409 for (int i = 0; i < NUM_FLAGS; i++)
2410 {
2411 if (len <= 10) // magic constant!
2412 {
2413 snprintf (p, len, ",...");
2414 break;
2415 }
2416
2417 if (flag [i])
2418 {
2419 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2420 len -= cnt;
2421 p += cnt;
2422 first = false;
2423 }
2424 }
2425
2426 return desc;
2427}
2428
2931// return a suitable string describing an objetc in enough detail to find it 2429// return a suitable string describing an object in enough detail to find it
2932const char * 2430const char *
2933object::debug_desc (char *info) const 2431object::debug_desc (char *info) const
2934{ 2432{
2433 char flagdesc[512];
2935 char info2[256 * 3]; 2434 char info2[256 * 4];
2936 char *p = info; 2435 char *p = info;
2937 2436
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2939 count, 2438 count,
2439 uuid.c_str (),
2940 &name, 2440 &name,
2941 title ? " " : "", 2441 title ? ",title:\"" : "",
2942 title ? (const char *)title : ""); 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type);
2943 2445
2944 if (env) 2446 if (!flag[FLAG_REMOVED] && env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2448
2947 if (map) 2449 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2451
2950 return info; 2452 return info;
2951} 2453}
2952 2454
2953const char * 2455const char *
2954object::debug_desc () const 2456object::debug_desc () const
2955{ 2457{
2956 static char info[256 * 3]; 2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2957 return debug_desc (info); 2461 return debug_desc (info [++info_idx % 3]);
2958} 2462}
2959 2463
2464struct region *
2465object::region () const
2466{
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2492
2493#if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2544}
2545
2546object *
2547object::force_find (const shstr name)
2548{
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2555
2556 return 0;
2557}
2558
2559void
2560object::force_add (const shstr name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound)
2580{
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y);
2594}
2595

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines