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Comparing deliantra/server/common/object.C (file contents):
Revision 1.44 by root, Thu Sep 14 17:29:27 2006 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
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> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36int nrofallocobjects = 0; 33#include <bitset>
37static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39 39
40object *objects; /* Pointer to the list of used objects */ 40objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 41activevec actives;
42 42
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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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};
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,
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
51}; 56};
52int freedir[SIZEOFFREE] = { 57int 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, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 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 61 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}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 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} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* 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 150 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
143 */ 152 */
144 153
145 /* For each field in wants, */ 154 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 156 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 157 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 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
186 * Note that this function appears a lot longer than the macro it 177 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 178 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 179 * reduce this to the same efficiency.
189 * 180 *
190 * Check nrof variable *before* calling CAN_MERGE() 181 * Check nrof variable *before* calling can_merge()
191 * 182 *
192 * Improvements made with merge: Better checking on potion, and also 183 * Improvements made with merge: Better checking on potion, and also
193 * check weight 184 * check weight
194 */ 185 */
195
196bool object::can_merge (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
197{ 187{
198 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 189 if (ob1 == ob2
190 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
200 return 0; 194 return 0;
201 195
202 if (ob1->speed != ob2->speed) 196 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
203 return 0; 199 return 0;
204 200
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. 201 /* 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 202 * 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 203 * 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 204 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 205 * flags lose any meaning.
217 */ 206 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 209
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 212
224 213 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) || 214 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 215 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 216 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 217 || 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) || 218 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 219 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 220 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 221 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 222 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
246 (ob1->client_type != ob2->client_type) || 225 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 226 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 227 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 228 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 229 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 230 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 231 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 232 || 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)) 233 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 238 return 0;
256 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
257 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
259 */ 249 */
260 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
261 { 251 {
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)) 252 if (!(ob1->inv && ob2->inv))
268 return 0; 253 return 0; /* inventories differ in length */
254
255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
258 if (!object::can_merge (ob1->inv, ob2->inv))
259 return 0; /* inventory objects differ */
269 260
270 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 262 * if it is valid.
272 */ 263 */
273 } 264 }
281 272
282 /* Note sure why the following is the case - either the object has to 273 /* 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 274 * be animated or have a very low speed. Is this an attempted monster
284 * check? 275 * check?
285 */ 276 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 278 return 0;
288 279
289 switch (ob1->type) 280 switch (ob1->type)
290 { 281 {
291 case SCROLL: 282 case SCROLL:
292 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
293 return 0; 284 return 0;
294 break; 285 break;
295 } 286 }
296 287
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
298 { 289 {
299 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 295 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 296 }
306 297
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
309 { 299 {
310 ob1->optimise (); 300 ob1->optimise ();
311 ob2->optimise (); 301 ob2->optimise ();
312 302
313 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
314 return 0; 309 return 0;
310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
315 return 0;
316 }
315 } 317 }
316 318
317 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
318 return 1; 320 return 1;
319} 321}
320 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
321/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
322 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
325 */ 400 */
326long 401void
327sum_weight (object *op) 402object::update_weight ()
328{ 403{
329 long sum; 404 sint32 sum = 0;
330 object *inv;
331 405
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
333 { 407 {
334 if (inv->inv) 408 if (op->inv)
335 sum_weight (inv); 409 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
337 } 417 {
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; 418 carrying = sum;
344 419
345 return sum; 420 if (object *pl = visible_to ())
346} 421 if (pl != this) // player is handled lazily
347 422 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 { 423 }
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} 424}
430 425
431/* 426/*
432 * Dumps an object. Returns output in the static global errmsg array. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 428 */
434 429char *
435void
436dump_object (object *op) 430dump_object (object *op)
437{ 431{
438 if (op == NULL) 432 if (!op)
439 { 433 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 434
447void 435 object_freezer freezer;
448dump_all_objects (void) 436 op->write (freezer);
449{ 437 return freezer.as_string ();
450 object *op; 438}
451 439
452 for (op = objects; op != NULL; op = op->next) 440char *
453 { 441object::as_string ()
454 dump_object (op); 442{
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg); 443 return dump_object (this);
456 }
457} 444}
458 445
459/* 446/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
463 */ 450 */
464 451static object *
465object *
466get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
467{ 453{
468 object *tmp, *closest; 454 object *tmp, *closest;
469 int last_dist, i; 455 int last_dist, i;
470 456
471 if (op->more == NULL) 457 if (!op->more)
472 return op; 458 return op;
459
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 460 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
461 tmp;
462 tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist) 463 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 464 closest = tmp, last_dist = i;
465
476 return closest; 466 return closest;
477} 467}
478 468
479/* 469/*
480 * Returns the object which has the count-variable equal to the argument. 470 * Returns the object which has the count-variable equal to the argument.
471 * VERRRY slow.
481 */ 472 */
482
483object * 473object *
484find_object (tag_t i) 474find_object (tag_t i)
485{ 475{
486 object *op; 476 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 477 if (op->count == i)
490 break;
491 return op; 478 return op;
479
480 return 0;
492} 481}
493 482
494/* 483/*
495 * Returns the first object which has a name equal to the argument. 484 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 485 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 486 * Enables features like "patch <name-of-other-player> food 999"
498 */ 487 */
499
500object * 488object *
501find_object_name (const char *str) 489find_object_name (const char *str)
502{ 490{
503 shstr_cmp str_ (str); 491 shstr_cmp str_ (str);
504 object *op;
505 492
506 for (op = objects; op != NULL; op = op->next) 493 if (str_)
494 for_all_objects (op)
507 if (op->name == str_) 495 if (op->name == str_)
508 break; 496 return op;
509 497
510 return op; 498 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517} 499}
518 500
519/* 501/*
520 * Sets the owner and sets the skill and exp pointers to owner's current 502 * Sets the owner and sets the skill and exp pointers to owner's current
521 * skill and experience objects. 503 * skill and experience objects.
504 * ACTUALLY NO! investigate! TODO
522 */ 505 */
523void 506void
524object::set_owner (object *owner) 507object::set_owner (object *owner)
525{ 508{
509 // allow objects which own objects
526 if (!owner) 510 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 511 while (owner->owner)
537 owner = owner->owner; 512 owner = owner->owner;
513
514 if (flag [FLAG_FREED])
515 {
516 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
517 return;
518 }
538 519
539 this->owner = owner; 520 this->owner = owner;
521}
522
523int
524object::slottype () const
525{
526 if (type == SKILL)
527 {
528 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
529 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
530 }
531 else
532 {
533 if (slot [body_combat].info) return slot_combat;
534 if (slot [body_range ].info) return slot_ranged;
535 }
536
537 return slot_none;
538}
539
540bool
541object::change_weapon (object *ob)
542{
543 if (current_weapon == ob)
544 return true;
545
546 if (chosen_skill)
547 chosen_skill->flag [FLAG_APPLIED] = false;
548
549 current_weapon = ob;
550 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
551
552 if (chosen_skill)
553 chosen_skill->flag [FLAG_APPLIED] = true;
554
555 update_stats ();
556
557 if (ob)
558 {
559 // now check wether any body locations became invalid, in which case
560 // we cannot apply the weapon at the moment.
561 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
562 if (slot[i].used < 0)
563 {
564 current_weapon = chosen_skill = 0;
565 update_stats ();
566
567 new_draw_info_format (NDI_UNIQUE, 0, this,
568 "You try to balance all your items at once, "
569 "but the %s is just too much for your body. "
570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
540} 588}
541 589
542/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 591 * refcounts and freeing the links.
544 */ 592 */
545static void 593static void
546free_key_values (object *op) 594free_key_values (object *op)
547{ 595{
548 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
549 { 597 {
550 key_value *next = i->next; 598 key_value *next = i->next;
551 delete i; 599 delete i;
552 600
553 i = next; 601 i = next;
554 } 602 }
555 603
556 op->key_values = 0; 604 op->key_values = 0;
557} 605}
558 606
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 607/*
611 * copy object first frees everything allocated by the second object, 608 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 609 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 610 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 611 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object 612 * if the first object is freed, the pointers in the new object
616 * will point at garbage. 613 * will point at garbage.
