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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.232 by root, Tue May 6 18:09:42 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
190 * Check nrof variable *before* calling can_merge() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if (ob1 == ob2 184 if (ob1 == ob2
200 || ob1->type != ob2->type 185 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 194 * nrof values.
210 */ 195 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 197 return 0;
213 198
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 203 * flags lose any meaning.
219 */ 204 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 207
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 210
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 212 || ob1->name != ob2->name
229 || ob1->title != ob2->title 213 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 220 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 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)))
251 return 0; 235 return 0;
252 236
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
253 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
255 */ 247 */
256 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
257 { 249 {
258 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
260 return 0;
261 252
262 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
263 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 257 return 0; /* inventory objects differ */
265 258
266 /* 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
267 * if it is valid. 260 * if it is valid.
268 */ 261 */
269 } 262 }
277 270
278 /* 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
279 * 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
280 * check? 273 * check?
281 */ 274 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 276 return 0;
284 277
285 switch (ob1->type) 278 switch (ob1->type)
286 { 279 {
287 case SCROLL: 280 case SCROLL:
288 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
289 return 0; 282 return 0;
290 break; 283 break;
291 } 284 }
292 285
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
294 { 287 {
295 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
297 /* 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))
298 return 0; 293 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 294 }
302 295
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
305 { 297 {
306 ob1->optimise (); 298 ob1->optimise ();
307 ob2->optimise (); 299 ob2->optimise ();
308 300
309 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)
310 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 }
311 } 315 }
312 316
313 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
314 return 1; 318 return 1;
315} 319}
316 320
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
317/* 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/*
318 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
319 * 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
320 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
321 */ 394 */
322long 395void
323sum_weight (object *op) 396object::update_weight ()
324{ 397{
325 long sum; 398 sint32 sum = 0;
326 object *inv;
327 399
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
329 { 401 {
330 if (inv->inv) 402 if (op->inv)
331 sum_weight (inv); 403 op->update_weight ();
332 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)
333 } 411 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 412 carrying = sum;
340 413
341 return sum; 414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
342} 418}
343 419
344/** 420/*
345 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 422 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 423char *
363dump_object (object *op) 424dump_object (object *op)
364{ 425{
365 if (!op) 426 if (!op)
366 return strdup ("[NULLOBJ]"); 427 return strdup ("[NULLOBJ]");
367 428
368 object_freezer freezer; 429 object_freezer freezer;
369 save_object (freezer, op, 3); 430 op->write (freezer);
370 return freezer.as_string (); 431 return freezer.as_string ();
371} 432}
372 433
373/* 434/*
374 * 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
375 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
377 */ 438 */
378
379object * 439object *
380get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
381{ 441{
382 object *tmp, *closest; 442 object *tmp, *closest;
383 int last_dist, i; 443 int last_dist, i;
384 444
385 if (op->more == NULL) 445 if (!op->more)
386 return op; 446 return op;
447
387 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)
388 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
390 return closest; 454 return closest;
391} 455}
392 456
393/* 457/*
394 * 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.
395 */ 460 */
396
397object * 461object *
398find_object (tag_t i) 462find_object (tag_t i)
399{ 463{
400 for (object *op = object::first; op; op = op->next) 464 for_all_objects (op)
401 if (op->count == i) 465 if (op->count == i)
402 return op; 466 return op;
403 467
404 return 0; 468 return 0;
405} 469}
406 470
407/* 471/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
411 */ 475 */
412
413object * 476object *
414find_object_name (const char *str) 477find_object_name (const char *str)
415{ 478{
416 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
417 object *op; 480 object *op;
418 481
419 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
420 if (op->name == str_) 483 if (op->name == str_)
421 break; 484 break;
422 485
423 return op; 486 return op;
424} 487}
425 488
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 489/*
433 * 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
434 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
435 */ 493 */
436void 494void
437object::set_owner (object *owner) 495object::set_owner (object *owner)
438{ 496{
497 // allow objects which own objects
439 if (!owner) 498 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 499 while (owner->owner)
450 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 }
451 507
452 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;
453} 575}
454 576
455/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 578 * refcounts and freeing the links.
457 */ 579 */
458static void 580static void
459free_key_values (object *op) 581free_key_values (object *op)
460{ 582{
461 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
462 { 584 {
463 key_value *next = i->next; 585 key_value *next = i->next;
464 delete i; 586 delete i;
465 587
466 i = next; 588 i = next;
478 * will point at garbage. 600 * will point at garbage.
