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Comparing deliantra/server/common/object.C (file contents):
Revision 1.46 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.231 by root, Sun May 4 11:12:40 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
39 37
40object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
41 40
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 46};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 52};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 58};
51int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 64};
55 65
56static void 66static void
57write_uuid (void) 67write_uuid (uval64 skip, bool sync)
58{ 68{
59 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
60 70 CALL_ARG_SV (newSVval64 (skip));
61 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
62 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
63 73 CALL_END;
64 FILE *fp;
65
66 if (!(fp = fopen (filename2, "w")))
67 {
68 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69 return;
70 }
71
72 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73 fclose (fp);
74 rename (filename2, filename1);
75} 74}
76 75
77static void 76static void
78read_uuid (void) 77read_uuid (void)
79{ 78{
80 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
81 80
82 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
83 84
84 FILE *fp; 85 FILE *fp;
85 86
86 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
87 { 88 {
88 if (errno == ENOENT) 89 if (errno == ENOENT)
89 { 90 {
90 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
91 uuid.seq = 0; 92 UUID::cur.seq = 0;
92 write_uuid (); 93 write_uuid (UUID_GAP, true);
93 return; 94 return;
94 } 95 }
95 96
96 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97 _exit (1); 98 _exit (1);
98 } 99 }
99 100
100 int version; 101 UUID::BUF buf;
101 unsigned long long uid; 102 buf[0] = 0;
102 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
103 { 106 {
104 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
105 _exit (1); 108 _exit (1);
106 } 109 }
107 110
108 uuid.seq = uid;
109 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
111 fclose (fp); 114 fclose (fp);
112} 115}
113 116
114UUID 117UUID
115gen_uuid () 118UUID::gen ()
116{ 119{
117 UUID uid; 120 UUID uid;
118 121
119 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
120 123
121 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
122 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
123 130
124 return uid; 131 return uid;
125} 132}
126 133
127void 134void
128init_uuid () 135UUID::init ()
129{ 136{
130 read_uuid (); 137 read_uuid ();
131} 138}
132 139
133/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
134static int 141static bool
135compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
136{ 143{
137 key_value *wants_field;
138
139 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
140 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
142 */ 147 */
143 148
144 /* For each field in wants, */ 149 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
146 { 151 if (has->kv_get (kv->key) != kv->value)
147 key_value *has_field; 152 return false;
148
149 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key);
151
152 if (has_field == NULL)
153 {
154 /* No field with that name. */
155 return FALSE;
156 }
157
158 /* Found the matching field. */
159 if (has_field->value != wants_field->value)
160 {
161 /* Values don't match, so this half of the comparison is false. */
162 return FALSE;
163 }
164
165 /* If we get here, we found a match. Now for the next field in wants. */
166 }
167 153
168 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
169 return TRUE; 155 return true;
170} 156}
171 157
172/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
173static int 159static bool
174compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
175{ 161{
176 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
177 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
178 */ 164 */
179 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
180} 167}
181 168
182/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
183 * they can be merged together. 170 * they can be merged together.
184 * 171 *
185 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
188 * 175 *
189 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
190 * 177 *
191 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
192 * check weight 179 * check weight
193 */ 180 */
194
195bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
196{ 182{
197 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
199 return 0; 189 return 0;
200 190
201 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
202 return 0; 197 return 0;
203 198
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof).
207 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31)
209 return 0;
210
211 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
212 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
213 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
214 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
215 * flags lose any meaning. 203 * flags lose any meaning.
216 */ 204 */
217 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 207
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 210
223 211 if (ob1->arch->name != ob2->arch->name
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
239 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
254 return 0; 235 return 0;
255 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
256 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
257 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
258 */ 247 */
259 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
260 { 249 {
261 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0;
264
265 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
267 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
268 258
269 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 260 * if it is valid.
271 */ 261 */
272 } 262 }
280 270
281 /* Note sure why the following is the case - either the object has to 271 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster 272 * be animated or have a very low speed. Is this an attempted monster
283 * check? 273 * check?
284 */ 274 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 276 return 0;
287 277
288 switch (ob1->type) 278 switch (ob1->type)
289 { 279 {
290 case SCROLL: 280 case SCROLL:
291 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
292 return 0; 282 return 0;
293 break; 283 break;
294 } 284 }
295 285
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
297 { 287 {
298 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 293 return 0;
302 else if (!compare_ob_value_lists (ob1, ob2))
303 return 0;
304 } 294 }
305 295
306 //TODO: generate an event or call into perl for additional checks
307 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
308 { 297 {
309 ob1->optimise (); 298 ob1->optimise ();
310 ob2->optimise (); 299 ob2->optimise ();
311 300
312 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
313 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
314 } 315 }
315 316
316 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
317 return 1; 318 return 1;
318} 319}
319 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
320/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
321 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
322 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
323 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
324 */ 394 */
325long 395void
326sum_weight (object *op) 396object::update_weight ()
327{ 397{
328 long sum; 398 sint32 sum = 0;
329 object *inv;
330 399
331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
332 { 401 {
333 if (inv->inv) 402 if (op->inv)
334 sum_weight (inv); 403 op->update_weight ();
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
336 } 411 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 412 carrying = sum;
343 413
344 return sum; 414 if (object *pl = visible_to ())
345} 415 if (pl != this) // player is handled lazily
346 416 esrv_update_item (UPD_WEIGHT, pl, this);
347/**
348 * Return the outermost environment object for a given object.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array.