617 */ 614 */
618void 615void
619copy_object (object *op2, object *op) 616object::copy_to (object *dst)
620{ 617{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 618 dst->remove ();
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 619 *(object_copy *)dst = *this;
623 620 dst->flag [FLAG_REMOVED] = true;
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 621
634 /* Copy over key_values, if any. */ 622 /* Copy over key_values, if any. */
635 if (op2->key_values) 623 if (key_values)
636 { 624 {
637 key_value *tail = 0; 625 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 626 dst->key_values = 0;
641 627
642 for (i = op2->key_values; i; i = i->next) 628 for (key_value *i = key_values; i; i = i->next)
643 { 629 {
644 key_value *new_link = new key_value; 630 key_value *new_link = new key_value;
645 631
646 new_link->next = 0; 632 new_link->next = 0;
647 new_link->key = i->key; 633 new_link->key = i->key;
648 new_link->value = i->value; 634 new_link->value = i->value;
649 635
650 /* Try and be clever here, too. */ 636 /* Try and be clever here, too. */
651 if (!op->key_values) 637 if (!dst->key_values)
652 { 638 {
653 op->key_values = new_link; 639 dst->key_values = new_link;
654 tail = new_link; 640 tail = new_link;
655 } 641 }
656 else 642 else
657 { 643 {
658 tail->next = new_link; 644 tail->next = new_link;
659 tail = new_link; 645 tail = new_link;
660 } 646 }
661 } 647 }
662 } 648 }
663 649
664 update_ob_speed (op); 650 if (speed < 0)
651 dst->speed_left -= rndm ();
652
653 dst->activate ();
654}
655
656void
657object::instantiate ()
658{
659 if (!uuid.seq) // HACK
660 uuid = UUID::gen ();
661
662 speed_left = -0.1f;
663 /* copy the body_info to the body_used - this is only really
664 * need for monsters, but doesn't hurt to do it for everything.
665 * by doing so, when a monster is created, it has good starting
666 * values for the body_used info, so when items are created
667 * for it, they can be properly equipped.
668 */
669 for (int i = NUM_BODY_LOCATIONS; i--; )
670 slot[i].used = slot[i].info;
671
672 attachable::instantiate ();
673}
674
675object *
676object::clone ()
677{
678 object *neu = create ();
679 copy_to (neu);
680 neu->map = map; // not copied by copy_to
681 return neu;
665} 682}
666 683
667/* 684/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 685 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 686 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 687 * be called to update the face variable, _and_ how it looks on the map.
671 */ 688 */
672
673void 689void
674update_turn_face (object *op) 690update_turn_face (object *op)
675{ 691{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 693 return;
694
678 SET_ANIMATION (op, op->direction); 695 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 696 update_object (op, UP_OBJ_FACE);
680} 697}
681 698
682/* 699/*
683 * Updates the speed of an object. If the speed changes from 0 to another 700 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 701 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 702 * This function needs to be called whenever the speed of an object changes.
686 */ 703 */
687void 704void
688update_ob_speed (object *op) 705object::set_speed (float speed)
689{ 706{
690 extern int arch_init; 707 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 708 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 709 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 710 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 711 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 712
715 /* process_events() expects us to insert the object at the beginning 713 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 714
719 if (op->active_next != NULL) 715 if (has_active_speed ())
720 op->active_next->active_prev = op; 716 activate ();
721
722 active_objects = op;
723 }
724 else 717 else
725 { 718 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 719}
749 720
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 721/*
782 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 725 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
789 * 729 *
790 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 731 * current action are:
796 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
801 */ 737 */
802
803void 738void
804update_object (object *op, int action) 739update_object (object *op, int action)
805{ 740{
806 int update_now = 0, flags; 741 if (!op)
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL)
810 { 742 {
811 /* this should never happen */ 743 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
813 return; 745 return;
814 } 746 }
815 747
816 if (op->env != NULL) 748 if (!op->is_on_map ())
817 { 749 {
818 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
819 * to do in this case. 751 * to do in this case.
820 */ 752 */
821 return; 753 return;
822 } 754 }
823 755
824 /* If the map is saving, don't do anything as everything is
825 * going to get freed anyways.
826 */
827 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return;
829
830 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 758 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 760#ifdef MANY_CORES
835 abort (); 761 abort ();
836#endif 762#endif
837 return; 763 return;
838 } 764 }
839 765
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
847 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
848 { 771 {
772 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
854 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 779 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 780 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 781 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 783 * have move_allow right now.
872 */ 784 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 787 m.invalidate ();
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 788 }
879 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 791 * that is being removed.
882 */ 792 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 794 m.invalidate ();
885 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
887 else 797 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 799
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 800 if (op->more)
897 update_object (op->more, action); 801 update_object (op->more, action);
898} 802}
899 803
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object () 804object::object ()
923{ 805{
924 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
925 807
926 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
927 face = blank_face; 809 face = blank_face;
928} 810}
929 811
930object::~object () 812object::~object ()
931{ 813{
814 unlink ();
815
932 free_key_values (this); 816 free_key_values (this);
933} 817}
934 818
819static int object_count;
820
935void object::link () 821void object::link ()
936{ 822{
823 assert (!index);//D
824 uuid = UUID::gen ();
937 count = ++ob_count; 825 count = ++object_count;
938 uuid = gen_uuid ();
939 826
940 prev = 0; 827 refcnt_inc ();
941 next = objects; 828 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 829}
948 830
949void object::unlink () 831void object::unlink ()
950{ 832{
951 //count = 0;//D 833 if (!index)
952 if (!prev && !next) return;//D 834 return;
953 835
954 if (this == objects) 836 objects.erase (this);
955 objects = next; 837 refcnt_dec ();
838}
956 839
957 /* Remove this object from the list of used objects */ 840void
958 if (prev) prev->next = next; 841object::activate ()
959 if (next) next->prev = prev; 842{
843 /* If already on active list, don't do anything */
844 if (active)
845 return;
960 846
961 prev = 0; 847 if (has_active_speed ())
962 next = 0; 848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
852 actives.insert (this);
853 }
854}
855
856void
857object::activate_recursive ()
858{
859 activate ();
860
861 for (object *op = inv; op; op = op->below)
862 op->activate_recursive ();
863}
864
865/* This function removes object 'op' from the list of active
866 * objects.
867 * This should only be used for style maps or other such
868 * reference maps where you don't want an object that isn't
869 * in play chewing up cpu time getting processed.
870 * The reverse of this is to call update_ob_speed, which
871 * will do the right thing based on the speed of the object.
872 */
873void
874object::deactivate ()
875{
876 /* If not on the active list, nothing needs to be done */
877 if (!active)
878 return;
879
880 actives.erase (this);
881}
882
883void
884object::deactivate_recursive ()
885{
886 for (object *op = inv; op; op = op->below)
887 op->deactivate_recursive ();
888
889 deactivate ();
890}
891
892void
893object::set_flag_inv (int flag, int value)
894{
895 for (object *op = inv; op; op = op->below)
896 {
897 op->flag [flag] = value;
898 op->set_flag_inv (flag, value);
899 }
900}
901
902/*
903 * Remove and free all objects in the inventory of the given object.
904 * object.c ?
905 */
906void
907object::destroy_inv (bool drop_to_ground)
908{
909 // need to check first, because the checks below might segfault
910 // as we might be on an invalid mapspace and crossfire code
911 // is too buggy to ensure that the inventory is empty.