479 */ 601 */
480void 602void
481object::copy_to (object *dst) 603object::copy_to (object *dst)
482{ 604{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 605 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 606 *(object_copy *)dst = *this;
487 607 dst->flag [FLAG_REMOVED] = true;
488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 608
497 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
498 if (key_values) 610 if (key_values)
499 { 611 {
500 key_value *tail = 0; 612 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 613 dst->key_values = 0;
504 614
505 for (i = key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
506 { 616 {
507 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
508 618
509 new_link->next = 0; 619 new_link->next = 0;
510 new_link->key = i->key; 620 new_link->key = i->key;
511 new_link->value = i->value; 621 new_link->value = i->value;
512 622
513 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
514 if (!dst->key_values) 624 if (!dst->key_values)
515 { 625 {
522 tail = new_link; 632 tail = new_link;
523 } 633 }
524 } 634 }
525 } 635 }
526 636
527 update_ob_speed (dst); 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 ();
528} 660}
529 661
530object * 662object *
531object::clone () 663object::clone ()
532{ 664{
533 object *neu = create (); 665 object *neu = create ();
534 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
535 return neu; 668 return neu;
536} 669}
537 670
538/* 671/*
539 * 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
540 * 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
541 * 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.
542 */ 675 */
543
544void 676void
545update_turn_face (object *op) 677update_turn_face (object *op)
546{ 678{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 680 return;
681
549 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
551} 684}
552 685
553/* 686/*
554 * 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
555 * 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.
556 * 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.
557 */ 690 */
558void 691void
559update_ob_speed (object *op) 692object::set_speed (float speed)
560{ 693{
561 extern int arch_init; 694 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 695 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 697 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 698 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 699
586 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 701
590 if (op->active_next != NULL) 702 if (has_active_speed ())
591 op->active_next->active_prev = op; 703 activate ();
592
593 active_objects = op;
594 }
595 else 704 else
596 { 705 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 706}
651 707
652/* 708/*
653 * update_object() updates the the map. 709 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
668 */ 724 */
669void 725void
670update_object (object *op, int action) 726update_object (object *op, int action)
671{ 727{
672 MoveType move_on, move_off, move_block, move_slow; 728 if (!op)
673
674 if (op == NULL)
675 { 729 {
676 /* this should never happen */ 730 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
678 return; 732 return;
679 } 733 }
680 734
681 if (op->env) 735 if (!op->is_on_map ())
682 { 736 {
683 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
684 * to do in this case. 738 * to do in this case.
685 */ 739 */
686 return; 740 return;
687 } 741 }
688 742
689 /* If the map is saving, don't do anything as everything is
690 * going to get freed anyways.
691 */
692 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return;
694
695 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
696 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)
697 { 745 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
699#ifdef MANY_CORES 747#ifdef MANY_CORES
700 abort (); 748 abort ();
701#endif 749#endif
702 return; 750 return;
703 } 751 }
704 752
705 mapspace &m = op->ms (); 753 mapspace &m = op->ms ();
706 754
707 if (m.flags_ & P_NEED_UPDATE) 755 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 756 /* nop */;
709 else if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
710 { 758 {
711 // this is likely overkill, TODO: revisit (schmorp) 759 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* 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
722 * to have move_allow right now. 770 * to have move_allow right now.
723 */ 771 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 774 m.flags_ = 0;
727 } 775 }
728 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 778 * that is being removed.
731 */ 779 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 781 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
736 else 784 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 786
739 if (op->more) 787 if (op->more)
740 update_object (op->more, action); 788 update_object (op->more, action);
741} 789}
742 790
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 791object::object ()
747{ 792{
748 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
749 794
750 expmul = 1.0; 795 expmul = 1.0;
751 face = blank_face; 796 face = blank_face;
752} 797}
753 798
754object::~object () 799object::~object ()
755{ 800{
801 unlink ();
802
756 free_key_values (this); 803 free_key_values (this);
757} 804}
758 805
806static int object_count;
807
759void object::link () 808void object::link ()
760{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
761 count = ++ob_count; 812 count = ++object_count;
762 uuid = gen_uuid ();
763 813
764 prev = 0; 814 refcnt_inc ();
765 next = object::first; 815 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 816}
772 817
773void object::unlink () 818void object::unlink ()
774{ 819{
775 if (this == object::first) 820 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 821 return;
819 822
820 flag [FLAG_FREED] = 1; 823 objects.erase (this);
824 refcnt_dec ();
825}
821 826
822 // hack to ensure that freed objects still have a valid map 827void
823 { 828object::activate ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
825 833
826 if (!freed_map) 834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
827 { 878 {
828 freed_map = new maptile; 879 op->flag [flag] = value;
829 880 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 881 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 882}
860 883
861/* 884/*
862 * Remove and free all objects in the inventory of the given object. 885 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 886 * object.c ?
864 */ 887 */
865void 888void
866object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
867{ 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
868 if (!inv) 896 if (!inv)
869 return; 897 return;
870 898
871 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
873 * drop on that space. 901 * drop on that space.