378 */
379
380void
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 { 417 }
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428} 418}
429 419
430/* 420/*
431 * Dumps an object. Returns output in the static global errmsg array. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
432 */ 422 */
433 423char *
434void
435dump_object (object *op) 424dump_object (object *op)
436{ 425{
437 if (op == NULL) 426 if (!op)
438 { 427 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 428
446void 429 object_freezer freezer;
447dump_all_objects (void) 430 op->write (freezer);
448{ 431 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 432}
457 433
458/* 434/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
461 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
462 */ 438 */
463
464object * 439object *
465get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
466{ 441{
467 object *tmp, *closest; 442 object *tmp, *closest;
468 int last_dist, i; 443 int last_dist, i;
469 444
470 if (op->more == NULL) 445 if (!op->more)
471 return op; 446 return op;
447
472 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
473 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
474 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
475 return closest; 454 return closest;
476} 455}
477 456
478/* 457/*
479 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
480 */ 460 */
481
482object * 461object *
483find_object (tag_t i) 462find_object (tag_t i)
484{ 463{
485 object *op; 464 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 465 if (op->count == i)
489 break;
490 return op; 466 return op;
467
468 return 0;
491} 469}
492 470
493/* 471/*
494 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
497 */ 475 */
498
499object * 476object *
500find_object_name (const char *str) 477find_object_name (const char *str)
501{ 478{
502 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
503 object *op; 480 object *op;
504 481
505 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
506 if (op->name == str_) 483 if (op->name == str_)
507 break; 484 break;
508 485
509 return op; 486 return op;
510} 487}
511 488
512void
513free_all_object_data ()
514{
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516}
517
518/* 489/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
521 */ 493 */
522void 494void
523object::set_owner (object *owner) 495object::set_owner (object *owner)
524{ 496{
497 // allow objects which own objects
525 if (!owner) 498 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 499 while (owner->owner)
536 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
537 507
538 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
539} 575}
540 576
541/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 578 * refcounts and freeing the links.
543 */ 579 */
544static void 580static void
545free_key_values (object *op) 581free_key_values (object *op)
546{ 582{
547 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
548 { 584 {
549 key_value *next = i->next; 585 key_value *next = i->next;
550 delete i; 586 delete i;
551 587
552 i = next; 588 i = next;
553 } 589 }
554 590
555 op->key_values = 0; 591 op->key_values = 0;
556} 592}
557 593
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 594/*
610 * copy object first frees everything allocated by the second object, 595 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 596 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 597 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 599 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 600 * will point at garbage.
616 */ 601 */
617void 602void
618copy_object (object *op2, object *op) 603object::copy_to (object *dst)
619{ 604{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 605 dst->remove ();
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 606 *(object_copy *)dst = *this;
622 607 dst->flag [FLAG_REMOVED] = true;
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 608
633 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
634 if (op2->key_values) 610 if (key_values)
635 { 611 {
636 key_value *tail = 0; 612 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 613 dst->key_values = 0;
640 614
641 for (i = op2->key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
642 { 616 {
643 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
644 618
645 new_link->next = 0; 619 new_link->next = 0;
646 new_link->key = i->key; 620 new_link->key = i->key;
647 new_link->value = i->value; 621 new_link->value = i->value;
648 622
649 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
650 if (!op->key_values) 624 if (!dst->key_values)
651 { 625 {
652 op->key_values = new_link; 626 dst->key_values = new_link;
653 tail = new_link; 627 tail = new_link;
654 } 628 }
655 else 629 else
656 { 630 {
657 tail->next = new_link; 631 tail->next = new_link;
658 tail = new_link; 632 tail = new_link;
659 } 633 }
660 } 634 }
661 } 635 }
662 636
663 update_ob_speed (op); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660}
661
662object *
663object::clone ()
664{
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
664} 669}
665 670
666/* 671/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 673 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 674 * be called to update the face variable, _and_ how it looks on the map.
670 */ 675 */
671
672void 676void
673update_turn_face (object *op) 677update_turn_face (object *op)
674{ 678{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 680 return;
681
677 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
679} 684}
680 685
681/* 686/*
682 * Updates the speed of an object. If the speed changes from 0 to another 687 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 688 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 689 * This function needs to be called whenever the speed of an object changes.
685 */ 690 */
686void 691void
687update_ob_speed (object *op) 692object::set_speed (float speed)
688{ 693{
689 extern int arch_init; 694 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 695 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 697 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 698 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 699
714 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 701
718 if (op->active_next != NULL) 702 if (has_active_speed ())
719 op->active_next->active_prev = op; 703 activate ();
720
721 active_objects = op;
722 }
723 else 704 else
724 { 705 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 706}
748 707
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 708/*
781 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 712 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 713 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 714 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
788 * 716 *
789 * action is a hint of what the caller believes need to be done. 717 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 718 * current action are:
795 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 722 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
800 */ 724 */
801
802void 725void
803update_object (object *op, int action) 726update_object (object *op, int action)
804{ 727{
805 int update_now = 0, flags; 728 if (!op)
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 { 729 {
810 /* this should never happen */ 730 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
812 return; 732 return;
813 } 733 }
814 734
815 if (op->env != NULL) 735 if (!op->is_on_map ())
816 { 736 {
817 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
818 * to do in this case. 738 * to do in this case.
819 */ 739 */
820 return; 740 return;
821 } 741 }
822 742
823 /* If the map is saving, don't do anything as everything is
824 * going to get freed anyways.
825 */
826 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return;
828
829 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 745 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 747#ifdef MANY_CORES
834 abort (); 748 abort ();
835#endif 749#endif
836 return; 750 return;
837 } 751 }
838 752
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 753 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
846 if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
847 { 758 {
759 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 766 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 767 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 768 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 769 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 770 * to have move_allow right now.
871 */ 771 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 774 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 775 }
878 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 778 * that is being removed.