912 // corollary: if you create arrows etc. with stuff in its inventory,
913 // cf will crash below with off-map x and y
914 if (!inv)
915 return;
916
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (!drop_to_ground
922 || !map
923 || map->in_memory != MAP_ACTIVE
924 || map->no_drop
925 || ms ().move_block == MOVE_ALL)
926 {
927 while (inv)
928 inv->destroy ();
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 while (inv)
933 {
934 object *op = inv;
935
936 if (op->flag [FLAG_STARTEQUIP]
937 || op->flag [FLAG_NO_DROP]
938 || op->type == RUNE
939 || op->type == TRAP
940 || op->flag [FLAG_IS_A_TEMPLATE]
941 || op->flag [FLAG_DESTROY_ON_DEATH])
942 op->destroy ();
943 else
944 map->insert (op, x, y);
945 }
946 }
963} 947}
964 948
965object *object::create () 949object *object::create ()
966{ 950{
967 object *op = new object; 951 object *op = new object;
968 op->link (); 952 op->link ();
969 return op; 953 return op;
970} 954}
971 955
972/* 956static struct freed_map : maptile
973 * free_object() frees everything allocated by an object, removes
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 957{
984 if (QUERY_FLAG (this, FLAG_FREED)) 958 freed_map ()
959 {
960 path = "<freed objects map>";
961 name = "/internal/freed_objects_map";
962 width = 3;
963 height = 3;
964 no_drop = 1;
965 no_reset = 1;
966
967 alloc ();
968 in_memory = MAP_ACTIVE;
969 }
970
971 ~freed_map ()
972 {
973 destroy ();
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
977void
978object::do_destroy ()
979{
980 if (flag [FLAG_IS_LINKED])
981 remove_link ();
982
983 if (flag [FLAG_FRIENDLY])
984 remove_friendly_object (this);
985
986 remove ();
987
988 attachable::do_destroy ();
989
990 deactivate ();
991 unlink ();
992
993 flag [FLAG_FREED] = 1;
994
995 // hack to ensure that freed objects still have a valid map
996 map = &freed_map;
997 x = 1;
998 y = 1;
999
1000 if (more)
1001 {
1002 more->destroy ();
1003 more = 0;
1004 }
1005
1006 head = 0;
1007
1008 // clear those pointers that likely might cause circular references
1009 owner = 0;
1010 enemy = 0;
1011 attacked_by = 0;
1012 current_weapon = 0;
1013}
1014
1015void
1016object::destroy ()
1017{
1018 if (destroyed ())
985 return; 1019 return;
986 1020
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1021 if (!is_head () && !head->destroyed ())
988 remove_friendly_object (this);
989
990 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 } 1022 {
1000 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 if (inv) 1024 head->destroy ();
1025 return;
1002 { 1026 }
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010 1027
1011 while (op) 1028 destroy_inv (false);
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021 1029
1022 while (op) 1030 if (is_head ())
1023 { 1031 if (sound_destroy)
1024 object *tmp = op->below; 1032 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER])
1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1025 1035
1026 remove_ob (op); 1036 attachable::destroy ();
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
1048 /* Remove object from the active list */
1049 speed = 0;
1050 update_ob_speed (this);
1051
1052 unlink ();
1053
1054 mortals.push_back (this);
1055} 1037}
1056 1038
1057/* 1039/* op->remove ():
1058 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)).
1060 */
1061
1062void
1063sub_weight (object *op, signed long weight)
1064{
1065 while (op != NULL)
1066 {
1067 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 }
1071 op->carrying -= weight;
1072 op = op->env;
1073 }
1074}
1075
1076/* remove_ob(op):
1077 * This function removes the object op from the linked list of objects 1040 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 1041 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 1042 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 1043 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 1044 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 1045 */
1084
1085void 1046void
1086remove_ob (object *op) 1047object::do_remove ()
1087{ 1048{
1088 object * 1049 if (flag [FLAG_REMOVED])
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093
1094 tag_t
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED))
1106 return; 1050 return;
1107 1051
1108 SET_FLAG (op, FLAG_REMOVED); 1052 INVOKE_OBJECT (REMOVE, this);
1109 1053
1110 if (op->more != NULL) 1054 flag [FLAG_REMOVED] = true;
1111 remove_ob (op->more); 1055
1056 if (more)
1057 more->remove ();
1112 1058
1113 /* 1059 /*
1114 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1115 * inventory. 1061 * inventory.
1116 */ 1062 */
1117 if (op->env != NULL) 1063 if (env)
1118 { 1064 {
1119 if (op->nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1120 sub_weight (op->env, op->weight * op->nrof); 1066 if (object *pl = visible_to ())
1121 else 1067 esrv_del_item (pl->contr, count);
1122 sub_weight (op->env, op->weight + op->carrying); 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1123 1089
1124 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 1092 * to save cpu time.
1127 */ 1093 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1129 fix_player (otmp); 1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1097 pl->update_stats ();
1130 1098
1131 if (op->above != NULL) 1099 if (glow_radius && pl->is_on_map ())
1132 op->above->below = op->below; 1100 update_all_los (pl->map, pl->x, pl->y);
1133 else 1101 }
1134 op->env->inv = op->below;
1135
1136 if (op->below != NULL)
1137 op->below->above = op->above;
1138
1139 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do.
1142 */
1143 op->x = op->env->x, op->y = op->env->y;
1144 op->map = op->env->map;
1145 op->above = NULL, op->below = NULL;
1146 op->env = NULL;
1147 } 1102 }
1148 else if (op->map) 1103 else if (map)
1149 { 1104 {
1150 x = op->x; 1105 map->dirty = true;
1151 y = op->y; 1106 mapspace &ms = this->ms ();
1152 m = get_map_from_coord (op->map, &x, &y);
1153 1107
1154 if (!m) 1108 if (object *pl = ms.player ())
1155 { 1109 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1110 if (is_player ())
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */ 1111 {
1162 abort (); 1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1163 } 1131 }
1164 1132
1165 if (op->map != m)
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* Re did the following section of code - it looks like it had
1170 * lots of logic for things we no longer care about
1171 */
1172
1173 /* link the object above us */ 1133 /* link the object above us */
1174 if (op->above) 1134 // re-link, make sure compiler can easily use cmove
1175 op->above->below = op->below; 1135 *(above ? &above->below : &ms.top) = below;
1176 else 1136 *(below ? &below->above : &ms.bot) = above;
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1178 1137
1179 /* Relink the object below us, if there is one */ 1138 above = 0;
1180 if (op->below) 1139 below = 0;
1181 op->below->above = op->above; 1140
1182 else 1141 ms.invalidate ();
1142
1143 if (map->in_memory == MAP_SAVING)
1144 return;
1145
1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1147
1148 if (object *pl = ms.player ())
1183 { 1149 {
1184 /* Nothing below, which means we need to relink map object for this space 1150 if (pl->container_ () == this)
1185 * use translated coordinates in case some oddness with map tiling is 1151 /* If a container that the player is currently using somehow gets
1186 * evident 1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1187 */ 1154 */
1188 if (GET_MAP_OB (m, x, y) != op) 1155 pl->close_container ();
1189 {
1190 dump_object (op);
1191 LOG (llevError,
1192 "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);
1193 dump_object (GET_MAP_OB (m, x, y));
1194 LOG (llevError, "%s\n", errmsg);
1195 }
1196 1156
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1198 } 1162 }
1199 1163
1200 op->above = 0; 1164 if (check_walk_off)
1201 op->below = 0; 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1202
1203 if (op->map->in_memory == MAP_SAVING)
1204 return;
1205
1206 tag = op->count;
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1210 { 1166 {
1167 above = tmp->above;
1168
1211 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1212 * being removed. 1170 * being removed.
1213 */
1214
1215 if (tmp->type == PLAYER && tmp != op)
1216 {
1217 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view
1219 * appropriately.
1220 */ 1171 */
1221 if (tmp->container == op)
1222 {
1223 CLEAR_FLAG (op, FLAG_APPLIED);
1224 tmp->container = NULL;
1225 }
1226 1172
1227 tmp->contr->socket.update_look = 1; 1173 /* See if object moving off should effect something */
1174 if ((move_type & tmp->move_off)
1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1176 move_apply (tmp, this, 0);
1228 } 1177 }
1229 1178
1230 /* See if player moving off should effect something */ 1179 if (affects_los ())
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 {
1233 move_apply (tmp, op, NULL);
1234
1235 if (was_destroyed (op, tag))
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1238 }
1239 }
1240
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242
1243 if (tmp->above == tmp)
1244 tmp->above = NULL;
1245
1246 last = tmp;
1247 }
1248
1249 /* last == NULL of there are no objects on this space */
1250 if (last == NULL)
1251 {
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else
1261 update_object (last, UP_OBJ_REMOVE);
1262
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1264 update_all_los (op->map, op->x, op->y); 1180 update_all_los (map, x, y);
1265 } 1181 }
1266} 1182}
1267 1183
1268/* 1184/*
1269 * merge_ob(op,top): 1185 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1193merge_ob (object *op, object *top)
1278{ 1194{
1279 if (!op->nrof) 1195 if (!op->nrof)
1280 return 0; 1196 return 0;
1281 1197
1282 if (top == NULL) 1198 if (!top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1199 for (top = op; top && top->above; top = top->above)
1200 ;
1284 1201
1285 for (; top != NULL; top = top->below) 1202 for (; top; top = top->below)
1286 { 1203 if (object::can_merge (op, top))
1287 if (top == op)
1288 continue;
1289 if (CAN_MERGE (op, top))
1290 { 1204 {
1291 top->nrof += op->nrof; 1205 top->nrof += op->nrof;
1292 1206
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1207 if (object *pl = top->visible_to ())
1294 op->weight = 0; /* Don't want any adjustements now */ 1208 esrv_update_item (UPD_NROF, pl, top);
1295 remove_ob (op); 1209
1296 free_object (op); 1210 op->weight = 0; // cancel the addition above
1211 op->carrying = 0; // must be 0 already
1212
1213 op->destroy ();
1214
1297 return top; 1215 return top;
1298 } 1216 }
1299 }
1300 1217
1301 return NULL; 1218 return 0;
1302} 1219}
1303 1220
1221void
1222object::expand_tail ()
1223{
1224 if (more)
1225 return;
1226
1227 object *prev = this;
1228
1229 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1230 {
1231 object *op = arch_to_object (at);
1232
1233 op->name = name;
1234 op->name_pl = name_pl;
1235 op->title = title;
1236
1237 op->head = this;
1238 prev->more = op;
1239
1240 prev = op;
1241 }
1242}
1243
1304/* 1244/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1245 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1306 * job preparing multi-part monsters 1246 * job preparing multi-part monsters.
1307 */ 1247 */
1308object * 1248object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1249insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1250{
1311 object *tmp; 1251 op->remove ();
1312 1252
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1254 {
1318 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1319 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1320 } 1257 }
1321 1258
1322 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1323} 1260}
1324 1261
1340 * Return value: 1277 * Return value:
1341 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1280 * just 'op' otherwise
1344 */ 1281 */
1345
1346object * 1282object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1284{
1349 object *tmp, *top, *floor = NULL; 1285 op->remove ();
1350 sint16 x, y;
1351 1286
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1287 if (m == &freed_map)//D TODO: remove soon
1353 { 1288 {//D
1354 LOG (llevError, "Trying to insert freed object!\n"); 1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1355 return NULL;
1356 } 1290 }//D
1357
1358 if (m == NULL)
1359 {
1360 dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1362 return op;
1363 }
1364
1365 if (out_of_map (m, op->x, op->y))
1366 {
1367 dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1369#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted.
1373 */
1374 abort ();
1375#endif
1376 return op;
1377 }
1378
1379 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 {
1381 dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1383 return op;
1384 }
1385
1386 if (op->more != NULL)
1387 {
1388 /* The part may be on a different map. */
1389
1390 object *more = op->more;
1391
1392 /* We really need the caller to normalize coordinates - if
1393 * we set the map, that doesn't work if the location is within
1394 * a map and this is straddling an edge. So only if coordinate
1395 * is clear wrong do we normalize it.
1396 */
1397 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 else if (!more->map)
1400 {
1401 /* For backwards compatibility - when not dealing with tiled maps,
1402 * more->map should always point to the parent.
1403 */
1404 more->map = m;
1405 }
1406
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 {
1409 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411
1412 return NULL;
1413 }
1414 }
1415
1416 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1291
1418 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1419 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1420 * need extra work 1294 * need extra work
1421 */ 1295 */
1422 op->map = get_map_from_coord (m, &op->x, &op->y); 1296 maptile *newmap = m;
1423 x = op->x; 1297 if (!xy_normalise (newmap, op->x, op->y))
1424 y = op->y; 1298 {
1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1300 return 0;
1301 }
1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 op->flag [FLAG_REMOVED] = false;
1308 op->env = 0;
1309 op->map = newmap;
1310
1311 mapspace &ms = op->ms ();
1425 1312
1426 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1427 */ 1314 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1317 if (object::can_merge (op, tmp))
1431 { 1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1432 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1323 tmp->destroy ();
1434 free_object (tmp);
1435 } 1324 }
1436 1325
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1328
1446 { 1335 {
1447 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1448 abort (); 1337 abort ();
1449 } 1338 }
1450 1339
1340 if (!originator->is_on_map ())
1341 {
1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1346
1451 op->above = originator; 1347 op->above = originator;
1452 op->below = originator->below; 1348 op->below = originator->below;
1453
1454 if (op->below)
1455 op->below->above = op;
1456 else
1457 SET_MAP_OB (op->map, op->x, op->y, op);
1458
1459 /* since *below* originator, no need to update top */
1460 originator->below = op; 1349 originator->below = op;
1350
1351 *(op->below ? &op->below->above : &ms.bot) = op;
1461 } 1352 }
1462 else 1353 else
1463 { 1354 {
1355 object *floor = 0;
1356 object *top = ms.top;
1357
1464 /* If there are other objects, then */ 1358 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1359 if (top)
1466 { 1360 {
1467 object *last = NULL;
1468
1469 /* 1361 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1364 * Generally, we want to put the new object on top. But if
1473 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1476 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1480 */ 1372 */
1481 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1482 while (top != NULL)
1483 { 1374 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1376 floor = tmp;
1486 1377
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1488 { 1379 {
1489 /* We insert above top, so we want this object below this */ 1380 /* We insert above top, so we want this object below this */
1490 top = top->below; 1381 top = tmp->below;
1491 break; 1382 break;
1492 } 1383 }
1493 1384
1494 last = top;
1495 top = top->above; 1385 top = tmp;
1496 } 1386 }
1497
1498 /* Don't want top to be NULL, so set it to the last valid object */
1499 top = last;
1500 1387
1501 /* We let update_position deal with figuring out what the space 1388 /* We let update_position deal with figuring out what the space
1502 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1503 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1504 */ 1391 */
1505 1392
1506 /* Have object 'fall below' other objects that block view. 1393 /* Have object 'fall below' other objects that block view.
1507 * Unless those objects are exits, type 66 1394 * Unless those objects are exits.
1508 * If INS_ON_TOP is used, don't do this processing 1395 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1396 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1397 * stacking is a bit odd.
1511 */ 1398 */
1512 if (!(flag & INS_ON_TOP) && 1399 if (!(flag & INS_ON_TOP)
1513 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1400 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility))
1514 { 1402 {
1403 object *last;
1404
1515 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1407 break;
1408
1518 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1519 * and make sure we have a below pointer for it so that 1410 * and make sure we have a below pointer for it so that
1520 * we can get inserted below this one, which requires we 1411 * we can get inserted below this one, which requires we
1521 * set top to the object below us. 1412 * set top to the object below us.
1522 */ 1413 */
1523 if (last && last->below && last != floor) 1414 if (last && last->below && last != floor)
1524 top = last->below; 1415 top = last->below;
1525 } 1416 }
1526 } /* If objects on this space */ 1417 } /* If objects on this space */
1527 1418
1528 if (flag & INS_MAP_LOAD)
1529 top = GET_MAP_TOP (op->map, op->x, op->y);
1530
1531 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1532 top = floor; 1420 top = floor;
1533 1421
1534 /* Top is the object that our object (op) is going to get inserted above. 1422 // insert object above top, or bottom-most if top = 0
1535 */
1536
1537 /* First object on this space */
1538 if (!top) 1423 if (!top)
1539 { 1424 {
1540 op->above = GET_MAP_OB (op->map, op->x, op->y);
1541
1542 if (op->above)
1543 op->above->below = op;
1544
1545 op->below = NULL; 1425 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1426 op->above = ms.bot;
1427 ms.bot = op;
1428
1429 *(op->above ? &op->above->below : &ms.top) = op;
1547 } 1430 }
1548 else 1431 else
1549 { /* get inserted into the stack above top */ 1432 {
1550 op->above = top->above; 1433 op->above = top->above;
1551
1552 if (op->above)
1553 op->above->below = op; 1434 top->above = op;
1554 1435
1555 op->below = top; 1436 op->below = top;
1556 top->above = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1557 } 1438 }
1439 }
1558 1440
1559 if (op->above == NULL) 1441 if (op->is_player ())
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1442 {
1561 } /* else not INS_BELOW_ORIGINATOR */
1562
1563 if (op->type == PLAYER)
1564 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1444 ++op->map->players;
1445 op->map->touch ();
1446 }
1565 1447
1566 /* If we have a floor, we know the player, if any, will be above 1448 op->map->dirty = true;
1567 * it, so save a few ticks and start from there. 1449
1568 */ 1450 if (object *pl = ms.player ())
1569 if (!(flag & INS_MAP_LOAD)) 1451 //TODO: the floorbox prev/next might need updating
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 //esrv_send_item (pl, op);
1571 if (tmp->type == PLAYER) 1453 //TODO: update floorbox to preserve ordering
1572 tmp->contr->socket.update_look = 1; 1454 if (pl->contr->ns)
1455 pl->contr->ns->floorbox_update ();
1573 1456
1574 /* If this object glows, it may affect lighting conditions that are 1457 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1458 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players 1459 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well 1460 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1464 * of effect may be sufficient.