874 */ 902 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
876 { 908 {
877 while (inv) 909 while (inv)
878 { 910 {
879 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
880 inv->destroy (); 912 inv->destroy ();
881 } 913 }
882 } 914 }
883 else 915 else
884 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
888 920
889 if (op->flag [FLAG_STARTEQUIP] 921 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 923 || op->type == RUNE
892 || op->type == TRAP 924 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 927 op->destroy (true);
895 else 928 else
896 { 929 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 930 }
903 } 931 }
932}
933
934object *object::create ()
935{
936 object *op = new object;
937 op->link ();
938 return op;
939}
940
941static struct freed_map : maptile
942{
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;
904} 997}
905 998
906void 999void
907object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
908{ 1001{
909 if (destroyed ()) 1002 if (destroyed ())
910 return; 1003 return;
911 1004
912 if (more) 1005 if (!is_head () && !head->destroyed ())
913 { 1006 {
914 //TODO: non-head objects must not have inventory 1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
915 more->destroy (destroy_inventory); 1008 head->destroy (destroy_inventory);
916 more = 0; 1009 return;
917 } 1010 }
918 1011
919 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
920 destroy_inv (true); 1013
1014 if (is_head ())
1015 if (sound_destroy)
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
921 1019
922 attachable::destroy (); 1020 attachable::destroy ();
923}
924
925/*
926 * sub_weight() recursively (outwards) subtracts a number from the
927 * weight of an object (and what is carried by it's environment(s)).
928 */
929void
930sub_weight (object *op, signed long weight)
931{
932 while (op != NULL)
933 {
934 if (op->type == CONTAINER)
935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
936
937 op->carrying -= weight;
938 op = op->env;
939 }
940} 1021}
941 1022
942/* op->remove (): 1023/* op->remove ():
943 * 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
944 * 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
945 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
947 * the previous environment. 1028 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1029 */
950void 1030void
951object::remove () 1031object::do_remove ()
952{ 1032{
953 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
954 object *otmp; 1034 object *otmp;
955 1035
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
957 return; 1037 return;
958 1038
959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
961 1042
962 if (more) 1043 if (more)
963 more->remove (); 1044 more->remove ();
964 1045
965 /* 1046 /*
966 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
967 * inventory. 1048 * inventory.
968 */ 1049 */
969 if (env) 1050 if (env)
970 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
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
971 if (nrof) 1061 if (below)
972 sub_weight (env, weight * nrof); 1062 below->above = above;
973 else 1063
974 sub_weight (env, weight + carrying); 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;
975 1074
976 /* 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
977 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
978 * to save cpu time. 1077 * to save cpu time.
979 */ 1078 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1080 otmp->update_stats ();
982
983 if (above != NULL)
984 above->below = below;
985 else
986 env->inv = below;
987
988 if (below != NULL)
989 below->above = above;
990
991 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 } 1081 }
1000 else if (map) 1082 else if (map)
1001 { 1083 {
1002 /* Re did the following section of code - it looks like it had 1084 map->dirty = true;
1003 * lots of logic for things we no longer care about 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1004 */ 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 }
1005 1108
1006 /* link the object above us */ 1109 /* link the object above us */
1007 if (above) 1110 if (above)
1008 above->below = below; 1111 above->below = below;
1009 else 1112 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1113 ms.top = below; /* we were top, set new top */
1011 1114
1012 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1013 if (below) 1116 if (below)
1014 below->above = above; 1117 below->above = above;
1015 else 1118 else
1017 /* 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
1018 * use translated coordinates in case some oddness with map tiling is 1121 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1122 * evident
1020 */ 1123 */
1021 if (GET_MAP_OB (map, x, y) != this) 1124 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1126
1032 map->at (x, y).bottom = above; /* goes on above it. */ 1127 ms.bot = above; /* goes on above it. */
1033 } 1128 }
1034 1129
1035 above = 0; 1130 above = 0;
1036 below = 0; 1131 below = 0;
1037 1132
1038 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1039 return; 1134 return;
1040 1135
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1137
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
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1155 {
1045 /* 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
1046 * being removed. 1157 * being removed.
1047 */ 1158 */
1048 1159
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1160 /* See if object moving off should effect something */
1066 if (check_walk_off 1161 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1162 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1164 {
1070 move_apply (tmp, this, 0); 1165 move_apply (tmp, this, 0);
1071 1166
1072 if (destroyed ()) 1167 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1169 }
1075 1170
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1171 last = tmp;
1082 } 1172 }
1083 1173
1084 /* 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?
1085 if (!last) 1176 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1177 map->at (x, y).flags_ = 0;
1087 else 1178 else
1088 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1089 1180
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1182 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1105{ 1196{
1106 if (!op->nrof) 1197 if (!op->nrof)
1107 return 0; 1198 return 0;
1108 1199
1109 if (top) 1200 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1201 for (top = op; top && top->above; top = top->above)
1111 ; 1202 ;
1112 1203
1113 for (; top; top = top->below) 1204 for (; top; top = top->below)
1114 {
1115 if (top == op)
1116 continue;
1117
1118 if (object::can_merge (op, top)) 1205 if (object::can_merge (op, top))
1119 { 1206 {
1120 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1121 1208
1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1123 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1124 op->destroy (); 1215 op->destroy (1);
1216
1125 return top; 1217 return top;
1126 } 1218 }
1127 }
1128 1219
1129 return 0; 1220 return 0;
1130} 1221}
1131 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
1132/* 1246/*
1133 * 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
1134 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1135 */ 1249 */
1136object * 1250object *
1137insert_ob_in_map_at (object *op, maptile *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)
1138{ 1252{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1254 {
1146 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1148 } 1257 }
1149 1258
1150 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1151} 1260}
1152 1261
1171 * just 'op' otherwise 1280 * just 'op' otherwise
1172 */ 1281 */
1173object * 1282object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1284{
1176 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1177 sint16 x, y;
1178 1286
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1288
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * 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
1250 * need extra work 1291 * need extra work
1251 */ 1292 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1294 {
1254 y = op->y; 1295 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1255 1307
1256 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1257 */ 1309 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1261 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1262 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1318 tmp->destroy (1);
1264 } 1319 }
1265 1320
1266 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 */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268 1323
1281 op->below = originator->below; 1336 op->below = originator->below;
1282 1337
1283 if (op->below) 1338 if (op->below)
1284 op->below->above = op; 1339 op->below->above = op;
1285 else 1340 else
1286 op->ms ().bottom = op; 1341 ms.bot = op;
1287 1342
1288 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1289 originator->below = op; 1344 originator->below = op;
1290 } 1345 }
1291 else 1346 else
1292 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1293 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1295 { 1354 {
1296 object *last = NULL; 1355 object *last = 0;
1297 1356
1298 /* 1357 /*
1299 * 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.
1300 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1301 * 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
1305 * 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
1306 * 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
1307 * 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
1308 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1309 */ 1368 */
1310 1369 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1370 {
1313 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))
1314 floor = top; 1372 floor = top;
1315 1373
1316 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))
1319 top = top->below; 1377 top = top->below;
1320 break; 1378 break;
1321 } 1379 }
1322 1380
1323 last = top; 1381 last = top;
1324 top = top->above;
1325 } 1382 }
1326 1383
1327 /* 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 */
1328 top = last; 1385 top = last;
1329 1386
1331 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1333 */ 1390 */
1334 1391
1335 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1396 * stacking is a bit odd.
1340 */ 1397 */
1341 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1343 { 1401 {
1344 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1404 break;
1405
1347 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1348 * 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
1349 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1409 * set top to the object below us.
1351 */ 1410 */
1352 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1353 top = last->below; 1412 top = last->below;
1354 } 1413 }
1355 } /* If objects on this space */ 1414 } /* If objects on this space */
1356 1415
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1417 top = floor;
1362 1418
1363 /* 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.
1364 */ 1420 */
1365 1421
1366 /* First object on this space */ 1422 /* First object on this space */
1367 if (!top) 1423 if (!top)
1368 { 1424 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1370 1426
1371 if (op->above) 1427 if (op->above)
1372 op->above->below = op; 1428 op->above->below = op;
1373 1429
1374 op->below = NULL; 1430 op->below = 0;
1375 op->ms ().bottom = op; 1431 ms.bot = op;
1376 } 1432 }
1377 else 1433 else
1378 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1379 op->above = top->above; 1435 op->above = top->above;
1380 1436
1383 1439
1384 op->below = top; 1440 op->below = top;
1385 top->above = op; 1441 top->above = op;
1386 } 1442 }
1387 1443
1388 if (op->above == NULL) 1444 if (!op->above)
1389 op->ms ().top = op; 1445 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1391 1447
1392 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1393 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1394 1454
1395 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1456
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1457 if (object *pl = ms.player ())
1458 //TODO: the floorbox prev/next might need updating
1459 //esrv_send_item (pl, op);
1460 //TODO: update floorbox to preserve ordering
1400 if (pl->contr->ns) 1461 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1462 pl->contr->ns->floorbox_update ();
1402 1463
1403 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1404 * 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
1405 * 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
1406 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1407 * 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 -
1408 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1471 * of effect may be sufficient.
1411 */ 1472 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1414 1475
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1417 1478
1425 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1487 * update_object().
1427 */ 1488 */
1428 1489
1429 /* 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 */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1492 {
1432 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1433 return 0; 1494 return 0;
1434 1495
1435 /* 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
1436 * walk on's. 1497 * walk on's.
1437 */ 1498 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1440 return 0; 1501 return 0;
1441 } 1502 }
1442 1503
1443 return op; 1504 return op;
1448 * 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.
1449 */ 1510 */
1450void 1511void
1451replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1452{ 1513{
1453 object *tmp, *tmp1;
1454
1455 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1456 1515
1457 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)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1518 tmp->destroy (1);
1460 1519
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1462 1521
1463 tmp1->x = op->x; 1522 tmp->x = op->x;
1464 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1466} 1526}
1467
1468/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array.