881 */ 779 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 781 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
886 else 784 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 786
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 787 if (op->more)
896 update_object (op->more, action); 788 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 789}
922 790
923object::object () 791object::object ()
924{ 792{
925 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 796 face = blank_face;
929} 797}
930 798
931object::~object () 799object::~object ()
932{ 800{
801 unlink ();
802
933 free_key_values (this); 803 free_key_values (this);
934} 804}
935 805
806static int object_count;
807
936void object::link () 808void object::link ()
937{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
938 count = ++ob_count; 812 count = ++object_count;
939 uuid = gen_uuid ();
940 813
941 prev = 0; 814 refcnt_inc ();
942 next = object::first; 815 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 816}
949 817
950void object::unlink () 818void object::unlink ()
951{ 819{
952 //count = 0;//D 820 if (!index)
953 if (!prev && !next) return;//D 821 return;
954 822
955 if (this == object::first) 823 objects.erase (this);
956 object::first = next; 824 refcnt_dec ();
825}
957 826
958 /* Remove this object from the list of used objects */ 827void
959 if (prev) prev->next = next; 828object::activate ()
960 if (next) next->prev = prev; 829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
961 833
962 prev = 0; 834 if (has_active_speed ())
963 next = 0; 835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
964} 932}
965 933
966object *object::create () 934object *object::create ()
967{ 935{
968 object *op = new object; 936 object *op = new object;
969 op->link (); 937 op->link ();
970 return op; 938 return op;
971} 939}
972 940
973/* 941static struct freed_map : maptile
974 * free_object() frees everything allocated by an object, removes
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 942{
985 if (QUERY_FLAG (this, FLAG_FREED)) 943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
1000object::destroy (bool destroy_inventory)
1001{
1002 if (destroyed ())
986 return; 1003 return;
987 1004
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1005 if (!is_head () && !head->destroyed ())
989 remove_friendly_object (this);
990
991 if (!QUERY_FLAG (this, FLAG_REMOVED))
992 remove_ob (this);
993
994 SET_FLAG (this, FLAG_FREED);
995
996 if (more)
997 {
998 more->free (free_inventory);
999 more = 0;
1000 } 1006 {
1001 1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1002 if (inv) 1008 head->destroy (destroy_inventory);
1009 return;
1003 { 1010 }
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011 1011
1012 while (op) 1012 destroy_inv (!destroy_inventory);
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022 1013
1023 while (op) 1014 if (is_head ())
1024 { 1015 if (sound_destroy)
1025 object *tmp = op->below; 1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1026 1019
1027 remove_ob (op); 1020 attachable::destroy ();
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 }
1043
1044 // clear those pointers that likely might have circular references to us
1045 owner = 0;
1046 enemy = 0;
1047 attacked_by = 0;
1048
1049 /* Remove object from the active list */
1050 speed = 0;
1051 update_ob_speed (this);
1052
1053 unlink ();
1054
1055 mortals.push_back (this);
1056} 1021}
1057 1022
1058/* 1023/* op->remove ():
1059 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)).
1061 */
1062
1063void
1064sub_weight (object *op, signed long weight)
1065{
1066 while (op != NULL)
1067 {
1068 if (op->type == CONTAINER)
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 1024 * 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 1025 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 1028 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 1029 */
1084
1085void 1030void
1086remove_ob (object *op) 1031object::do_remove ()
1087{ 1032{
1088 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1089 object *otmp; 1034 object *otmp;
1090 1035
1091 tag_t tag; 1036 if (flag [FLAG_REMOVED])
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED))
1098 return; 1037 return;
1099 1038
1100 SET_FLAG (op, FLAG_REMOVED); 1039 INVOKE_OBJECT (REMOVE, this);
1101 1040
1102 if (op->more != NULL) 1041 flag [FLAG_REMOVED] = true;
1103 remove_ob (op->more); 1042
1043 if (more)
1044 more->remove ();
1104 1045
1105 /* 1046 /*
1106 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1107 * inventory. 1048 * inventory.
1108 */ 1049 */
1109 if (op->env != NULL) 1050 if (env)
1110 { 1051 {
1111 if (op->nrof) 1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1112 sub_weight (op->env, op->weight * op->nrof); 1053 if (object *pl = visible_to ())
1113 else 1054 esrv_del_item (pl->contr, count);
1114 sub_weight (op->env, op->weight + op->carrying); 1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1061 if (below)
1062 below->above = above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
1115 1074
1116 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 1077 * to save cpu time.
1119 */ 1078 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 1080 otmp->update_stats ();
1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1122 1086
1123 if (op->above != NULL) 1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 if (above)
1124 op->above->below = op->below; 1111 above->below = below;
1125 else 1112 else
1126 op->env->inv = op->below;
1127
1128 if (op->below != NULL)
1129 op->below->above = op->above;
1130
1131 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do.
1134 */
1135 op->x = op->env->x, op->y = op->env->y;
1136 op->map = op->env->map;
1137 op->above = NULL, op->below = NULL;
1138 op->env = NULL;
1139 }
1140 else if (op->map)
1141 {
1142 x = op->x;
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 }
1156
1157 if (op->map != m)
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */
1164
1165 /* link the object above us */
1166 if (op->above)
1167 op->above->below = op->below;
1168 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1170 1114
1171 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1172 if (op->below) 1116 if (below)
1173 op->below->above = op->above; 1117 below->above = above;
1174 else 1118 else
1175 { 1119 {
1176 /* Nothing below, which means we need to relink map object for this space 1120 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 1121 * use translated coordinates in case some oddness with map tiling is
1178 * evident 1122 * evident
1179 */ 1123 */
1180 if (GET_MAP_OB (m, x, y) != op) 1124 if (GET_MAP_OB (map, x, y) != this)
1181 {
1182 dump_object (op);
1183 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1185 dump_object (GET_MAP_OB (m, x, y));
1186 LOG (llevError, "%s\n", errmsg);
1187 }
1188 1126
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1190 } 1128 }
1191 1129
1192 op->above = 0; 1130 above = 0;
1193 op->below = 0; 1131 below = 0;
1194 1132
1195 if (op->map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1196 return; 1134 return;
1197 1135
1198 tag = op->count; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1137
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1138 if (object *pl = ms.player ())
1139 {
1140 if (pl->container == this)
1141 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1202 { 1155 {
1203 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1204 * being removed. 1157 * being removed.