1582 */ 1465 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1584 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1585 1471
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1588 1474
1475 INVOKE_OBJECT (INSERT, op);
1476
1589 /* Don't know if moving this to the end will break anything. However, 1477 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this. 1478 * we want to have floorbox_update called before calling this.
1591 * 1479 *
1592 * check_move_on() must be after this because code called from 1480 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1481 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1483 * update_object().
1596 */ 1484 */
1597 1485
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1600 { 1488 {
1601 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1602 return NULL; 1490 return 0;
1603 1491
1604 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1493 * walk on's.
1606 */ 1494 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op->more; tmp; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1496 if (check_move_on (tmp, originator))
1609 return NULL; 1497 return 0;
1610 } 1498 }
1611 1499
1612 return op; 1500 return op;
1613} 1501}
1614 1502
1615/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1616 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1617 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1618 */ 1506 */
1619void 1507void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1621{ 1509{
1622 object *
1623 tmp;
1624 object *
1625 tmp1;
1626
1627 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1628 1511
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1632 { 1514 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1515
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1639 1517
1640 tmp1->x = op->x; 1518 tmp->x = op->x;
1641 tmp1->y = op->y; 1519 tmp->y = op->y;
1520
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1643} 1522}
1644
1645/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array.
1651 */
1652 1523
1653object * 1524object *
1654get_split_ob (object *orig_ob, uint32 nr) 1525object::insert_at (object *where, object *originator, int flags)
1655{ 1526{
1656 object * 1527 if (where->env)
1657 newob; 1528 return where->env->insert (this);
1658 int 1529 else
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1530 return where->map->insert (this, where->x, where->y, originator, flags);
1660
1661 if (orig_ob->nrof < nr)
1662 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL;
1665 }
1666
1667 newob = object_create_clone (orig_ob);
1668
1669 if ((orig_ob->nrof -= nr) < 1)
1670 {
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed)
1676 {
1677 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1680 {
1681 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1682 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1683 return NULL;
1684 }
1685 }
1686
1687 newob->nrof = nr;
1688
1689 return newob;
1690} 1531}
1691 1532
1692/* 1533/*
1693 * decrease_ob_nr(object, number) decreases a specified number from 1534 * decrease(object, number) decreases a specified number from
1694 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1695 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1696 * 1537 *
1697 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1698 */ 1539 */
1540bool
1541object::decrease (sint32 nr)
1542{
1543 if (!nr)
1544 return true;
1699 1545
1546 nr = min (nr, nrof);
1547
1548 if (nrof > nr)
1549 {
1550 nrof -= nr;
1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552
1553 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this);
1555
1556 return true;
1557 }
1558 else
1559 {
1560 destroy ();
1561 return false;
1562 }
1563}
1564
1565/*
1566 * split(ob,nr) splits up ob into two parts. The part which
1567 * is returned contains nr objects, and the remaining parts contains
1568 * the rest (or is removed and returned if that number is 0).
1569 * On failure, NULL is returned.
1570 */
1700object * 1571object *
1701decrease_ob_nr (object *op, uint32 i) 1572object::split (sint32 nr)
1702{ 1573{
1703 object *tmp; 1574 int have = number_of ();
1704 player *pl;
1705 1575
1706 if (i == 0) /* objects with op->nrof require this check */ 1576 if (have < nr)
1707 return op; 1577 return 0;
1708 1578 else if (have == nr)
1709 if (i > op->nrof)
1710 i = op->nrof;
1711
1712 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i;
1714 else if (op->env != NULL)
1715 { 1579 {
1716 /* is this object in the players inventory, or sub container
1717 * therein?
1718 */
1719 tmp = is_player_inv (op->env);
1720 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player.
1725 */
1726 if (!tmp)
1727 {
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env)
1730 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 }
1736
1737 if (i < op->nrof)
1738 {
1739 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i;
1741 if (tmp)
1742 {
1743 esrv_send_item (tmp, op);
1744 }
1745 }
1746 else
1747 {
1748 remove_ob (op); 1580 remove ();
1749 op->nrof = 0; 1581 return this;
1750 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count);
1753 }
1754 }
1755 } 1582 }
1756 else 1583 else
1757 { 1584 {
1758 object *above = op->above; 1585 decrease (nr);
1759 1586
1760 if (i < op->nrof) 1587 object *op = deep_clone ();
1761 op->nrof -= i; 1588 op->nrof = nr;
1762 else
1763 {
1764 remove_ob (op);
1765 op->nrof = 0;
1766 }
1767
1768 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above)
1770 if (tmp->type == PLAYER)
1771 {
1772 if (op->nrof)
1773 esrv_send_item (tmp, op);
1774 else
1775 esrv_del_item (tmp->contr, op->count);
1776 }
1777 }
1778
1779 if (op->nrof)
1780 return op; 1589 return op;
1781 else
1782 { 1590 }
1783 free_object (op); 1591}
1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1784 return NULL; 1601 return op;
1785 }
1786}
1787
1788/*
1789 * add_weight(object, weight) adds the specified weight to an object,
1790 * and also updates how much the environment(s) is/are carrying.
1791 */
1792
1793void
1794add_weight (object *op, signed long weight)
1795{
1796 while (op != NULL)
1797 { 1602 }
1798 if (op->type == CONTAINER)
1799 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1800 1603
1801 op->carrying += weight; 1604 if (where->head_ () != where)
1802 op = op->env;
1803 } 1605 {
1804} 1606 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1805 1609
1610 return where->insert (op);
1611}
1612
1806/* 1613/*
1807 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1808 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1809 * inside the object environment. 1616 * inside the object environment.
1810 * 1617 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1818 */ 1620 */
1819
1820object * 1621object *
1821insert_ob_in_ob (object *op, object *where) 1622object::insert (object *op)
1822{ 1623{
1823 object *
1824 tmp, *
1825 otmp;
1826
1827 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 {
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846
1847 if (op->more) 1624 if (op->more)
1848 { 1625 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1627 return op;
1851 } 1628 }
1852 1629
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1630 op->remove ();
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1631
1632 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1633
1855 if (op->nrof) 1634 if (op->nrof)
1856 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1635 for (object *tmp = inv; tmp; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1636 if (object::can_merge (tmp, op))
1859 { 1637 {
1860 /* return the original object and remove inserted object 1638 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1639 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1640 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1641
1864 * tmp->nrof, we need to increase the weight. 1642 if (object *pl = tmp->visible_to ())
1865 */ 1643 esrv_update_item (UPD_NROF, pl, tmp);
1866 add_weight (where, op->weight * op->nrof); 1644
1867 SET_FLAG (op, FLAG_REMOVED); 1645 adjust_weight (this, op->total_weight ());
1868 free_object (op); /* free the inserted object */ 1646
1647 op->destroy ();
1869 op = tmp; 1648 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1649 goto inserted;
1871 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break;
1873 } 1650 }
1874 1651
1875 /* I assume combined objects have no inventory 1652 op->owner = 0; // it's his/hers now. period.
1876 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract
1878 * the weight, so we need to add it in again, since we actually do
1879 * the linking below
1880 */
1881 add_weight (where, op->weight * op->nrof);
1882 }
1883 else
1884 add_weight (where, (op->weight + op->carrying));
1885
1886 otmp = is_player_inv (where);
1887 if (otmp && otmp->contr != NULL)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp);
1891 }
1892
1893 op->map = NULL; 1653 op->map = 0;
1894 op->env = where; 1654 op->x = 0;
1655 op->y = 0;
1656
1895 op->above = NULL; 1657 op->above = 0;
1896 op->below = NULL; 1658 op->below = inv;
1897 op->x = 0, op->y = 0; 1659 op->env = this;
1898 1660
1661 if (inv)
1662 inv->above = op;
1663
1664 inv = op;
1665
1666 op->flag [FLAG_REMOVED] = 0;
1667
1668 if (object *pl = op->visible_to ())
1669 esrv_send_item (pl, op);
1670
1671 adjust_weight (this, op->total_weight ());
1672
1673inserted:
1899 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1675 if (op->glow_radius && is_on_map ())
1901 {
1902#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map))
1906 update_all_los (where->map, where->x, where->y);
1907 } 1676 {
1908 1677 update_stats ();
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1678 update_all_los (map, x, y);
1910 * It sure simplifies this function...