1474 */
1475 1527
1476object * 1528object *
1477get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1478{ 1530{
1479 object *newob; 1531 if (where->env)
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1532 return where->env->insert (this);
1481 1533 else
1482 if (orig_ob->nrof < nr) 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1488 newob = object_create_clone (orig_ob);
1489
1490 if ((orig_ob->nrof -= nr) < 1)
1491 orig_ob->destroy (1);
1492 else if (!is_removed)
1493 {
1494 if (orig_ob->env != NULL)
1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1500 return NULL;
1501 }
1502 }
1503
1504 newob->nrof = nr;
1505
1506 return newob;
1507} 1535}
1508 1536
1509/* 1537/*
1510 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1511 * 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
1512 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1513 * 1541 *
1514 * 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
1515 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1516 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 */
1517object * 1576object *
1518decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1519{ 1578{
1520 object *tmp; 1579 int have = number_of ();
1521 1580
1522 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1523 return op; 1582 return 0;
1524 1583 else if (have == nr)
1525 if (i > op->nrof)
1526 i = op->nrof;
1527
1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 { 1584 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove (); 1585 remove ();
1560 op->nrof = 0; 1586 return this;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1564 } 1587 }
1565 else 1588 else
1566 { 1589 {
1567 object *above = op->above; 1590 decrease (nr);
1568 1591
1569 if (i < op->nrof) 1592 object *op = deep_clone ();
1570 op->nrof -= i; 1593 op->nrof = nr;
1571 else
1572 {
1573 op->remove ();
1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1581 if (op->nrof)
1582 esrv_send_item (tmp, op);
1583 else
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 }
1587
1588 if (op->nrof)
1589 return op; 1594 return op;
1590 else
1591 {
1592 op->destroy ();
1593 return 0;
1594 }
1595}
1596
1597/*
1598 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying.
1600 */
1601
1602void
1603add_weight (object *op, signed long weight)
1604{
1605 while (op != NULL)
1606 {
1607 if (op->type == CONTAINER)
1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1609
1610 op->carrying += weight;
1611 op = op->env;
1612 } 1595 }
1613} 1596}
1614 1597
1615object * 1598object *
1616insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1605 free (dump);
1623 return op; 1606 return op;
1624 } 1607 }
1625 1608
1626 if (where->head) 1609 if (where->head_ () != where)
1627 { 1610 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1612 where = where->head;
1630 } 1613 }
1631 1614
1632 return where->insert (op); 1615 return where->insert (op);
1633} 1616}
1638 * inside the object environment. 1621 * inside the object environment.
1639 * 1622 *
1640 * 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
1641 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1642 */ 1625 */
1643
1644object * 1626object *
1645object::insert (object *op) 1627object::insert (object *op)
1646{ 1628{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove ();
1651
1652 if (op->more) 1629 if (op->more)
1653 { 1630 {
1654 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);
1655 return op; 1632 return op;
1656 } 1633 }
1657 1634
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1635 op->remove ();
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1660 if (op->nrof) 1639 if (op->nrof)
1661 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1664 { 1642 {
1665 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1644 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1668 /* Weight handling gets pretty funky. Since we are adding to 1646
1669 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1670 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1671 add_weight (this, op->weight * op->nrof); 1650 adjust_weight (this, op->total_weight ());
1672 SET_FLAG (op, FLAG_REMOVED); 1651
1673 op->destroy (); /* free the inserted object */ 1652 op->destroy (1);
1674 op = tmp; 1653 op = tmp;
1675 op->remove (); /* and fix old object's links */ 1654 goto inserted;
1676 CLEAR_FLAG (op, FLAG_REMOVED);
1677 break;
1678 } 1655 }
1679 1656
1680 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1681 * We add the weight - this object could have just been removed
1682 * (if it was possible to merge). calling remove_ob will subtract
1683 * the weight, so we need to add it in again, since we actually do
1684 * the linking below
1685 */
1686 add_weight (this, op->weight * op->nrof);
1687 }
1688 else
1689 add_weight (this, (op->weight + op->carrying));
1690
1691 otmp = this->in_player ();
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats ();
1695
1696 op->map = 0; 1658 op->map = 0;
1697 op->env = this; 1659 op->x = 0;
1660 op->y = 0;
1661
1698 op->above = 0; 1662 op->above = 0;
1699 op->below = 0; 1663 op->below = inv;
1700 op->x = 0, op->y = 0; 1664 op->env = this;
1701 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:
1702 /* 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 */
1703 if ((op->glow_radius != 0) && map) 1680 if (op->glow_radius && map && map->darkness)
1704 {
1705#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map))
1709 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1710 }
1711 1682
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1713 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1714 */ 1685 update_stats ();
1715 if (!inv)
1716 inv = op;
1717 else
1718 {
1719 op->below = inv;
1720 op->below->above = op;
1721 inv = op;
1722 }
1723 1686
1724 INVOKE_OBJECT (INSERT, this); 1687 INVOKE_OBJECT (INSERT, this);
1725 1688
1726 return op; 1689 return op;
1727} 1690}
1744 * 1707 *
1745 * 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
1746 * 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
1747 * on top. 1710 * on top.