1205 */ 1158 */
1206 1159
1207 if (tmp->type == PLAYER && tmp != op) 1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1208 { 1164 {
1209 /* If a container that the player is currently using somehow gets 1165 move_apply (tmp, this, 0);
1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1212 */
1213 if (tmp->container == op)
1214 {
1215 CLEAR_FLAG (op, FLAG_APPLIED);
1216 tmp->container = NULL;
1217 }
1218 1166
1219 tmp->contr->socket.update_look = 1; 1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1220 } 1169 }
1221
1222 /* See if player moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 {
1225 move_apply (tmp, op, NULL);
1226
1227 if (was_destroyed (op, tag))
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1230 }
1231 }
1232
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234
1235 if (tmp->above == tmp)
1236 tmp->above = NULL;
1237 1170
1238 last = tmp; 1171 last = tmp;
1239 } 1172 }
1240 1173
1241 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1176 if (!last)
1243 { 1177 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1178 else
1253 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1254 1180
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1257 } 1183 }
1258} 1184}
1259 1185
1260/* 1186/*
1261 * merge_ob(op,top): 1187 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1270{ 1196{
1271 if (!op->nrof) 1197 if (!op->nrof)
1272 return 0; 1198 return 0;
1273 1199
1274 if (top == NULL) 1200 if (!top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1276 1203
1277 for (; top != NULL; top = top->below) 1204 for (; top; top = top->below)
1278 { 1205 if (object::can_merge (op, top))
1279 if (top == op)
1280 continue;
1281 if (CAN_MERGE (op, top))
1282 { 1206 {
1283 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1284 1208
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1286 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1287 remove_ob (op); 1211
1288 free_object (op); 1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1215 op->destroy (1);
1216
1289 return top; 1217 return top;
1290 } 1218 }
1291 }
1292 1219
1293 return 0; 1220 return 0;
1294} 1221}
1295 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1296/* 1246/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1298 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1299 */ 1249 */
1300object * 1250object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1252{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1254 {
1310 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1311 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1312 } 1257 }
1313 1258
1314 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1315} 1260}
1316 1261
1332 * Return value: 1277 * Return value:
1333 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1280 * just 'op' otherwise
1336 */ 1281 */
1337
1338object * 1282object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1284{
1341 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1342 sint16 x, y;
1343 1286
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1345 {
1346 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL;
1348 }
1349
1350 if (m == NULL)
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1354 return op;
1355 }
1356
1357 if (out_of_map (m, op->x, op->y))
1358 {
1359 dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1361#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted.
1365 */
1366 abort ();
1367#endif
1368 return op;
1369 }
1370
1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1373 dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375 return op;
1376 }
1377
1378 if (op->more != NULL)
1379 {
1380 /* The part may be on a different map. */
1381
1382 object *more = op->more;
1383
1384 /* We really need the caller to normalize coordinates - if
1385 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it.
1388 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map)
1392 {
1393 /* For backwards compatibility - when not dealing with tiled maps,
1394 * more->map should always point to the parent.
1395 */
1396 more->map = m;
1397 }
1398
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 {
1401 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403
1404 return NULL;
1405 }
1406 }
1407
1408 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1288
1410 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1411 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1412 * need extra work 1291 * need extra work
1413 */ 1292 */
1414 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1415 x = op->x; 1294 {
1416 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1417 1307
1418 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1419 */ 1309 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1423 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1424 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1318 tmp->destroy (1);
1426 free_object (tmp);
1427 } 1319 }
1428 1320
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1323
1444 op->below = originator->below; 1336 op->below = originator->below;
1445 1337
1446 if (op->below) 1338 if (op->below)
1447 op->below->above = op; 1339 op->below->above = op;
1448 else 1340 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1341 ms.bot = op;
1450 1342
1451 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1452 originator->below = op; 1344 originator->below = op;
1453 } 1345 }
1454 else 1346 else
1455 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1456 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1458 { 1354 {
1459 object *last = NULL; 1355 object *last = 0;
1460 1356
1461 /* 1357 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1360 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1472 */ 1368 */
1473 1369 for (top = ms.bot; top; top = top->above)
1474 while (top != NULL)
1475 { 1370 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1372 floor = top;
1478 1373
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1482 top = top->below; 1377 top = top->below;
1483 break; 1378 break;
1484 } 1379 }
1485 1380
1486 last = top; 1381 last = top;
1487 top = top->above;
1488 } 1382 }
1489 1383
1490 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1491 top = last; 1385 top = last;
1492 1386
1494 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1495 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1496 */ 1390 */
1497 1391
1498 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1499 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1500 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1396 * stacking is a bit odd.
1503 */ 1397 */
1504 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1506 { 1401 {
1507 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1404 break;
1405
1510 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1511 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1512 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1513 * set top to the object below us. 1409 * set top to the object below us.
1514 */ 1410 */
1515 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1516 top = last->below; 1412 top = last->below;
1517 } 1413 }
1518 } /* If objects on this space */ 1414 } /* If objects on this space */
1519 1415
1520 if (flag & INS_MAP_LOAD)
1521 top = GET_MAP_TOP (op->map, op->x, op->y);
1522
1523 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor; 1417 top = floor;
1525 1418
1526 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1527 */ 1420 */
1528 1421
1529 /* First object on this space */ 1422 /* First object on this space */
1530 if (!top) 1423 if (!top)
1531 { 1424 {
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1533 1426
1534 if (op->above) 1427 if (op->above)
1535 op->above->below = op; 1428 op->above->below = op;
1536 1429
1537 op->below = NULL; 1430 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1539 } 1432 }
1540 else 1433 else
1541 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1542 op->above = top->above; 1435 op->above = top->above;
1543 1436
1546 1439
1547 op->below = top; 1440 op->below = top;
1548 top->above = op; 1441 top->above = op;
1549 } 1442 }
1550 1443
1551 if (op->above == NULL) 1444 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1554 1447
1555 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1556 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1557 1454
1558 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1559 * it, so save a few ticks and start from there. 1456
1560 */ 1457 if (object *pl = ms.player ())
1561 if (!(flag & INS_MAP_LOAD)) 1458 //TODO: the floorbox prev/next might need updating
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 //esrv_send_item (pl, op);
1563 if (tmp->type == PLAYER) 1460 //TODO: update floorbox to preserve ordering
1564 tmp->contr->socket.update_look = 1; 1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1565 1463
1566 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1471 * of effect may be sufficient.
1574 */ 1472 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1577 1475
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1580 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1581 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1583 * 1483 *
1584 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1487 * update_object().
1588 */ 1488 */
1589 1489
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1592 { 1492 {
1593 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1594 return NULL; 1494 return 0;
1595 1495
1596 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1497 * walk on's.
1598 */ 1498 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1601 return NULL; 1501 return 0;
1602 } 1502 }
1603 1503
1604 return op; 1504 return op;
1605} 1505}
1606 1506
1607/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1610 */ 1510 */
1611void 1511void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1513{
1614 object *
1615 tmp;
1616 object *
1617 tmp1;
1618
1619 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1620 1515
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1624 { 1518 tmp->destroy (1);
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1519
1630 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1631 1521
1632 tmp1->x = op->x; 1522 tmp->x = op->x;
1633 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1635} 1526}
1636
1637/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array.
1643 */
1644 1527
1645object * 1528object *
1646get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1647{ 1530{
1648 object * 1531 if (where->env)
1649 newob; 1532 return where->env->insert (this);
1650 int 1533 else
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1652
1653 if (orig_ob->nrof < nr)
1654 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL;
1657 }
1658
1659 newob = object_create_clone (orig_ob);
1660
1661 if ((orig_ob->nrof -= nr) < 1)
1662 {
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed)
1668 {
1669 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1672 {
1673 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1674 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1675 return NULL;
1676 }
1677 }
1678
1679 newob->nrof = nr;
1680
1681 return newob;
1682} 1535}
1683 1536
1684/* 1537/*
1685 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1686 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1687 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1688 * 1541 *
1689 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1690 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1691 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1692object * 1576object *
1693decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1694{ 1578{
1695 object *tmp; 1579 int have = number_of ();
1696 player *pl;
1697 1580
1698 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1699 return op; 1582 return 0;
1700 1583 else if (have == nr)
1701 if (i > op->nrof)
1702 i = op->nrof;
1703
1704 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i;
1706 else if (op->env != NULL)
1707 { 1584 {
1708 /* is this object in the players inventory, or sub container
1709 * therein?
1710 */
1711 tmp = is_player_inv (op->env);
1712 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player.
1717 */
1718 if (!tmp)
1719 {
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env)
1722 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 }
1728
1729 if (i < op->nrof)
1730 {
1731 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i;
1733 if (tmp)
1734 {
1735 esrv_send_item (tmp, op);
1736 }
1737 }
1738 else
1739 {
1740 remove_ob (op); 1585 remove ();
1741 op->nrof = 0; 1586 return this;
1742 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count);
1745 }
1746 }
1747 } 1587 }
1748 else 1588 else
1749 { 1589 {
1750 object *above = op->above; 1590 decrease (nr);
1751 1591
1752 if (i < op->nrof) 1592 object *op = deep_clone ();
1753 op->nrof -= i; 1593 op->nrof = nr;
1754 else
1755 {
1756 remove_ob (op);
1757 op->nrof = 0;
1758 }
1759
1760 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above)
1762 if (tmp->type == PLAYER)
1763 {
1764 if (op->nrof)
1765 esrv_send_item (tmp, op);
1766 else
1767 esrv_del_item (tmp->contr, op->count);
1768 }
1769 }
1770
1771 if (op->nrof)
1772 return op; 1594 return op;
1773 else
1774 { 1595 }
1775 free_object (op); 1596}
1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1602 {
1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1776 return NULL; 1606 return op;
1777 }
1778}
1779
1780/*
1781 * add_weight(object, weight) adds the specified weight to an object,
1782 * and also updates how much the environment(s) is/are carrying.
1783 */
1784
1785void
1786add_weight (object *op, signed long weight)
1787{
1788 while (op != NULL)
1789 { 1607 }
1790 if (op->type == CONTAINER)
1791 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1792 1608
1793 op->carrying += weight; 1609 if (where->head_ () != where)
1794 op = op->env;
1795 } 1610 {
1796} 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1797 1614
1615 return where->insert (op);
1616}
1617
1798/* 1618/*
1799 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1800 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1801 * inside the object environment. 1621 * inside the object environment.
1802 * 1622 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1810 */ 1625 */
1811
1812object * 1626object *
1813insert_ob_in_ob (object *op, object *where) 1627object::insert (object *op)
1814{ 1628{
1815 object *
1816 tmp, *
1817 otmp;
1818
1819 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838
1839 if (op->more) 1629 if (op->more)
1840 { 1630 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1632 return op;
1843 } 1633 }
1844 1634
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1847 if (op->nrof) 1639 if (op->nrof)
1848 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1851 { 1642 {
1852 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1644 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1646
1856 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1857 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1858 add_weight (where, op->weight * op->nrof); 1649
1859 SET_FLAG (op, FLAG_REMOVED); 1650 adjust_weight (this, op->total_weight ());
1860 free_object (op); /* free the inserted object */ 1651
1652 op->destroy (1);
1861 op = tmp; 1653 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1654 goto inserted;
1863 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break;
1865 } 1655 }
1866 1656
1867 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1868 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do
1871 * the linking below
1872 */
1873 add_weight (where, op->weight * op->nrof);
1874 }
1875 else
1876 add_weight (where, (op->weight + op->carrying));
1877
1878 otmp = is_player_inv (where);
1879 if (otmp && otmp->contr != NULL)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp);
1883 }
1884
1885 op->map = NULL; 1658 op->map = 0;
1886 op->env = where; 1659 op->x = 0;
1660 op->y = 0;
1661
1887 op->above = NULL; 1662 op->above = 0;
1888 op->below = NULL; 1663 op->below = inv;
1889 op->x = 0, op->y = 0; 1664 op->env = this;
1890 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1891 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1680 if (op->glow_radius && map && map->darkness)
1893 { 1681 update_all_los (map, x, y);
1894#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map))
1898 update_all_los (where->map, where->x, where->y);
1899 }
1900 1682
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1902 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1903 */ 1685 update_stats ();
1904 if (where->inv == NULL) 1686
1905 where->inv = op; 1687 INVOKE_OBJECT (INSERT, this);
1906 else 1688
1907 {
1908 op->below = where->inv;
1909 op->below->above = op;
1910 where->inv = op;
1911 }
1912 return op; 1689 return op;
1913} 1690}
1914 1691
1915/* 1692/*
1916 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1930 * 1707 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1710 * on top.
1934 */ 1711 */
1935
1936int 1712int
1937check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1938{ 1714{
1939 object * 1715 object *tmp;
1940 tmp; 1716 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1947 1718
1948 MoveType 1719 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1720
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1722 return 0;
1955
1956 tag = op->count;
1957 1723
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1727
1977 1743
1978 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1980 */ 1746 */
1981 1747
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1749 {
1984 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1752 * we don't need to check all of them.
1987 */ 1753 */
2005 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 { 1773 {
2008 1774
2009 float 1775 float
2010 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
2011 1777
2012 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
2013 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2015 diff /= 4.0; 1781 diff /= 4.0;
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1790 {
2025 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2026 1792
2027 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2028 return 1; 1794 return 1;
2029 1795
2030 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2042/* 1808/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2046 */ 1812 */
2047
2048object * 1813object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1815{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2055 { 1817 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1819 return NULL;
2058 } 1820 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
2060 if (tmp->arch == at) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch->archname == at->archname)
2061 return tmp; 1824 return tmp;
1825
2062 return NULL; 1826 return NULL;
2063} 1827}
2064 1828
2065/* 1829/*
2066 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2069 */ 1833 */
2070
2071object * 1834object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2073{ 1836{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2078 { 1838 {
2079 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1840 return NULL;
2081 } 1841 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1844 if (tmp->type == type)
2084 return tmp; 1845 return tmp;
1846
2085 return NULL; 1847 return NULL;
2086} 1848}
2087 1849
2088/* 1850/*
2089 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2092 */ 1854 */
2093
2094object * 1855object *
2095present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2096{ 1857{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1859 if (tmp->type == type)
2102 return tmp; 1860 return tmp;
1861
2103 return NULL; 1862 return NULL;
2104} 1863}
2105 1864
2106/* 1865/*
2107 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1877 * to be unique.
2119 */ 1878 */
2120
2121object * 1879object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1881{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1884 return tmp;
2131 } 1885
2132 return NULL; 1886 return 0;
2133} 1887}
2134 1888
2135/* 1889/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2139 */ 1893 */
2140
2141object * 1894object *
2142present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2143{ 1896{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2148 if (tmp->arch == at) 1898 if (tmp->arch->archname == at->archname)
2149 return tmp; 1899 return tmp;
1900
2150 return NULL; 1901 return NULL;
2151} 1902}
2152 1903
2153/* 1904/*
2154 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2155 */ 1906 */
2156void 1907void
2157flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2158{ 1909{
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2164 { 1911 {
2165 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
2167 } 1914 }
2168} /* 1915}
1916
1917/*
2169 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
2170 */ 1919 */
2171void 1920void
2172unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
2173{ 1922{
2174 object *
2175 tmp;
2176
2177 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2179 { 1924 {
2180 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2182 } 1927 }
2183}
2184
2185/*
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function.
2190 */
2191
2192void
2193set_cheat (object *op)
2194{
2195 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ);
2197} 1928}
2198 1929
2199/* 1930/*
2200 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
2201 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
2203 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
2204 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
2205 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
2206 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
2207 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2208 * Note - this only checks to see if there is space for the head of the
2209 * object - if it is a multispace object, this should be called for all
2210 * pieces.
2211 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
2212 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2213 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
2214 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1945 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1946 * customized, changed states, etc.
2219 */ 1947 */
2220
2221int 1948int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 1950{
2224 int
2225 i,
2226 index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 1951 int altern[SIZEOFFREE];
1952 int index = 0, flag;
2229 1953
2230 for (i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2231 { 1955 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2233 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2234 altern[index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2235 1975
2236 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2243 */ 1983 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2245 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2246 } 2000 }
2001
2247 if (!index) 2002 if (!index)
2248 return -1; 2003 return -1;
2004
2249 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2250} 2006}
2251 2007
2252/* 2008/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2011 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2013 */
2258
2259int 2014int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2016{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2019 return i;
2269 } 2020
2270 return -1; 2021 return -1;
2271} 2022}
2272 2023
2273/* 2024/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2028 */
2277static void 2029static void
2278permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2279{ 2031{
2280 int 2032 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2033 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2034
2291 tmp = arr[i]; 2035 while (--end)
2292 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2037}
2296 2038
2297/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2044 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2045 */
2304void 2046void
2305get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2306{ 2048{
2307 int 2049 int i;
2308 i;
2309 2050
2310 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2052 search_arr[i] = i;
2313 }
2314 2053
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2057}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2067 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2068 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2069 * there is capable of.
2331 */ 2070 */
2332
2333int 2071int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2073{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2339 2075
2340 sint16 nx, ny; 2076 sint16 nx, ny;
2341 object * 2077 object *tmp;
2342 tmp; 2078 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2079
2346 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2347 2081
2348 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2349 { 2083 {
2350 exclude = exclude->head; 2084 exclude = exclude->head;
2351 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2352 } 2086 }
2353 else 2087 else
2361 mp = m; 2095 mp = m;
2362 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2364 2098
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2366 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2102 max = maxfree[i];
2369 }
2370 else 2103 else
2371 { 2104 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2373 2108
2374 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2110 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2379 { 2112 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2383 {
2384 break; 2116 break;
2385 } 2117
2386 }
2387 if (tmp) 2118 if (tmp)
2388 {
2389 return freedir[i]; 2119 return freedir[i];
2390 }
2391 } 2120 }
2392 } 2121 }
2393 } 2122 }
2123
2394 return 0; 2124 return 0;
2395} 2125}
2396 2126
2397/* 2127/*
2398 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2129 * distance between the two given objects.
2400 */ 2130 */
2401
2402int 2131int
2403distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2404{ 2133{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2135}
2411 2136
2412/* 2137/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2139 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2416 */ 2141 */
2417
2418int 2142int
2419find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2420{ 2144{
2421 int 2145 int q;
2422 q;
2423 2146
2424 if (y) 2147 if (y)
2425 q = x * 100 / y; 2148 q = x * 100 / y;
2426 else if (x) 2149 else if (x)
2427 q = -300 * x; 2150 q = -300 * x;
2452 2175
2453 return 3; 2176 return 3;
2454} 2177}
2455 2178
2456/* 2179/*
2457 * absdir(int): Returns a number between 1 and 8, which represent
2458 * the "absolute" direction of a number (it actually takes care of
2459 * "overflow" in previous calculations of a direction).
2460 */
2461
2462int
2463absdir (int d)
2464{
2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2469 return d;
2470}
2471
2472/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2475 */ 2182 */
2476
2477int 2183int
2478dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2479{ 2185{
2480 int 2186 int d;
2481 d;
2482 2187
2483 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2484 if (d > 4) 2189 if (d > 4)
2485 d = 8 - d; 2190 d = 8 - d;
2191
2486 return d; 2192 return d;
2487} 2193}
2488 2194
2489/* peterm: 2195/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2199 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2200 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2201 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2202 * functions.
2497 */ 2203 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2259 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2557 */ 2261 */
2558
2559
2560int 2262int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2264{
2563 sint16 dx, dy; 2265 sint16 dx, dy;
2564 int
2565 mflags; 2266 int mflags;
2566 2267
2567 if (dir < 0) 2268 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2569 2270
2570 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2583 return 0; 2284 return 0;
2584 2285
2585 /* yes, can see. */ 2286 /* yes, can see. */
2586 if (dir < 9) 2287 if (dir < 9)
2587 return 1; 2288 return 1;
2289
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2293}
2591
2592
2593 2294
2594/* 2295/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2296 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2297 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2599 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2600 * core dumps if they do. 2301 * core dumps if they do.
2601 * 2302 *
2602 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2603 */ 2304 */
2604
2605int 2305int
2606can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2607{ 2307{
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2311}
2612 2312
2613
2614/* 2313/*
2615 * create clone from object to another 2314 * create clone from object to another
2616 */ 2315 */
2617object * 2316object *
2618object_create_clone (object *asrc) 2317object::deep_clone ()
2619{ 2318{
2620 object * 2319 assert (("deep_clone called on non-head object", is_head ()));
2621 dst = NULL, *tmp, *src, *part, *prev, *item;
2622 2320
2623 if (!asrc) 2321 object *dst = clone ();
2624 return NULL;
2625 src = asrc;
2626 if (src->head)
2627 src = src->head;
2628 2322
2629 prev = NULL; 2323 object *prev = dst;
2630 for (part = src; part; part = part->more) 2324 for (object *part = this->more; part; part = part->more)
2631 { 2325 {
2632 tmp = get_object (); 2326 object *tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x;
2635 tmp->y -= src->y;
2636 if (!part->head)
2637 {
2638 dst = tmp;
2639 tmp->head = NULL;
2640 }
2641 else
2642 {
2643 tmp->head = dst; 2327 tmp->head = dst;
2644 }
2645 tmp->more = NULL;
2646 if (prev)
2647 prev->more = tmp; 2328 prev->more = tmp;
2648 prev = tmp; 2329 prev = tmp;
2649 } 2330 }
2650 2331
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2332 for (object *item = inv; item; item = item->below)
2653 { 2333 insert_ob_in_ob (item->deep_clone (), dst);
2654 (void) insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2334
2657 return dst; 2335 return dst;
2658}
2659
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */
2680
2681object *
2682load_object_str (const char *obstr)
2683{
2684 object *
2685 op;
2686 char
2687 filename[MAX_BUF];
2688
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690
2691 FILE *
2692 tempfile = fopen (filename, "w");
2693
2694 if (tempfile == NULL)
2695 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL;
2698 }
2699
2700 fprintf (tempfile, obstr);
2701 fclose (tempfile);
2702
2703 op = get_object ();
2704
2705 object_thawer thawer (filename);
2706
2707 if (thawer)
2708 load_object (thawer, op, 0);
2709
2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2711 CLEAR_FLAG (op, FLAG_REMOVED);
2712
2713 return op;
2714} 2336}
2715 2337
2716/* This returns the first object in who's inventory that 2338/* This returns the first object in who's inventory that
2717 * has the same type and subtype match. 2339 * has the same type and subtype match.
2718 * returns NULL if no match. 2340 * returns NULL if no match.
2719 */ 2341 */
2720object * 2342object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2343find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2344{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2345 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2346 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2347 return tmp;
2729 2348
2730 return NULL;
2731}
2732
2733/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL.
2735 *
2736 * key must be a passed in shared string - otherwise, this won't
2737 * do the desired thing.
2738 */
2739key_value *
2740get_ob_key_link (const object *ob, const char *key)
2741{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next)
2746 {
2747 if (link->key == key)
2748 {
2749 return link;
2750 }
2751 }
2752
2753 return NULL;
2754}
2755
2756/*
2757 * Returns the value of op has an extra_field for key, or NULL.
2758 *
2759 * The argument doesn't need to be a shared string.
2760 *
2761 * The returned string is shared.
2762 */
2763const char *
2764get_ob_key_value (const object *op, const char *const key)
2765{
2766 key_value *link;
2767 shstr_cmp canonical_key (key);
2768
2769 if (!canonical_key)
2770 {
2771 /* 1. There being a field named key on any object
2772 * implies there'd be a shared string to find.
2773 * 2. Since there isn't, no object has this field.
2774 * 3. Therefore, *this* object doesn't have this field.
2775 */
2776 return 0;
2777 }
2778
2779 /* This is copied from get_ob_key_link() above -
2780 * only 4 lines, and saves the function call overhead.
2781 */
2782 for (link = op->key_values; link; link = link->next)
2783 if (link->key == canonical_key)
2784 return link->value;
2785
2786 return 0; 2349 return 0;
2787} 2350}
2788 2351
2789 2352const shstr &
2790/* 2353object::kv_get (const shstr &key) const
2791 * Updates the canonical_key in op to value.
2792 *
2793 * canonical_key is a shared string (value doesn't have to be).
2794 *
2795 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2796 * keys.
2797 *
2798 * Returns TRUE on success.
2799 */
2800int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2354{
2803 key_value * 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2804 field = NULL, *last = NULL; 2356 if (kv->key == key)
2357 return kv->value;
2805 2358
2806 for (field = op->key_values; field != NULL; field = field->next) 2359 return shstr_null;
2807 { 2360}
2808 if (field->key != canonical_key) 2361
2362void
2363object::kv_set (const shstr &key, const shstr &value)
2364{
2365 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key)
2809 { 2367 {
2810 last = field; 2368 kv->value = value;
2811 continue; 2369 return;
2812 } 2370 }
2813 2371
2814 if (value) 2372 key_value *kv = new key_value;
2815 field->value = value; 2373
2816 else 2374 kv->next = key_values;
2375 kv->key = key;
2376 kv->value = value;
2377
2378 key_values = kv;
2379}
2380
2381void
2382object::kv_del (const shstr &key)
2383{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key)
2817 { 2386 {
2818 /* Basically, if the archetype has this key set, 2387 key_value *kv = *kvp;
2819 * we need to store the null value so when we save 2388 *kvp = (*kvp)->next;
2820 * it, we save the empty value so that when we load, 2389 delete kv;
2821 * we get this value back again. 2390 return;
2822 */
2823 if (get_ob_key_link (&op->arch->clone, canonical_key))
2824 field->value = 0;
2825 else
2826 {
2827 if (last)
2828 last->next = field->next;
2829 else
2830 op->key_values = field->next;
2831
2832 delete field;
2833 }
2834 } 2391 }
2835 return TRUE;
2836 }
2837 /* IF we get here, key doesn't exist */
2838
2839 /* No field, we'll have to add it. */
2840
2841 if (!add_key)
2842 {
2843 return FALSE;
2844 }
2845 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings,
2849 * should pass in ""
2850 */
2851 if (value == NULL)
2852 return TRUE;
2853
2854 field = new key_value;
2855
2856 field->key = canonical_key;
2857 field->value = value;
2858 /* Usual prepend-addition. */
2859 field->next = op->key_values;
2860 op->key_values = field;
2861
2862 return TRUE;
2863}
2864
2865/*
2866 * Updates the key in op to value.
2867 *
2868 * If add_key is FALSE, this will only update existing keys,
2869 * and not add new ones.
2870 * In general, should be little reason FALSE is ever passed in for add_key
2871 *
2872 * Returns TRUE on success.
2873 */
2874int
2875set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2876{
2877 shstr key_ (key);
2878
2879 return set_ob_key_value_s (op, key_, value, add_key);
2880} 2392}
2881 2393
2882object::depth_iterator::depth_iterator (object *container) 2394object::depth_iterator::depth_iterator (object *container)
2883: iterator_base (container) 2395: iterator_base (container)
2884{ 2396{
2898 } 2410 }
2899 else 2411 else
2900 item = item->env; 2412 item = item->env;
2901} 2413}
2902 2414
2415const char *
2416object::flag_desc (char *desc, int len) const
2417{
2418 char *p = desc;
2419 bool first = true;
2420
2421 *p = 0;
2422
2423 for (int i = 0; i < NUM_FLAGS; i++)
2424 {
2425 if (len <= 10) // magic constant!
2426 {
2427 snprintf (p, len, ",...");
2428 break;
2429 }
2430
2431 if (flag [i])
2432 {
2433 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2434 len -= cnt;
2435 p += cnt;
2436 first = false;
2437 }
2438 }
2439
2440 return desc;
2441}
2442
2903// return a suitable string describing an objetc in enough detail to find it 2443// return a suitable string describing an object in enough detail to find it
2904const char * 2444const char *
2905object::debug_desc (char *info) const 2445object::debug_desc (char *info) const
2906{ 2446{
2447 char flagdesc[512];
2907 char info2[256 * 3]; 2448 char info2[256 * 4];
2908 char *p = info; 2449 char *p = info;
2909 2450
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2911 count, 2452 count,
2453 uuid.c_str (),
2912 &name, 2454 &name,
2913 title ? " " : "", 2455 title ? "\",title:\"" : "",
2914 title ? (const char *)title : ""); 2456 title ? (const char *)title : "",
2457 flag_desc (flagdesc, 512), type);
2915 2458
2916 if (env) 2459 if (!flag[FLAG_REMOVED] && env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2461
2919 if (map) 2462 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2463 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2464
2922 return info; 2465 return info;
2923} 2466}
2924 2467
2925const char * 2468const char *
2926object::debug_desc () const 2469object::debug_desc () const
2927{ 2470{
2928 static char info[256 * 3]; 2471 static char info[3][256 * 4];
2472 static int info_idx;
2473
2929 return debug_desc (info); 2474 return debug_desc (info [++info_idx % 3]);
2930} 2475}
2931 2476
2477struct region *
2478object::region () const
2479{
2480 return map ? map->region (x, y)
2481 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491}
2492
2493void
2494object::open_container (object *new_container)
2495{
2496 if (container == new_container)
2497 return;
2498
2499 object *old_container = container;
2500
2501 if (old_container)
2502 {
2503 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2504 return;
2505
2506#if 0
2507 // remove the "Close old_container" object.
2508 if (object *closer = old_container->inv)
2509 if (closer->type == CLOSE_CON)
2510 closer->destroy ();
2511#endif
2512
2513 // make sure the container is available
2514 esrv_send_item (this, old_container);
2515
2516 old_container->flag [FLAG_APPLIED] = false;
2517 container = 0;
2518
2519 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container);
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2523 play_sound (sound_find ("chest_close"));
2524 }
2525
2526 if (new_container)
2527 {
2528 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2529 return;
2530
2531 // TODO: this does not seem to serve any purpose anymore?
2532#if 0
2533 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch)
2535 {
2536 object *closer = arch_to_object (new_container->other_arch);
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer);
2539 }
2540#endif
2541
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2543
2544 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container);
2546
2547 new_container->flag [FLAG_APPLIED] = true;
2548 container = new_container;
2549
2550 // client needs flag change
2551 esrv_update_item (UPD_FLAGS, this, new_container);
2552 esrv_send_inventory (this, new_container);
2553 play_sound (sound_find ("chest_open"));
2554 }
2555// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset ();
2557}
2558
2559object *
2560object::force_find (const shstr name)
2561{
2562 /* cycle through his inventory to look for the MARK we want to
2563 * place
2564 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below)
2566 if (tmp->type == FORCE && tmp->slaying == name)
2567 return splay (tmp);
2568
2569 return 0;
2570}
2571
2572void
2573object::force_add (const shstr name, int duration)
2574{
2575 if (object *force = force_find (name))
2576 force->destroy ();
2577
2578 object *force = get_archetype (FORCE_NAME);
2579
2580 force->slaying = name;
2581 force->stats.food = 1;
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true;
2587
2588 insert (force);
2589}
2590
2591void
2592object::play_sound (faceidx sound)
2593{
2594 if (!sound)
2595 return;
2596
2597 if (flag [FLAG_REMOVED])
2598 return;
2599
2600 if (env)
2601 {
2602 if (object *pl = in_player ())
2603 pl->contr->play_sound (sound);
2604 }
2605 else
2606 map->play_sound (sound, x, y);
2607}
2608

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