1911 */
1912 if (where->inv == NULL)
1913 where->inv = op;
1914 else
1915 { 1679 }
1916 op->below = where->inv; 1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1917 op->below->above = op; 1681 // if this is a player's inventory, update stats
1918 where->inv = op; 1682 update_stats ();
1919 } 1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1920 return op; 1686 return op;
1921} 1687}
1922 1688
1923/* 1689/*
1924 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1938 * 1704 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1707 * on top.
1942 */ 1708 */
1943
1944int 1709int
1945check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1946{ 1711{
1947 object *
1948 tmp;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y;
1955
1956 MoveType
1957 move_on,
1958 move_slow,
1959 move_block;
1960
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1713 return 0;
1963 1714
1964 tag = op->count; 1715 object *tmp;
1716 maptile *m = op->map;
1717 int x = op->x, y = op->y;
1965 1718
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 mapspace &ms = m->at (x, y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1720
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1721 ms.update ();
1722
1723 MoveType move_on = ms.move_on;
1724 MoveType move_slow = ms.move_slow;
1725 MoveType move_block = ms.move_block;
1969 1726
1970 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1971 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1972 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1973 * as walking. 1730 * as walking.
1984 return 0; 1741 return 0;
1985 1742
1986 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1988 */ 1745 */
1989 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1991 {
1992 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them.
1995 */
1996 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1997 break;
1998 } 1747 {
1748 next = tmp->below;
1999 1749
2000 for (; tmp; tmp = tmp->below)
2001 {
2002 if (tmp == op) 1750 if (tmp == op)
2003 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
2004 1752
2005 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
2006 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
2011 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2012 { 1760 {
2013 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2014 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015 { 1763 {
2016
2017 float
2018 diff = tmp->move_slow_penalty * FABS (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
2019 1765
2020 if (op->type == PLAYER) 1766 if (op->is_player ())
2021 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2022 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2023 diff /= 4.0; 1769 diff /= 4.0;
2024 1770
2025 op->speed_left -= diff; 1771 op->speed_left -= diff;
2026 } 1772 }
2027 } 1773 }
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1776 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1777 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1778 {
2033 move_apply (tmp, op, originator); 1779 move_apply (tmp, op, originator);
2034 1780
2035 if (was_destroyed (op, tag)) 1781 if (op->destroyed ())
2036 return 1; 1782 return 1;
2037 1783
2038 /* what the person/creature stepped onto has moved the object 1784 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1785 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1786 * have a feeling strange problems would result.
2050/* 1796/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1797 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1798 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1799 * The first matching object is returned, or NULL if none.
2054 */ 1800 */
2055
2056object * 1801object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1802present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1803{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1804 if (!m || out_of_map (m, x, y))
2063 { 1805 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1807 return NULL;
2066 } 1808 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809
2068 if (tmp->arch == at) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1811 if (tmp->arch->archname == at->archname)
2069 return tmp; 1812 return tmp;
1813
2070 return NULL; 1814 return NULL;
2071} 1815}
2072 1816
2073/* 1817/*
2074 * present(type, map, x, y) searches for any objects with 1818 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1819 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
2077 */ 1821 */
2078
2079object * 1822object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1823present (unsigned char type, maptile *m, int x, int y)
2081{ 1824{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1825 if (out_of_map (m, x, y))
2086 { 1826 {
2087 LOG (llevError, "Present called outside map.\n"); 1827 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1828 return NULL;
2089 } 1829 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1832 if (tmp->type == type)
2092 return tmp; 1833 return tmp;
1834
2093 return NULL; 1835 return NULL;
2094} 1836}
2095 1837
2096/* 1838/*
2097 * present_in_ob(type, object) searches for any objects with 1839 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1840 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
2100 */ 1842 */
2101
2102object * 1843object *
2103present_in_ob (unsigned char type, const object *op) 1844present_in_ob (unsigned char type, const object *op)
2104{ 1845{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1846 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1847 if (tmp->type == type)
2110 return tmp; 1848 return tmp;
1849
2111 return NULL; 1850 return NULL;
2112} 1851}
2113 1852
2114/* 1853/*
2115 * present_in_ob (type, str, object) searches for any objects with 1854 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1862 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1863 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1864 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1865 * to be unique.
2127 */ 1866 */
2128
2129object * 1867object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1868present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1869{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1870 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1871 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1872 return tmp;
2139 } 1873
2140 return NULL; 1874 return 0;
2141} 1875}
2142 1876
2143/* 1877/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1878 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1879 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
2147 */ 1881 */
2148
2149object * 1882object *
2150present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
2151{ 1884{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
2157 return tmp; 1887 return tmp;
1888
2158 return NULL; 1889 return NULL;
2159} 1890}
2160 1891
2161/* 1892/*
2162 * activate recursively a flag on an object inventory 1893 * activate recursively a flag on an object inventory
2163 */ 1894 */
2164void 1895void
2165flag_inv (object *op, int flag) 1896flag_inv (object *op, int flag)
2166{ 1897{
2167 object *
2168 tmp;
2169
2170 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 { 1899 {
2173 SET_FLAG (tmp, flag); 1900 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1901 flag_inv (tmp, flag);
2175 } 1902 }
2176} /* 1903}
1904
1905/*
2177 * desactivate recursively a flag on an object inventory 1906 * deactivate recursively a flag on an object inventory
2178 */ 1907 */
2179void 1908void
2180unflag_inv (object *op, int flag) 1909unflag_inv (object *op, int flag)
2181{ 1910{
2182 object *
2183 tmp;
2184
2185 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2187 { 1912 {
2188 CLEAR_FLAG (tmp, flag); 1913 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1914 unflag_inv (tmp, flag);
2190 } 1915 }
2191}
2192
2193/*
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function.
2198 */
2199
2200void
2201set_cheat (object *op)
2202{
2203 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ);
2205} 1916}
2206 1917
2207/* 1918/*
2208 * find_free_spot(object, map, x, y, start, stop) will search for 1919 * find_free_spot(object, map, x, y, start, stop) will search for
2209 * a spot at the given map and coordinates which will be able to contain 1920 * a spot at the given map and coordinates which will be able to contain
2211 * to search (see the freearr_x/y[] definition). 1922 * to search (see the freearr_x/y[] definition).
2212 * It returns a random choice among the alternatives found. 1923 * It returns a random choice among the alternatives found.
2213 * start and stop are where to start relative to the free_arr array (1,9 1924 * start and stop are where to start relative to the free_arr array (1,9
2214 * does all 4 immediate directions). This returns the index into the 1925 * does all 4 immediate directions). This returns the index into the
2215 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2216 * Note - this only checks to see if there is space for the head of the
2217 * object - if it is a multispace object, this should be called for all
2218 * pieces.
2219 * Note2: This function does correctly handle tiled maps, but does not 1927 * Note: This function does correctly handle tiled maps, but does not
2220 * inform the caller. However, insert_ob_in_map will update as 1928 * inform the caller. However, insert_ob_in_map will update as
2221 * necessary, so the caller shouldn't need to do any special work. 1929 * necessary, so the caller shouldn't need to do any special work.
2222 * Note - updated to take an object instead of archetype - this is necessary 1930 * Note - updated to take an object instead of archetype - this is necessary
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1931 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 1932 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 1933 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1934 * customized, changed states, etc.
2227 */ 1935 */
2228
2229int 1936int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1937find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 1938{
2232 int
2233 i,
2234 index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 1939 int altern[SIZEOFFREE];
1940 int index = 0, flag;
2237 1941
2238 for (i = start; i < stop; i++) 1942 for (int i = start; i < stop; i++)
2239 { 1943 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1944 mapxy pos (m, x, y); pos.move (i);
2241 if (!flag) 1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
2242 altern[index++] = i; 1960 altern [index++] = i;
1961 continue;
1962 }
2243 1963
2244 /* Basically, if we find a wall on a space, we cut down the search size. 1964 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 1965 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 1966 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 1967 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 1968 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 1969 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 1970 * won't look 2 spaces south of the target space.