1748 */ 1711 */
1749
1750int 1712int
1751check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1752{ 1714{
1753 object *tmp; 1715 object *tmp;
1754 maptile *m = op->map; 1716 maptile *m = op->map;
1781 1743
1782 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1784 */ 1746 */
1785 1747
1786 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)
1787 { 1749 {
1788 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1789 * 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,
1790 * we don't need to check all of them. 1752 * we don't need to check all of them.
1791 */ 1753 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((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))
1811 { 1773 {
1812 1774
1813 float 1775 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1777
1816 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
1817 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)) ||
1818 (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)))
1819 diff /= 4.0; 1781 diff /= 4.0;
1846/* 1808/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1850 */ 1812 */
1851
1852object * 1813object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1815{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1859 { 1817 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1819 return NULL;
1862 } 1820 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1864 if (tmp->arch == at) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch->archname == at->archname)
1865 return tmp; 1824 return tmp;
1825
1866 return NULL; 1826 return NULL;
1867} 1827}
1868 1828
1869/* 1829/*
1870 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1873 */ 1833 */
1874
1875object * 1834object *
1876present (unsigned char type, maptile *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
1877{ 1836{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
1882 { 1838 {
1883 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1840 return NULL;
1885 } 1841 }
1886 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)
1887 if (tmp->type == type) 1844 if (tmp->type == type)
1888 return tmp; 1845 return tmp;
1846
1889 return NULL; 1847 return NULL;
1890} 1848}
1891 1849
1892/* 1850/*
1893 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1896 */ 1854 */
1897
1898object * 1855object *
1899present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
1900{ 1857{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1859 if (tmp->type == type)
1906 return tmp; 1860 return tmp;
1861
1907 return NULL; 1862 return NULL;
1908} 1863}
1909 1864
1910/* 1865/*
1911 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1877 * to be unique.
1923 */ 1878 */
1924object * 1879object *
1925present_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)
1926{ 1881{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1884 return tmp;
1932 1885
1933 return 0; 1886 return 0;
1934} 1887}
1939 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
1940 */ 1893 */
1941object * 1894object *
1942present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
1943{ 1896{
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 if (tmp->arch == at) 1898 if (tmp->arch->archname == at->archname)
1946 return tmp; 1899 return tmp;
1947 1900
1948 return NULL; 1901 return NULL;
1949} 1902}
1950 1903
1952 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
1953 */ 1906 */
1954void 1907void
1955flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
1956{ 1909{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1911 {
1960 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
1962 } 1914 }
1963} 1915}
1964 1916
1965/* 1917/*
1966 * deactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
1967 */ 1919 */
1968void 1920void
1969unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
1970{ 1922{
1971 if (op->inv)
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1924 {
1974 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
1976 } 1927 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985void
1986set_cheat (object *op)
1987{
1988 SET_FLAG (op, FLAG_WAS_WIZ);
1989 flag_inv (op, FLAG_WAS_WIZ);
1990} 1928}
1991 1929
1992/* 1930/*
1993 * 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
1994 * 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
1996 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
1997 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
1998 * 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
1999 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
2000 * 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)
2001 * Note - this only checks to see if there is space for the head of the
2002 * object - if it is a multispace object, this should be called for all
2003 * pieces.
2004 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
2005 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2006 * 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.
2007 * 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
2008 * 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
2009 * 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
2011 * customized, changed states, etc. 1946 * customized, changed states, etc.
2012 */ 1947 */
2013int 1948int
2014find_free_spot (const object *ob, maptile *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)
2015{ 1950{
1951 int altern[SIZEOFFREE];
2016 int index = 0, flag; 1952 int index = 0, flag;
2017 int altern[SIZEOFFREE];
2018 1953
2019 for (int i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2020 { 1955 {
2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2022 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 {
2023 altern [index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2024 1975
2025 /* 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.
2026 * 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.
2027 * 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 -
2028 * 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
2029 * 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
2030 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2032 */ 1983 */
2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2034 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;
2035 } 2000 }
2036 2001
2037 if (!index) 2002 if (!index)
2038 return -1; 2003 return -1;
2039 2004
2040 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2041} 2006}
2042 2007
2043/* 2008/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2048 */ 2013 */
2049int 2014int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2016{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2053 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]))
2054 return i; 2019 return i;
2055 2020
2056 return -1; 2021 return -1;
2057} 2022}
2058 2023
2066{ 2031{
2067 arr += begin; 2032 arr += begin;
2068 end -= begin; 2033 end -= begin;
2069 2034
2070 while (--end) 2035 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2036 swap (arr [end], arr [rndm (end + 1)]);
2072} 2037}
2073 2038
2074/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2076 * 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
2112 object *tmp; 2077 object *tmp;
2113 maptile *mp; 2078 maptile *mp;
2114 2079
2115 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2116 2081
2117 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2118 { 2083 {
2119 exclude = exclude->head; 2084 exclude = exclude->head;
2120 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2121 } 2086 }
2122 else 2087 else
2143 2108
2144 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2110 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2147 { 2112 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2151 break; 2116 break;
2152 2117
2153 if (tmp) 2118 if (tmp)
2154 return freedir[i]; 2119 return freedir[i];
2155 } 2120 }
2210 2175
2211 return 3; 2176 return 3;
2212} 2177}
2213 2178
2214/* 2179/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230}
2231
2232/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2182 */
2236
2237int 2183int
2238dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2239{ 2185{
2240 int d; 2186 int d;
2241 2187
2354 * 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
2355 * core dumps if they do. 2301 * core dumps if they do.
2356 * 2302 *
2357 * 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)
2358 */ 2304 */
2359
2360int 2305int
2361can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2362{ 2307{
2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2367 2312
2368/* 2313/*
2369 * create clone from object to another 2314 * create clone from object to another
2370 */ 2315 */
2371object * 2316object *
2372object_create_clone (object *asrc) 2317object::deep_clone ()
2373{ 2318{
2374 object *dst = 0, *tmp, *src, *part, *prev, *item; 2319 assert (("deep_clone called on non-head object", is_head ()));
2375 2320
2376 if (!asrc) 2321 object *dst = clone ();
2377 return 0;
2378 2322
2379 src = asrc; 2323 object *prev = dst;
2380 if (src->head)
2381 src = src->head;
2382
2383 prev = 0;
2384 for (part = src; part; part = part->more) 2324 for (object *part = this->more; part; part = part->more)
2385 { 2325 {
2386 tmp = part->clone (); 2326 object *tmp = part->clone ();
2387 tmp->x -= src->x;
2388 tmp->y -= src->y;
2389
2390 if (!part->head)
2391 {
2392 dst = tmp;
2393 tmp->head = 0;
2394 }
2395 else
2396 tmp->head = dst; 2327 tmp->head = dst;
2397
2398 tmp->more = 0;
2399
2400 if (prev)
2401 prev->more = tmp; 2328 prev->more = tmp;
2402
2403 prev = tmp; 2329 prev = tmp;
2404 } 2330 }
2405 2331
2406 for (item = src->inv; item; item = item->below) 2332 for (object *item = inv; item; item = item->below)
2407 insert_ob_in_ob (object_create_clone (item), dst); 2333 insert_ob_in_ob (item->deep_clone (), dst);
2408 2334
2409 return dst; 2335 return dst;
2410}
2411
2412/* GROS - Creates an object using a string representing its content. */
2413/* Basically, we save the content of the string to a temp file, then call */
2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2415/* but it was simple to make and allows reusing the load_object function. */
2416/* Remember not to use load_object_str in a time-critical situation. */
2417/* Also remember that multiparts objects are not supported for now. */
2418object *
2419load_object_str (const char *obstr)
2420{
2421 object *op;
2422 char filename[MAX_BUF];
2423
2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2425
2426 FILE *tempfile = fopen (filename, "w");
2427
2428 if (tempfile == NULL)
2429 {
2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2431 return NULL;
2432 }
2433
2434 fprintf (tempfile, obstr);
2435 fclose (tempfile);
2436
2437 op = object::create ();
2438
2439 object_thawer thawer (filename);
2440
2441 if (thawer)
2442 load_object (thawer, op, 0);
2443
2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2445 CLEAR_FLAG (op, FLAG_REMOVED);
2446
2447 return op;
2448} 2336}
2449 2337
2450/* This returns the first object in who's inventory that 2338/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2339 * has the same type and subtype match.
2452 * returns NULL if no match. 2340 * returns NULL if no match.
2459 return tmp; 2347 return tmp;
2460 2348
2461 return 0; 2349 return 0;
2462} 2350}
2463 2351
2464/* If ob has a field named key, return the link from the list, 2352const shstr &
2465 * otherwise return NULL. 2353object::kv_get (const shstr &key) const
2466 *
2467 * key must be a passed in shared string - otherwise, this won't
2468 * do the desired thing.
2469 */
2470key_value *
2471get_ob_key_link (const object *ob, const char *key)
2472{ 2354{
2473 for (key_value *link = ob->key_values; link; link = link->next) 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2474 if (link->key == key) 2356 if (kv->key == key)
2475 return link;
2476
2477 return 0;
2478}
2479
2480/*
2481 * Returns the value of op has an extra_field for key, or NULL.
2482 *
2483 * The argument doesn't need to be a shared string.
2484 *
2485 * The returned string is shared.
2486 */
2487const char *
2488get_ob_key_value (const object *op, const char *const key)
2489{
2490 key_value *link;
2491 shstr_cmp canonical_key (key);
2492
2493 if (!canonical_key)
2494 {
2495 /* 1. There being a field named key on any object
2496 * implies there'd be a shared string to find.