2251 */ 1971 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
2253 stop = maxfree[i]; 1974 stop = maxfree[i];
1975 continue;
1976 }
1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
2254 } 1988 }
1989
2255 if (!index) 1990 if (!index)
2256 return -1; 1991 return -1;
1992
2257 return altern[RANDOM () % index]; 1993 return altern [rndm (index)];
2258} 1994}
2259 1995
2260/* 1996/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2001 */
2266
2267int 2002int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2004{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2007 return i;
2277 } 2008
2278 return -1; 2009 return -1;
2279} 2010}
2280 2011
2281/* 2012/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2016 */
2285static void 2017static void
2286permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2287{ 2019{
2288 int 2020 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2021 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2022
2299 tmp = arr[i]; 2023 while (--end)
2300 arr[i] = arr[j]; 2024 swap (arr [end], arr [rndm (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2025}
2304 2026
2305/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2310 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2033 */
2312void 2034void
2313get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2314{ 2036{
2315 int 2037 int i;
2316 i;
2317 2038
2318 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2040 search_arr[i] = i;
2321 }
2322 2041
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2045}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2057 * there is capable of.
2339 */ 2058 */
2340
2341int 2059int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2061{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2347
2348 sint16 nx, ny;
2349 object *
2350 tmp;
2351 mapstruct *
2352 mp;
2353
2354 MoveType blocked, move_type; 2063 MoveType move_type;
2355 2064
2356 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2357 { 2066 {
2358 exclude = exclude->head; 2067 exclude = exclude->head;
2359 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2360 } 2069 }
2361 else 2070 else
2362 { 2071 {
2363 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2364 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2365 } 2074 }
2366 2075
2367 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2368 { 2077 {
2369 mp = m; 2078 mapxy pos (m, x, y);
2370 nx = x + freearr_x[i]; 2079 pos.move (i);
2371 ny = y + freearr_y[i];
2372 2080
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2374 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2082 max = maxfree[i];
2377 }
2378 else 2083 else
2379 { 2084 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2085 mapspace &ms = *pos;
2381 2086
2382 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2088 max = maxfree [i];
2089 else if (ms.flags () & P_IS_ALIVE)
2383 { 2090 {
2384 max = maxfree[i]; 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2385 } 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2386 else if (mflags & P_IS_ALIVE) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2387 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2389 {
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break;
2393 }
2394 }
2395 if (tmp)
2396 {
2397 return freedir[i]; 2094 return freedir [i];
2398 }
2399 } 2095 }
2400 } 2096 }
2401 } 2097 }
2098
2402 return 0; 2099 return 0;
2403} 2100}
2404 2101
2405/* 2102/*
2406 * distance(object 1, object 2) will return the square of the 2103 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2104 * distance between the two given objects.
2408 */ 2105 */
2409
2410int 2106int
2411distance (const object *ob1, const object *ob2) 2107distance (const object *ob1, const object *ob2)
2412{ 2108{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2109 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2110}
2419 2111
2420/* 2112/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2113 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2114 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2115 * object, needs to travel toward it.
2424 */ 2116 */
2425
2426int 2117int
2427find_dir_2 (int x, int y) 2118find_dir_2 (int x, int y)
2428{ 2119{
2429 int 2120 int q;
2430 q;
2431 2121
2432 if (y) 2122 if (y)
2433 q = x * 100 / y; 2123 q = x * 100 / y;
2434 else if (x) 2124 else if (x)
2435 q = -300 * x; 2125 q = -300 * x;
2460 2150
2461 return 3; 2151 return 3;
2462} 2152}
2463 2153
2464/* 2154/*
2465 * absdir(int): Returns a number between 1 and 8, which represent
2466 * the "absolute" direction of a number (it actually takes care of
2467 * "overflow" in previous calculations of a direction).
2468 */
2469
2470int
2471absdir (int d)
2472{
2473 while (d < 1)
2474 d += 8;
2475 while (d > 8)
2476 d -= 8;
2477 return d;
2478}
2479
2480/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2483 */ 2157 */
2484
2485int 2158int
2486dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2487{ 2160{
2488 int 2161 int d;
2489 d;
2490 2162
2491 d = abs (dir1 - dir2); 2163 d = abs (dir1 - dir2);
2492 if (d > 4) 2164 if (d > 4)
2493 d = 8 - d; 2165 d = 8 - d;
2166
2494 return d; 2167 return d;
2495} 2168}
2496 2169
2497/* peterm: 2170/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2177 * functions.
2505 */ 2178 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2232 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2233 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2234 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2235 * Modified to be map tile aware -.MSW
2565 */ 2236 */
2566
2567
2568int 2237int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2238can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2239{
2571 sint16 dx, dy; 2240 sint16 dx, dy;
2572 int
2573 mflags; 2241 int mflags;
2574 2242
2575 if (dir < 0) 2243 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2244 return 0; /* exit condition: invalid direction */
2577 2245
2578 dx = x + freearr_x[dir]; 2246 dx = x + freearr_x[dir];
2591 return 0; 2259 return 0;
2592 2260
2593 /* yes, can see. */ 2261 /* yes, can see. */
2594 if (dir < 9) 2262 if (dir < 9)
2595 return 1; 2263 return 1;
2264
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2265 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2266 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2267 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2268}
2599
2600
2601 2269
2602/* 2270/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2271 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2272 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2273 * picked up, otherwise 0.
2607 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2608 * core dumps if they do. 2276 * core dumps if they do.
2609 * 2277 *
2610 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2611 */ 2279 */
2612
2613int 2280int
2614can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2615{ 2282{
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2619} 2286}
2620
2621 2287
2622/* 2288/*
2623 * create clone from object to another 2289 * create clone from object to another
2624 */ 2290 */
2625object * 2291object *
2626object_create_clone (object *asrc) 2292object::deep_clone ()
2627{ 2293{
2628 object * 2294 assert (("deep_clone called on non-head object", is_head ()));
2629 dst = NULL, *tmp, *src, *part, *prev, *item;
2630 2295
2631 if (!asrc) 2296 object *dst = clone ();
2632 return NULL;
2633 src = asrc;
2634 if (src->head)
2635 src = src->head;
2636 2297
2637 prev = NULL; 2298 object *prev = dst;
2638 for (part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2639 { 2300 {
2640 tmp = get_object (); 2301 object *tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x;
2643 tmp->y -= src->y;
2644 if (!part->head)
2645 {
2646 dst = tmp;
2647 tmp->head = NULL;
2648 }
2649 else
2650 {
2651 tmp->head = dst; 2302 tmp->head = dst;
2652 }
2653 tmp->more = NULL;
2654 if (prev)
2655 prev->more = tmp; 2303 prev->more = tmp;
2656 prev = tmp; 2304 prev = tmp;
2657 } 2305 }
2658 2306
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2661 { 2308 insert_ob_in_ob (item->deep_clone (), dst);
2662 (void) insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2309
2665 return dst; 2310 return dst;
2666}
2667
2668/* return true if the object was destroyed, 0 otherwise */
2669int
2670was_destroyed (const object *op, tag_t old_tag)
2671{
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675}
2676
2677/* GROS - Creates an object using a string representing its content. */
2678
2679/* Basically, we save the content of the string to a temp file, then call */
2680
2681/* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683/* but it was simple to make and allows reusing the load_object function. */
2684
2685/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */
2688
2689object *
2690load_object_str (const char *obstr)
2691{
2692 object *
2693 op;
2694 char
2695 filename[MAX_BUF];
2696
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698
2699 FILE *
2700 tempfile = fopen (filename, "w");
2701
2702 if (tempfile == NULL)
2703 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL;
2706 }
2707
2708 fprintf (tempfile, obstr);
2709 fclose (tempfile);
2710
2711 op = get_object ();
2712
2713 object_thawer thawer (filename);
2714
2715 if (thawer)
2716 load_object (thawer, op, 0);
2717
2718 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2719 CLEAR_FLAG (op, FLAG_REMOVED);
2720
2721 return op;
2722} 2311}
2723 2312
2724/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2725 * has the same type and subtype match. 2314 * has the same type and subtype match.
2726 * returns NULL if no match. 2315 * returns NULL if no match.
2727 */ 2316 */
2728object * 2317object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2318find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2319{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2320 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2321 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2322 return tmp;
2737 2323
2738 return NULL;
2739}
2740
2741/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL.
2743 *
2744 * key must be a passed in shared string - otherwise, this won't
2745 * do the desired thing.
2746 */
2747key_value *
2748get_ob_key_link (const object *ob, const char *key)
2749{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next)
2754 {
2755 if (link->key == key)
2756 {
2757 return link;
2758 }
2759 }
2760
2761 return NULL;
2762}
2763
2764/*
2765 * Returns the value of op has an extra_field for key, or NULL.
2766 *
2767 * The argument doesn't need to be a shared string.
2768 *
2769 * The returned string is shared.
2770 */
2771const char *
2772get_ob_key_value (const object *op, const char *const key)
2773{
2774 key_value *link;
2775 shstr_cmp canonical_key (key);
2776
2777 if (!canonical_key)
2778 {
2779 /* 1. There being a field named key on any object
2780 * implies there'd be a shared string to find.
2781 * 2. Since there isn't, no object has this field.
2782 * 3. Therefore, *this* object doesn't have this field.
2783 */
2784 return 0;
2785 }
2786
2787 /* This is copied from get_ob_key_link() above -
2788 * only 4 lines, and saves the function call overhead.
2789 */
2790 for (link = op->key_values; link; link = link->next)
2791 if (link->key == canonical_key)
2792 return link->value;
2793
2794 return 0; 2324 return 0;
2795} 2325}
2796 2326
2797 2327shstr_tmp
2798/* 2328object::kv_get (shstr_tmp key) const
2799 * Updates the canonical_key in op to value.
2800 *
2801 * canonical_key is a shared string (value doesn't have to be).
2802 *
2803 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2804 * keys.
2805 *
2806 * Returns TRUE on success.
2807 */
2808int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2329{
2811 key_value * 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2812 field = NULL, *last = NULL; 2331 if (kv->key == key)
2332 return kv->value;
2813 2333
2814 for (field = op->key_values; field != NULL; field = field->next) 2334 return shstr ();
2815 { 2335}
2816 if (field->key != canonical_key) 2336
2337void
2338object::kv_set (shstr_tmp key, shstr_tmp value)
2339{
2340 for (key_value *kv = key_values; kv; kv = kv->next)
2341 if (kv->key == key)
2817 { 2342 {
2818 last = field; 2343 kv->value = value;
2819 continue; 2344 return;
2820 } 2345 }
2821 2346
2822 if (value) 2347 key_value *kv = new key_value;
2823 field->value = value; 2348
2824 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2825 { 2361 {
2826 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2827 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2828 * it, we save the empty value so that when we load, 2364 delete kv;
2829 * we get this value back again. 2365 return;
2830 */
2831 if (get_ob_key_link (&op->arch->clone, canonical_key))
2832 field->value = 0;
2833 else
2834 {
2835 if (last)
2836 last->next = field->next;
2837 else
2838 op->key_values = field->next;
2839
2840 delete field;
2841 }
2842 } 2366 }
2843 return TRUE;
2844 }
2845 /* IF we get here, key doesn't exist */
2846
2847 /* No field, we'll have to add it. */
2848
2849 if (!add_key)
2850 {
2851 return FALSE;
2852 }
2853 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings,
2857 * should pass in ""
2858 */
2859 if (value == NULL)
2860 return TRUE;
2861
2862 field = new key_value;
2863
2864 field->key = canonical_key;
2865 field->value = value;
2866 /* Usual prepend-addition. */
2867 field->next = op->key_values;
2868 op->key_values = field;
2869
2870 return TRUE;
2871}
2872
2873/*
2874 * Updates the key in op to value.
2875 *
2876 * If add_key is FALSE, this will only update existing keys,
2877 * and not add new ones.
2878 * In general, should be little reason FALSE is ever passed in for add_key
2879 *
2880 * Returns TRUE on success.
2881 */
2882int
2883set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2884{
2885 shstr key_ (key);
2886
2887 return set_ob_key_value_s (op, key_, value, add_key);
2888} 2367}
2889 2368
2890object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2891: iterator_base (container) 2370: iterator_base (container)
2892{ 2371{
2906 } 2385 }
2907 else 2386 else
2908 item = item->env; 2387 item = item->env;
2909} 2388}
2910 2389
2390const char *
2391object::flag_desc (char *desc, int len) const
2392{
2393 char *p = desc;
2394 bool first = true;
2395
2396 *p = 0;
2397
2398 for (int i = 0; i < NUM_FLAGS; i++)
2399 {
2400 if (len <= 10) // magic constant!
2401 {
2402 snprintf (p, len, ",...");
2403 break;
2404 }
2405
2406 if (flag [i])
2407 {
2408 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2409 len -= cnt;
2410 p += cnt;
2411 first = false;
2412 }
2413 }
2414
2415 return desc;
2416}
2417
2911// return a suitable string describing an objetc in enough detail to find it 2418// return a suitable string describing an object in enough detail to find it
2912const char * 2419const char *
2913object::debug_desc (char *info) const 2420object::debug_desc (char *info) const
2914{ 2421{
2422 char flagdesc[512];
2915 char info2[256 * 3]; 2423 char info2[256 * 4];
2916 char *p = info; 2424 char *p = info;
2917 2425
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2919 count, 2427 count,
2428 uuid.c_str (),
2920 &name, 2429 &name,
2921 title ? " " : "", 2430 title ? ",title:\"" : "",
2922 title ? (const char *)title : ""); 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2433 flag_desc (flagdesc, 512), type);
2923 2434
2924 if (env) 2435 if (!flag[FLAG_REMOVED] && env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2437
2927 if (map) 2438 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2439 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2440
2930 return info; 2441 return info;
2931} 2442}
2932 2443
2933const char * 2444const char *
2934object::debug_desc () const 2445object::debug_desc () const
2935{ 2446{
2936 static char info[256 * 3]; 2447 static char info[3][256 * 4];
2448 static int info_idx;
2449
2937 return debug_desc (info); 2450 return debug_desc (info [++info_idx % 3]);
2938} 2451}
2939 2452
2453struct region *
2454object::region () const
2455{
2456 return map ? map->region (x, y)
2457 : region::default_region ();
2458}
2459
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void
2470object::open_container (object *new_container)
2471{
2472 if (container == new_container)
2473 return;
2474
2475 object *old_container = container;
2476
2477 if (old_container)
2478 {
2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2480 return;
2481
2482#if 0
2483 // remove the "Close old_container" object.
2484 if (object *closer = old_container->inv)
2485 if (closer->type == CLOSE_CON)
2486 closer->destroy ();
2487#endif
2488
2489 // make sure the container is available
2490 esrv_send_item (this, old_container);
2491
2492 old_container->flag [FLAG_APPLIED] = false;
2493 container = 0;
2494
2495 // client needs item update to make it work, client bug requires this to be separate
2496 esrv_update_item (UPD_FLAGS, this, old_container);
2497
2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2499 play_sound (sound_find ("chest_close"));
2500 }
2501
2502 if (new_container)
2503 {
2504 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2505 return;
2506
2507 // TODO: this does not seem to serve any purpose anymore?
2508#if 0
2509 // insert the "Close Container" object.
2510 if (archetype *closer = new_container->other_arch)
2511 {
2512 object *closer = arch_to_object (new_container->other_arch);
2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer);
2515 }
2516#endif
2517
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2522
2523 new_container->flag [FLAG_APPLIED] = true;
2524 container = new_container;
2525
2526 // client needs flag change
2527 esrv_update_item (UPD_FLAGS, this, new_container);
2528 esrv_send_inventory (this, new_container);
2529 play_sound (sound_find ("chest_open"));
2530 }
2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2533}
2534
2535object *
2536object::force_find (shstr_tmp name)
2537{
2538 /* cycle through his inventory to look for the MARK we want to
2539 * place
2540 */
2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2542 if (tmp->type == FORCE && tmp->slaying == name)
2543 return splay (tmp);
2544
2545 return 0;
2546}
2547
2548//-GPL
2549
2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2560object::force_add (shstr_tmp 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->force_set_timer (duration);
2569 force->flag [FLAG_APPLIED] = true;
2570
2571 return insert (force);
2572}
2573
2574void
2575object::play_sound (faceidx sound) const
2576{
2577 if (!sound)
2578 return;
2579
2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2605 return;
2606
2607 // find old force, or create new one
2608 object *force = force_find (shstr_noise_force);
2609
2610 if (force)
2611 force->speed_left = -1.f; // patch old speed up
2612 else
2613 {
2614 force = archetype::get (shstr_noise_force);
2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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