2497 * 2. Since there isn't, no object has this field.
2498 * 3. Therefore, *this* object doesn't have this field.
2499 */
2500 return 0;
2501 }
2502
2503 /* This is copied from get_ob_key_link() above -
2504 * only 4 lines, and saves the function call overhead.
2505 */
2506 for (link = op->key_values; link; link = link->next)
2507 if (link->key == canonical_key)
2508 return link->value; 2357 return kv->value;
2509 2358
2510 return 0; 2359 return shstr_null;
2511} 2360}
2512 2361
2513 2362void
2514/* 2363object::kv_set (const shstr &key, const shstr &value)
2515 * Updates the canonical_key in op to value.
2516 *
2517 * canonical_key is a shared string (value doesn't have to be).
2518 *
2519 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2520 * keys.
2521 *
2522 * Returns TRUE on success.
2523 */
2524int
2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2526{ 2364{
2527 key_value *field = NULL, *last = NULL; 2365 for (key_value *kv = key_values; kv; kv = kv->next)
2528 2366 if (kv->key == key)
2529 for (field = op->key_values; field != NULL; field = field->next)
2530 {
2531 if (field->key != canonical_key)
2532 { 2367 {
2533 last = field; 2368 kv->value = value;
2534 continue; 2369 return;
2535 } 2370 }
2536 2371
2537 if (value) 2372 key_value *kv = new key_value;
2538 field->value = value; 2373
2539 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)
2540 { 2386 {
2541 /* Basically, if the archetype has this key set, 2387 key_value *kv = *kvp;
2542 * we need to store the null value so when we save 2388 *kvp = (*kvp)->next;
2543 * it, we save the empty value so that when we load, 2389 delete kv;
2544 * we get this value back again. 2390 return;
2545 */
2546 if (get_ob_key_link (&op->arch->clone, canonical_key))
2547 field->value = 0;
2548 else
2549 {
2550 if (last)
2551 last->next = field->next;
2552 else
2553 op->key_values = field->next;
2554
2555 delete field;
2556 }
2557 } 2391 }
2558 return TRUE;
2559 }
2560 /* IF we get here, key doesn't exist */
2561
2562 /* No field, we'll have to add it. */
2563
2564 if (!add_key)
2565 return FALSE;
2566
2567 /* There isn't any good reason to store a null
2568 * value in the key/value list. If the archetype has
2569 * this key, then we should also have it, so shouldn't
2570 * be here. If user wants to store empty strings,
2571 * should pass in ""
2572 */
2573 if (value == NULL)
2574 return TRUE;
2575
2576 field = new key_value;
2577
2578 field->key = canonical_key;
2579 field->value = value;
2580 /* Usual prepend-addition. */
2581 field->next = op->key_values;
2582 op->key_values = field;
2583
2584 return TRUE;
2585}
2586
2587/*
2588 * Updates the key in op to value.
2589 *
2590 * If add_key is FALSE, this will only update existing keys,
2591 * and not add new ones.
2592 * In general, should be little reason FALSE is ever passed in for add_key
2593 *
2594 * Returns TRUE on success.
2595 */
2596int
2597set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2598{
2599 shstr key_ (key);
2600
2601 return set_ob_key_value_s (op, key_, value, add_key);
2602} 2392}
2603 2393
2604object::depth_iterator::depth_iterator (object *container) 2394object::depth_iterator::depth_iterator (object *container)
2605: iterator_base (container) 2395: iterator_base (container)
2606{ 2396{
2620 } 2410 }
2621 else 2411 else
2622 item = item->env; 2412 item = item->env;
2623} 2413}
2624 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
2625// 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
2626const char * 2444const char *
2627object::debug_desc (char *info) const 2445object::debug_desc (char *info) const
2628{ 2446{
2447 char flagdesc[512];
2629 char info2[256 * 3]; 2448 char info2[256 * 4];
2630 char *p = info; 2449 char *p = info;
2631 2450
2632 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}",
2633 count, 2452 count,
2453 uuid.c_str (),
2634 &name, 2454 &name,
2635 title ? " " : "", 2455 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2456 title ? (const char *)title : "",
2457 flag_desc (flagdesc, 512), type);
2637 2458
2638 if (env) 2459 if (!flag[FLAG_REMOVED] && env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2461
2641 if (map) 2462 if (map)
2642 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);
2643 2464
2644 return info; 2465 return info;
2645} 2466}
2646 2467
2647const char * 2468const char *
2648object::debug_desc () const 2469object::debug_desc () const
2649{ 2470{
2650 static char info[256 * 3]; 2471 static char info[3][256 * 4];
2472 static int info_idx;
2473
2651 return debug_desc (info); 2474 return debug_desc (info [++info_idx % 3]);
2652} 2475}
2653 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines