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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.296 by root, Fri Nov 6 13:31:47 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36int nrofallocobjects = 0; 33#include <bitset>
37static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39 39
40object *objects; /* Pointer to the list of used objects */ 40objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 41activevec actives;
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 50};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 56};
52int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
143 */ 152 */
144 153
145 /* For each field in wants, */ 154 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 156 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 157 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
186 * Note that this function appears a lot longer than the macro it 177 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 178 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 179 * reduce this to the same efficiency.
189 * 180 *
190 * Check nrof variable *before* calling CAN_MERGE() 181 * Check nrof variable *before* calling can_merge()
191 * 182 *
192 * Improvements made with merge: Better checking on potion, and also 183 * Improvements made with merge: Better checking on potion, and also
193 * check weight 184 * check weight
194 */ 185 */
195
196bool object::can_merge (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
197{ 187{
198 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 189 if (ob1 == ob2
190 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
200 return 0; 194 return 0;
201 195
202 if (ob1->speed != ob2->speed) 196 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
203 return 0; 199 return 0;
204 200
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 204 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 205 * flags lose any meaning.
217 */ 206 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 209
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 212
224 213 if (ob1->arch->archname != ob2->arch->archname
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 214 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 215 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 216 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 217 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 218 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 219 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 220 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 221 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 222 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
246 (ob1->client_type != ob2->client_type) || 225 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 226 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 227 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 228 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 229 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 230 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 231 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 232 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 233 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 238 return 0;
256 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
257 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
259 */ 249 */
260 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
261 { 251 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 252 if (!(ob1->inv && ob2->inv))
268 return 0; 253 return 0; /* inventories differ in length */
254
255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
258 if (!object::can_merge (ob1->inv, ob2->inv))
259 return 0; /* inventory objects differ */
269 260
270 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 262 * if it is valid.
272 */ 263 */
273 } 264 }
281 272
282 /* Note sure why the following is the case - either the object has to 273 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 274 * be animated or have a very low speed. Is this an attempted monster
284 * check? 275 * check?
285 */ 276 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 278 return 0;
288 279
289 switch (ob1->type) 280 switch (ob1->type)
290 { 281 {
291 case SCROLL: 282 case SCROLL:
292 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
293 return 0; 284 return 0;
294 break; 285 break;
295 } 286 }
296 287
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
298 { 289 {
299 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 295 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 296 }
306 297
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
309 { 299 {
310 ob1->optimise (); 300 ob1->optimise ();
311 ob2->optimise (); 301 ob2->optimise ();
312 302
313 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
314 return 0; 309 return 0;
310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
315 return 0;
316 }
315 } 317 }
316 318
317 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
318 return 1; 320 return 1;
319} 321}
320 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
321/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
322 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
325 */ 400 */
326long 401void
327sum_weight (object *op) 402object::update_weight ()
328{ 403{
329 long sum; 404 sint32 sum = 0;
330 object *inv;
331 405
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
333 { 407 {
334 if (inv->inv) 408 if (op->inv)
335 sum_weight (inv); 409 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
337 } 417 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 418 carrying = sum;
344 419
345 return sum; 420 if (object *pl = visible_to ())
346} 421 if (pl != this) // player is handled lazily
347 422 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 423 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 424}
430 425
431/* 426/*
432 * Dumps an object. Returns output in the static global errmsg array. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 428 */
434 429char *
435void
436dump_object (object *op) 430dump_object (object *op)
437{ 431{
438 if (op == NULL) 432 if (!op)
439 { 433 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 434
447void 435 object_freezer freezer;
448dump_all_objects (void) 436 op->write (freezer);
449{ 437 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 438}
458 439
459/* 440char *
460 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
461 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned.
463 */
464
465object *
466get_nearest_part (object *op, const object *pl)
467{ 442{
468 object *tmp, *closest; 443 return dump_object (this);
469 int last_dist, i;
470
471 if (op->more == NULL)
472 return op;
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i;
476 return closest;
477} 444}
478 445
479/* 446/*
480 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
448 * VERRRY slow.
481 */ 449 */
482
483object * 450object *
484find_object (tag_t i) 451find_object (tag_t i)
485{ 452{
486 object *op; 453 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 454 if (op->count == i)
490 break;
491 return op; 455 return op;
456
457 return 0;
492} 458}
493 459
494/* 460/*
495 * Returns the first object which has a name equal to the argument. 461 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 462 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 463 * Enables features like "patch <name-of-other-player> food 999"
498 */ 464 */
499
500object * 465object *
501find_object_name (const char *str) 466find_object_name (const char *str)
502{ 467{
503 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
504 object *op;
505 469
506 for (op = objects; op != NULL; op = op->next) 470 if (str_)
471 for_all_objects (op)
507 if (op->name == str_) 472 if (op->name == str_)
508 break; 473 return op;
509 474
510 return op; 475 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 476}
539 477
540/* 478/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 480 * skill and experience objects.
481 * ACTUALLY NO! investigate! TODO
543 */ 482 */
544void 483void
545object::set_owner (object *owner) 484object::set_owner (object *owner)
546{ 485{
486 // allow objects which own objects
547 if (!owner) 487 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 488 while (owner->owner)
558 owner = owner->owner; 489 owner = owner->owner;
490
491 if (flag [FLAG_FREED])
492 {
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return;
495 }
559 496
560 this->owner = owner; 497 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
561} 565}
562 566
563/* Zero the key_values on op, decrementing the shared-string 567/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 568 * refcounts and freeing the links.
565 */ 569 */
566static void 570static void
567free_key_values (object *op) 571free_key_values (object *op)
568{ 572{
569 for (key_value *i = op->key_values; i != 0;) 573 for (key_value *i = op->key_values; i; )
570 { 574 {
571 key_value *next = i->next; 575 key_value *next = i->next;
572 delete i; 576 delete i;
573 577
574 i = next; 578 i = next;
575 } 579 }
576 580
577 op->key_values = 0; 581 op->key_values = 0;
578} 582}
579 583
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 584/*
633 * copy object first frees everything allocated by the second object, 585 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 586 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 587 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 588 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 589 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 590 * will point at garbage.
639 */ 591 */
640void 592void
641copy_object (object *op2, object *op) 593object::copy_to (object *dst)
642{ 594{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 595 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 596 *(object_copy *)dst = *this;
645 597 dst->flag [FLAG_REMOVED] = true;
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 598
656 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
657 if (op2->key_values) 600 if (key_values)
658 { 601 {
659 key_value *tail = 0; 602 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 603 dst->key_values = 0;
663 604
664 for (i = op2->key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
665 { 606 {
666 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
667 608
668 new_link->next = 0; 609 new_link->next = 0;
669 new_link->key = i->key; 610 new_link->key = i->key;
670 new_link->value = i->value; 611 new_link->value = i->value;
671 612
672 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
673 if (!op->key_values) 614 if (!dst->key_values)
674 { 615 {
675 op->key_values = new_link; 616 dst->key_values = new_link;
676 tail = new_link; 617 tail = new_link;
677 } 618 }
678 else 619 else
679 { 620 {
680 tail->next = new_link; 621 tail->next = new_link;
681 tail = new_link; 622 tail = new_link;
682 } 623 }
683 } 624 }
684 } 625 }
685 626
686 update_ob_speed (op); 627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate ();
631}
632
633void
634object::instantiate ()
635{
636 if (!uuid.seq) // HACK
637 uuid = UUID::gen ();
638
639 speed_left = -0.1f;
640 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped.
645 */
646 for (int i = NUM_BODY_LOCATIONS; i--; )
647 slot[i].used = slot[i].info;
648
649 attachable::instantiate ();
650}
651
652object *
653object::clone ()
654{
655 object *neu = create ();
656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
658 return neu;
687} 659}
688 660
689/* 661/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 663 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 664 * be called to update the face variable, _and_ how it looks on the map.
693 */ 665 */
694
695void 666void
696update_turn_face (object *op) 667update_turn_face (object *op)
697{ 668{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 670 return;
671
700 SET_ANIMATION (op, op->direction); 672 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 673 update_object (op, UP_OBJ_FACE);
702} 674}
703 675
704/* 676/*
705 * Updates the speed of an object. If the speed changes from 0 to another 677 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 678 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
708 */ 680 */
709void 681void
710update_ob_speed (object *op) 682object::set_speed (float speed)
711{ 683{
712 extern int arch_init; 684 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 685 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 686 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 687 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 688 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 689
737 /* process_events() expects us to insert the object at the beginning 690 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 691
741 if (op->active_next != NULL) 692 if (has_active_speed ())
742 op->active_next->active_prev = op; 693 activate ();
743
744 active_objects = op;
745 }
746 else 694 else
747 { 695 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 696}
771 697
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 698/*
804 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 702 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
811 * 706 *
812 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 708 * current action are:
818 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
823 */ 714 */
824
825void 715void
826update_object (object *op, int action) 716update_object (object *op, int action)
827{ 717{
828 int update_now = 0, flags; 718 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 719 {
833 /* this should never happen */ 720 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 721 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 722 return;
836 } 723 }
837 724
838 if (op->env != NULL) 725 if (!op->is_on_map ())
839 { 726 {
840 /* Animation is currently handled by client, so nothing 727 /* Animation is currently handled by client, so nothing
841 * to do in this case. 728 * to do in this case.
842 */ 729 */
843 return; 730 return;
844 } 731 }
845 732
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */ 733 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 734 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 735 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 736 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 737#ifdef MANY_CORES
857 abort (); 738 abort ();
858#endif 739#endif
859 return; 740 return;
860 } 741 }
861 742
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 743 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 744
745 if (!(m.flags_ & P_UPTODATE))
746 /* nop */;
869 if (action == UP_OBJ_INSERT) 747 else if (action == UP_OBJ_INSERT)
870 { 748 {
749 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 752 || (op->is_player () && !(m.flags_ & P_PLAYER))
876 753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 756 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 757 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 758 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 759 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 760 * have move_allow right now.
894 */ 761 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 762 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 764 m.invalidate ();
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 765 }
901 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 768 * that is being removed.
904 */ 769 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 771 m.invalidate ();
907 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
909 else 774 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 776
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 777 if (op->more)
919 update_object (op->more, action); 778 update_object (op->more, action);
920} 779}
921 780
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940
941object::object () 781object::object ()
942{ 782{
943 SET_FLAG (this, FLAG_REMOVED); 783 SET_FLAG (this, FLAG_REMOVED);
944 784
945 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
946 face = blank_face; 786 face = blank_face;
947 attacked_by_count = -1;
948} 787}
949 788
950object::~object () 789object::~object ()
951{ 790{
791 unlink ();
792
952 free_key_values (this); 793 free_key_values (this);
953} 794}
954 795
796static int object_count;
797
955void object::link () 798void object::link ()
956{ 799{
800 assert (!index);//D
801 uuid = UUID::gen ();
957 count = ++ob_count; 802 count = ++object_count;
958 803
959 prev = 0; 804 refcnt_inc ();
960 next = objects; 805 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 806}
967 807
968void object::unlink () 808void object::unlink ()
969{ 809{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next) 810 if (!index)
811 return;
812
813 objects.erase (this);
814 refcnt_dec ();
815}
816
817void
818object::activate ()
819{
820 /* If already on active list, don't do anything */
821 if (active)
822 return;
823
824 if (has_active_speed ())
825 {
826 if (flag [FLAG_FREED])
827 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
828
829 actives.insert (this);
984 { 830 }
985 next->prev = prev; 831}
986 next = 0; 832
833void
834object::activate_recursive ()
835{
836 activate ();
837
838 for (object *op = inv; op; op = op->below)
839 op->activate_recursive ();
840}
841
842/* This function removes object 'op' from the list of active
843 * objects.
844 * This should only be used for style maps or other such
845 * reference maps where you don't want an object that isn't
846 * in play chewing up cpu time getting processed.
847 * The reverse of this is to call update_ob_speed, which
848 * will do the right thing based on the speed of the object.
849 */
850void
851object::deactivate ()
852{
853 /* If not on the active list, nothing needs to be done */
854 if (!active)
855 return;
856
857 actives.erase (this);
858}
859
860void
861object::deactivate_recursive ()
862{
863 for (object *op = inv; op; op = op->below)
864 op->deactivate_recursive ();
865
866 deactivate ();
867}
868
869void
870object::set_flag_inv (int flag, int value)
871{
872 for (object *op = inv; op; op = op->below)
873 {
874 op->flag [flag] = value;
875 op->set_flag_inv (flag, value);
876 }
877}
878
879/*
880 * Remove and free all objects in the inventory of the given object.
881 * object.c ?
882 */
883void
884object::destroy_inv (bool drop_to_ground)
885{
886 // need to check first, because the checks below might segfault
887 // as we might be on an invalid mapspace and crossfire code
888 // is too buggy to ensure that the inventory is empty.
889 // corollary: if you create arrows etc. with stuff in its inventory,
890 // cf will crash below with off-map x and y
891 if (!inv)
892 return;
893
894 /* Only if the space blocks everything do we not process -
895 * if some form of movement is allowed, let objects
896 * drop on that space.
897 */
898 if (!drop_to_ground
899 || !map
900 || map->in_memory != MAP_ACTIVE
901 || map->no_drop
902 || ms ().move_block == MOVE_ALL)
903 {
904 while (inv)
905 inv->destroy ();
906 }
907 else
908 { /* Put objects in inventory onto this space */
909 while (inv)
910 {
911 object *op = inv;
912
913 if (op->flag [FLAG_STARTEQUIP]
914 || op->flag [FLAG_NO_DROP]
915 || op->type == RUNE
916 || op->type == TRAP
917 || op->flag [FLAG_IS_A_TEMPLATE]
918 || op->flag [FLAG_DESTROY_ON_DEATH])
919 op->destroy ();
920 else
921 map->insert (op, x, y);
922 }
987 } 923 }
988} 924}
989 925
990object *object::create () 926object *object::create ()
991{ 927{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 928 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 929 op->link ();
1006 return op; 930 return op;
1007} 931}
1008 932
1009/* 933static struct freed_map : maptile
1010 * free_object() frees everything allocated by an object, removes
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 934{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 935 freed_map ()
936 {
937 path = "<freed objects map>";
938 name = "/internal/freed_objects_map";
939 width = 3;
940 height = 3;
941 no_drop = 1;
942 no_reset = 1;
943
944 alloc ();
945 in_memory = MAP_ACTIVE;
946 }
947
948 ~freed_map ()
949 {
950 destroy ();
951 }
952} freed_map; // freed objects are moved here to avoid crashes
953
954void
955object::do_destroy ()
956{
957 if (flag [FLAG_IS_LINKED])
958 remove_link ();
959
960 if (flag [FLAG_FRIENDLY])
961 remove_friendly_object (this);
962
963 remove ();
964
965 attachable::do_destroy ();
966
967 deactivate ();
968 unlink ();
969
970 flag [FLAG_FREED] = 1;
971
972 // hack to ensure that freed objects still have a valid map
973 map = &freed_map;
974 x = 1;
975 y = 1;
976
977 if (more)
978 {
979 more->destroy ();
980 more = 0;
981 }
982
983 head = 0;
984
985 // clear those pointers that likely might cause circular references
986 owner = 0;
987 enemy = 0;
988 attacked_by = 0;
989 current_weapon = 0;
990}
991
992void
993object::destroy ()
994{
995 if (destroyed ())
1022 return; 996 return;
1023 997
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 998 if (!is_head () && !head->destroyed ())
1025 remove_friendly_object (this);
1026
1027 if (!QUERY_FLAG (this, FLAG_REMOVED))
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 } 999 {
1037 1000 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1038 if (inv) 1001 head->destroy ();
1002 return;
1039 { 1003 }
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047 1004
1048 while (op) 1005 destroy_inv (false);
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058 1006
1059 while (op) 1007 if (is_head ())
1060 { 1008 if (sound_destroy)
1061 object *tmp = op->below; 1009 play_sound (sound_destroy);
1010 else if (flag [FLAG_MONSTER])
1011 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1062 1012
1063 remove_ob (op); 1013 attachable::destroy ();
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089} 1014}
1090 1015
1091/* 1016/* op->remove ():
1092 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)).
1094 */
1095
1096void
1097sub_weight (object *op, signed long weight)
1098{
1099 while (op != NULL)
1100 {
1101 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 }
1105 op->carrying -= weight;
1106 op = op->env;
1107 }
1108}
1109
1110/* remove_ob(op):
1111 * This function removes the object op from the linked list of objects 1017 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 1018 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 1019 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 1020 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 1021 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 1022 */
1118
1119void 1023void
1120remove_ob (object *op) 1024object::do_remove ()
1121{ 1025{
1122 object * 1026 if (flag [FLAG_REMOVED])
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED))
1140 return; 1027 return;
1141 1028
1142 SET_FLAG (op, FLAG_REMOVED); 1029 INVOKE_OBJECT (REMOVE, this);
1143 1030
1144 if (op->more != NULL) 1031 flag [FLAG_REMOVED] = true;
1145 remove_ob (op->more); 1032
1033 if (more)
1034 more->remove ();
1146 1035
1147 /* 1036 /*
1148 * In this case, the object to be removed is in someones 1037 * In this case, the object to be removed is in someones
1149 * inventory. 1038 * inventory.
1150 */ 1039 */
1151 if (op->env != NULL) 1040 if (env)
1152 { 1041 {
1153 if (op->nrof) 1042 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1154 sub_weight (op->env, op->weight * op->nrof); 1043 if (object *pl = visible_to ())
1155 else 1044 esrv_del_item (pl->contr, count);
1156 sub_weight (op->env, op->weight + op->carrying); 1045 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1046
1047 adjust_weight (env, -total_weight ());
1048
1049 object *pl = in_player ();
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 map = env->map;
1056 x = env->x;
1057 y = env->y;
1058
1059 // make sure cmov optimisation is applicable
1060 *(above ? &above->below : &env->inv) = below;
1061 *(below ? &below->above : &above ) = above; // &above is just a dummy
1062
1063 above = 0;
1064 below = 0;
1065 env = 0;
1157 1066
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1067 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1068 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1069 * to save cpu time.
1161 */ 1070 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1071 if (pl)
1163 fix_player (otmp); 1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 {
1074 pl->update_stats ();
1164 1075
1165 if (op->above != NULL) 1076 if (glow_radius && pl->is_on_map ())
1166 op->above->below = op->below; 1077 update_all_los (pl->map, pl->x, pl->y);
1167 else 1078 }
1168 op->env->inv = op->below;
1169
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172
1173 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do.
1176 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map;
1179 op->above = NULL, op->below = NULL;
1180 op->env = NULL;
1181 } 1079 }
1182 else if (op->map) 1080 else if (map)
1183 { 1081 {
1184 x = op->x; 1082 map->dirty = true;
1185 y = op->y; 1083 mapspace &ms = this->ms ();
1186 m = get_map_from_coord (op->map, &x, &y);
1187 1084
1188 if (!m) 1085 if (object *pl = ms.player ())
1189 { 1086 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1087 if (is_player ())
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */ 1088 {
1196 abort (); 1089 if (!flag [FLAG_WIZPASS])
1090 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1091
1092 // leaving a spot always closes any open container on the ground
1093 if (container && !container->env)
1094 // this causes spurious floorbox updates, but it ensures
1095 // that the CLOSE event is being sent.
1096 close_container ();
1097
1098 --map->players;
1099 map->touch ();
1100 }
1101 else if (pl->container_ () == this)
1102 {
1103 // removing a container should close it
1104 close_container ();
1105 }
1106
1107 esrv_del_item (pl->contr, count);
1197 } 1108 }
1198 1109
1199 if (op->map != m)
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */
1206
1207 /* link the object above us */ 1110 /* link the object above us */
1208 if (op->above) 1111 // re-link, make sure compiler can easily use cmove
1209 op->above->below = op->below; 1112 *(above ? &above->below : &ms.top) = below;
1210 else 1113 *(below ? &below->above : &ms.bot) = above;
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1212 1114
1213 /* Relink the object below us, if there is one */ 1115 above = 0;
1214 if (op->below) 1116 below = 0;
1215 op->below->above = op->above; 1117
1216 else 1118 ms.invalidate ();
1119
1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122
1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1124
1125 if (object *pl = ms.player ())
1217 { 1126 {
1218 /* Nothing below, which means we need to relink map object for this space 1127 if (pl->container_ () == this)
1219 * use translated coordinates in case some oddness with map tiling is 1128 /* If a container that the player is currently using somehow gets
1220 * evident 1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1221 */ 1131 */
1222 if (GET_MAP_OB (m, x, y) != op) 1132 pl->close_container ();
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230 1133
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1232 } 1139 }
1233 1140
1234 op->above = 0; 1141 if (check_walk_off)
1235 op->below = 0; 1142 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1236
1237 if (op->map->in_memory == MAP_SAVING)
1238 return;
1239
1240 tag = op->count;
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1244 { 1143 {
1144 above = tmp->above;
1145
1245 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1246 * being removed. 1147 * being removed.
1247 */
1248
1249 if (tmp->type == PLAYER && tmp != op)
1250 {
1251 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view
1253 * appropriately.
1254 */ 1148 */
1255 if (tmp->container == op)
1256 {
1257 CLEAR_FLAG (op, FLAG_APPLIED);
1258 tmp->container = NULL;
1259 }
1260 1149
1261 tmp->contr->socket.update_look = 1; 1150 /* See if object moving off should effect something */
1151 if ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1153 move_apply (tmp, this, 0);
1262 } 1154 }
1263 1155
1264 /* See if player moving off should effect something */ 1156 if (affects_los ())
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 {
1267 move_apply (tmp, op, NULL);
1268
1269 if (was_destroyed (op, tag))
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1272 }
1273 }
1274
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276
1277 if (tmp->above == tmp)
1278 tmp->above = NULL;
1279
1280 last = tmp;
1281 }
1282
1283 /* last == NULL of there are no objects on this space */
1284 if (last == NULL)
1285 {
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else
1295 update_object (last, UP_OBJ_REMOVE);
1296
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298 update_all_los (op->map, op->x, op->y); 1157 update_all_los (map, x, y);
1299 } 1158 }
1300} 1159}
1301 1160
1302/* 1161/*
1303 * merge_ob(op,top): 1162 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1170merge_ob (object *op, object *top)
1312{ 1171{
1313 if (!op->nrof) 1172 if (!op->nrof)
1314 return 0; 1173 return 0;
1315 1174
1316 if (top == NULL) 1175 if (!top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1176 for (top = op; top && top->above; top = top->above)
1177 ;
1318 1178
1319 for (; top != NULL; top = top->below) 1179 for (; top; top = top->below)
1320 { 1180 if (object::can_merge (op, top))
1321 if (top == op)
1322 continue;
1323 if (CAN_MERGE (op, top))
1324 { 1181 {
1325 top->nrof += op->nrof; 1182 top->nrof += op->nrof;
1326 1183
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1184 if (object *pl = top->visible_to ())
1328 op->weight = 0; /* Don't want any adjustements now */ 1185 esrv_update_item (UPD_NROF, pl, top);
1329 remove_ob (op); 1186
1330 free_object (op); 1187 op->weight = 0; // cancel the addition above
1188 op->carrying = 0; // must be 0 already
1189
1190 op->destroy ();
1191
1331 return top; 1192 return top;
1332 } 1193 }
1333 }
1334 1194
1335 return NULL; 1195 return 0;
1336} 1196}
1337 1197
1198void
1199object::expand_tail ()
1200{
1201 if (more)
1202 return;
1203
1204 object *prev = this;
1205
1206 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1207 {
1208 object *op = arch_to_object (at);
1209
1210 op->name = name;
1211 op->name_pl = name_pl;
1212 op->title = title;
1213
1214 op->head = this;
1215 prev->more = op;
1216
1217 prev = op;
1218 }
1219}
1220
1338/* 1221/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1222 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1223 * job preparing multi-part monsters.
1341 */ 1224 */
1342object * 1225object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1226insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1227{
1345 object *tmp; 1228 op->remove ();
1346 1229
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1230 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1231 {
1352 tmp->x = x + tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->x;
1353 tmp->y = y + tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->y;
1354 } 1234 }
1355 1235
1356 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1357} 1237}
1358 1238
1374 * Return value: 1254 * Return value:
1375 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1257 * just 'op' otherwise
1378 */ 1258 */
1379
1380object * 1259object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1261{
1383 object *tmp, *top, *floor = NULL; 1262 op->remove ();
1384 sint16 x, y;
1385 1263
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1264 if (m == &freed_map)//D TODO: remove soon
1387 { 1265 {//D
1388 LOG (llevError, "Trying to insert freed object!\n"); 1266 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1389 return NULL;
1390 } 1267 }//D
1391
1392 if (m == NULL)
1393 {
1394 dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1396 return op;
1397 }
1398
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449
1450 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1268
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1271 * need extra work
1455 */ 1272 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 maptile *newmap = m;
1457 x = op->x; 1274 if (!xy_normalise (newmap, op->x, op->y))
1458 y = op->y; 1275 {
1276 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1277 return 0;
1278 }
1279
1280 if (object *more = op->more)
1281 if (!insert_ob_in_map (more, m, originator, flag))
1282 return 0;
1283
1284 op->flag [FLAG_REMOVED] = false;
1285 op->env = 0;
1286 op->map = newmap;
1287
1288 mapspace &ms = op->ms ();
1459 1289
1460 /* this has to be done after we translate the coordinates. 1290 /* this has to be done after we translate the coordinates.
1461 */ 1291 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1292 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1293 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1294 if (object::can_merge (op, tmp))
1465 { 1295 {
1296 // TODO: we actually want to update tmp, not op,
1297 // but some caller surely breaks when we return tmp
1298 // from here :/
1466 op->nrof += tmp->nrof; 1299 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1300 tmp->destroy ();
1468 free_object (tmp);
1469 } 1301 }
1470 1302
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1303 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1304 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1305
1480 { 1312 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1313 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1314 abort ();
1483 } 1315 }
1484 1316
1317 if (!originator->is_on_map ())
1318 {
1319 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1320 op->debug_desc (), originator->debug_desc ());
1321 abort ();
1322 }
1323
1485 op->above = originator; 1324 op->above = originator;
1486 op->below = originator->below; 1325 op->below = originator->below;
1487
1488 if (op->below)
1489 op->below->above = op;
1490 else
1491 SET_MAP_OB (op->map, op->x, op->y, op);
1492
1493 /* since *below* originator, no need to update top */
1494 originator->below = op; 1326 originator->below = op;
1327
1328 *(op->below ? &op->below->above : &ms.bot) = op;
1495 } 1329 }
1496 else 1330 else
1497 { 1331 {
1332 object *floor = 0;
1333 object *top = ms.top;
1334
1498 /* If there are other objects, then */ 1335 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1336 if (top)
1500 { 1337 {
1501 object *last = NULL;
1502
1503 /* 1338 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1339 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1340 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1341 * Generally, we want to put the new object on top. But if
1507 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1342 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1510 * once we get to them. This reduces the need to traverse over all of 1345 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1346 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1347 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1348 * that flying non pickable objects are spell objects.
1514 */ 1349 */
1515 1350 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1516 while (top != NULL)
1517 { 1351 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1353 floor = tmp;
1520 1354
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1522 { 1356 {
1523 /* We insert above top, so we want this object below this */ 1357 /* We insert above top, so we want this object below this */
1524 top = top->below; 1358 top = tmp->below;
1525 break; 1359 break;
1526 } 1360 }
1527 1361
1528 last = top;
1529 top = top->above; 1362 top = tmp;
1530 } 1363 }
1531
1532 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last;
1534 1364
1535 /* We let update_position deal with figuring out what the space 1365 /* We let update_position deal with figuring out what the space
1536 * looks like instead of lots of conditions here. 1366 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1367 * makes things faster, and effectively the same result.
1538 */ 1368 */
1539 1369
1540 /* Have object 'fall below' other objects that block view. 1370 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1371 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1374 * stacking is a bit odd.
1545 */ 1375 */
1546 if (!(flag & INS_ON_TOP) && 1376 if (!(flag & INS_ON_TOP)
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1377 && ms.flags () & P_BLOCKSVIEW
1378 && (op->face && !faces [op->face].visibility))
1548 { 1379 {
1380 object *last;
1381
1549 for (last = top; last != floor; last = last->below) 1382 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1383 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1384 break;
1385
1552 /* Check to see if we found the object that blocks view, 1386 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1387 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1388 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1389 * set top to the object below us.
1556 */ 1390 */
1557 if (last && last->below && last != floor) 1391 if (last && last->below && last != floor)
1558 top = last->below; 1392 top = last->below;
1559 } 1393 }
1560 } /* If objects on this space */ 1394 } /* If objects on this space */
1561 1395
1562 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y);
1564
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1396 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1397 top = floor;
1567 1398
1568 /* Top is the object that our object (op) is going to get inserted above. 1399 // insert object above top, or bottom-most if top = 0
1569 */
1570
1571 /* First object on this space */
1572 if (!top) 1400 if (!top)
1573 { 1401 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575
1576 if (op->above)
1577 op->above->below = op;
1578
1579 op->below = NULL; 1402 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1403 op->above = ms.bot;
1404 ms.bot = op;
1405
1406 *(op->above ? &op->above->below : &ms.top) = op;
1581 } 1407 }
1582 else 1408 else
1583 { /* get inserted into the stack above top */ 1409 {
1584 op->above = top->above; 1410 op->above = top->above;
1585
1586 if (op->above)
1587 op->above->below = op; 1411 top->above = op;
1588 1412
1589 op->below = top; 1413 op->below = top;
1590 top->above = op; 1414 *(op->above ? &op->above->below : &ms.top) = op;
1591 } 1415 }
1416 }
1592 1417
1593 if (op->above == NULL) 1418 if (op->is_player ())
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1419 {
1595 } /* else not INS_BELOW_ORIGINATOR */
1596
1597 if (op->type == PLAYER)
1598 op->contr->do_los = 1; 1420 op->contr->do_los = 1;
1421 ++op->map->players;
1422 op->map->touch ();
1423 }
1599 1424
1600 /* If we have a floor, we know the player, if any, will be above 1425 op->map->dirty = true;
1601 * it, so save a few ticks and start from there. 1426
1602 */ 1427 if (object *pl = ms.player ())
1603 if (!(flag & INS_MAP_LOAD)) 1428 //TODO: the floorbox prev/next might need updating
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1429 //esrv_send_item (pl, op);
1605 if (tmp->type == PLAYER) 1430 //TODO: update floorbox to preserve ordering
1606 tmp->contr->socket.update_look = 1; 1431 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update ();
1607 1433
1608 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1441 * of effect may be sufficient.
1616 */ 1442 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1443 if (op->affects_los ())
1444 {
1445 op->ms ().invalidate ();
1618 update_all_los (op->map, op->x, op->y); 1446 update_all_los (op->map, op->x, op->y);
1447 }
1619 1448
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1622 1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1623 /* Don't know if moving this to the end will break anything. However, 1454 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1455 * we want to have floorbox_update called before calling this.
1625 * 1456 *
1626 * check_move_on() must be after this because code called from 1457 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1458 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1460 * update_object().
1630 */ 1461 */
1631 1462
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1634 { 1465 {
1635 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1636 return NULL; 1467 return 0;
1637 1468
1638 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1470 * walk on's.
1640 */ 1471 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1643 return NULL; 1474 return 0;
1644 } 1475 }
1645 1476
1646 return op; 1477 return op;
1647} 1478}
1648 1479
1649/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1652 */ 1483 */
1653void 1484void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (shstr_tmp archname, object *op)
1655{ 1486{
1656 object *
1657 tmp;
1658 object *
1659 tmp1;
1660
1661 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1662 1488
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1490 if (tmp->arch->archname == archname) /* same archetype */
1666 { 1491 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1492
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1493 object *tmp = arch_to_object (archetype::find (archname));
1673 1494
1674 tmp1->x = op->x; 1495 tmp->x = op->x;
1675 tmp1->y = op->y; 1496 tmp->y = op->y;
1497
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1498 insert_ob_in_map (tmp, op->map, op, 0);
1677} 1499}
1678
1679/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array.
1685 */
1686 1500
1687object * 1501object *
1688get_split_ob (object *orig_ob, uint32 nr) 1502object::insert_at (object *where, object *originator, int flags)
1689{ 1503{
1690 object * 1504 if (where->env)
1691 newob; 1505 return where->env->insert (this);
1692 int 1506 else
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1507 return where->map->insert (this, where->x, where->y, originator, flags);
1694
1695 if (orig_ob->nrof < nr)
1696 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL;
1699 }
1700
1701 newob = object_create_clone (orig_ob);
1702
1703 if ((orig_ob->nrof -= nr) < 1)
1704 {
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed)
1710 {
1711 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 {
1715 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1716 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1717 return NULL;
1718 }
1719 }
1720
1721 newob->nrof = nr;
1722
1723 return newob;
1724} 1508}
1725 1509
1726/* 1510/*
1727 * decrease_ob_nr(object, number) decreases a specified number from 1511 * decrease(object, number) decreases a specified number from
1728 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1730 * 1514 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1516 */
1517bool
1518object::decrease (sint32 nr)
1519{
1520 if (!nr)
1521 return true;
1733 1522
1523 nr = min (nr, nrof);
1524
1525 if (nrof > nr)
1526 {
1527 nrof -= nr;
1528 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1529
1530 if (object *pl = visible_to ())
1531 esrv_update_item (UPD_NROF, pl, this);
1532
1533 return true;
1534 }
1535 else
1536 {
1537 destroy ();
1538 return false;
1539 }
1540}
1541
1542/*
1543 * split(ob,nr) splits up ob into two parts. The part which
1544 * is returned contains nr objects, and the remaining parts contains
1545 * the rest (or is removed and returned if that number is 0).
1546 * On failure, NULL is returned.
1547 */
1734object * 1548object *
1735decrease_ob_nr (object *op, uint32 i) 1549object::split (sint32 nr)
1736{ 1550{
1737 object *tmp; 1551 int have = number_of ();
1738 player *pl;
1739 1552
1740 if (i == 0) /* objects with op->nrof require this check */ 1553 if (have < nr)
1741 return op; 1554 return 0;
1742 1555 else if (have == nr)
1743 if (i > op->nrof)
1744 i = op->nrof;
1745
1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i;
1748 else if (op->env != NULL)
1749 { 1556 {
1750 /* is this object in the players inventory, or sub container
1751 * therein?
1752 */
1753 tmp = is_player_inv (op->env);
1754 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player.
1759 */
1760 if (!tmp)
1761 {
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env)
1764 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 }
1770
1771 if (i < op->nrof)
1772 {
1773 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i;
1775 if (tmp)
1776 {
1777 esrv_send_item (tmp, op);
1778 }
1779 }
1780 else
1781 {
1782 remove_ob (op); 1557 remove ();
1783 op->nrof = 0; 1558 return this;
1784 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count);
1787 }
1788 }
1789 } 1559 }
1790 else 1560 else
1791 { 1561 {
1792 object *above = op->above; 1562 decrease (nr);
1793 1563
1794 if (i < op->nrof) 1564 object *op = deep_clone ();
1795 op->nrof -= i; 1565 op->nrof = nr;
1796 else
1797 {
1798 remove_ob (op);
1799 op->nrof = 0;
1800 }
1801
1802 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above)
1804 if (tmp->type == PLAYER)
1805 {
1806 if (op->nrof)
1807 esrv_send_item (tmp, op);
1808 else
1809 esrv_del_item (tmp->contr, op->count);
1810 }
1811 }
1812
1813 if (op->nrof)
1814 return op; 1566 return op;
1815 else
1816 { 1567 }
1817 free_object (op); 1568}
1569
1570object *
1571insert_ob_in_ob (object *op, object *where)
1572{
1573 if (!where)
1574 {
1575 char *dump = dump_object (op);
1576 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1577 free (dump);
1818 return NULL; 1578 return op;
1819 }
1820}
1821
1822/*
1823 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying.
1825 */
1826
1827void
1828add_weight (object *op, signed long weight)
1829{
1830 while (op != NULL)
1831 { 1579 }
1832 if (op->type == CONTAINER)
1833 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1834 1580
1835 op->carrying += weight; 1581 if (where->head_ () != where)
1836 op = op->env;
1837 } 1582 {
1838} 1583 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1584 where = where->head;
1585 }
1839 1586
1587 return where->insert (op);
1588}
1589
1840/* 1590/*
1841 * insert_ob_in_ob(op,environment): 1591 * env->insert (op)
1842 * This function inserts the object op in the linked list 1592 * This function inserts the object op in the linked list
1843 * inside the object environment. 1593 * inside the object environment.
1844 * 1594 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1595 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1596 * be != op, if items are merged. -Tero
1852 */ 1597 */
1853
1854object * 1598object *
1855insert_ob_in_ob (object *op, object *where) 1599object::insert (object *op)
1856{ 1600{
1857 object *
1858 tmp, *
1859 otmp;
1860
1861 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 {
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880
1881 if (op->more) 1601 if (op->more)
1882 { 1602 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1603 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1604 return op;
1885 } 1605 }
1886 1606
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1607 op->remove ();
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1608
1609 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1610
1889 if (op->nrof) 1611 if (op->nrof)
1890 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1612 for (object *tmp = inv; tmp; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1613 if (object::can_merge (tmp, op))
1893 { 1614 {
1894 /* return the original object and remove inserted object 1615 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1616 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1617 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1618
1898 * tmp->nrof, we need to increase the weight. 1619 if (object *pl = tmp->visible_to ())
1899 */ 1620 esrv_update_item (UPD_NROF, pl, tmp);
1900 add_weight (where, op->weight * op->nrof); 1621
1901 SET_FLAG (op, FLAG_REMOVED); 1622 adjust_weight (this, op->total_weight ());
1902 free_object (op); /* free the inserted object */ 1623
1624 op->destroy ();
1903 op = tmp; 1625 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1626 goto inserted;
1905 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break;
1907 } 1627 }
1908 1628
1909 /* I assume combined objects have no inventory 1629 op->owner = 0; // it's his/hers now. period.
1910 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do
1913 * the linking below
1914 */
1915 add_weight (where, op->weight * op->nrof);
1916 }
1917 else
1918 add_weight (where, (op->weight + op->carrying));
1919
1920 otmp = is_player_inv (where);
1921 if (otmp && otmp->contr != NULL)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp);
1925 }
1926
1927 op->map = NULL; 1630 op->map = 0;
1928 op->env = where; 1631 op->x = 0;
1632 op->y = 0;
1633
1929 op->above = NULL; 1634 op->above = 0;
1930 op->below = NULL; 1635 op->below = inv;
1931 op->x = 0, op->y = 0; 1636 op->env = this;
1932 1637
1638 if (inv)
1639 inv->above = op;
1640
1641 inv = op;
1642
1643 op->flag [FLAG_REMOVED] = 0;
1644
1645 if (object *pl = op->visible_to ())
1646 esrv_send_item (pl, op);
1647
1648 adjust_weight (this, op->total_weight ());
1649
1650inserted:
1933 /* reset the light list and los of the players on the map */ 1651 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1652 if (op->glow_radius && is_on_map ())
1935 {
1936#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map))
1940 update_all_los (where->map, where->x, where->y);
1941 } 1653 {
1942 1654 update_stats ();
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1655 update_all_los (map, x, y);
1944 * It sure simplifies this function...
1945 */
1946 if (where->inv == NULL)
1947 where->inv = op;
1948 else
1949 { 1656 }
1950 op->below = where->inv; 1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1951 op->below->above = op; 1658 // if this is a player's inventory, update stats
1952 where->inv = op; 1659 update_stats ();
1953 } 1660
1661 INVOKE_OBJECT (INSERT, this);
1662
1954 return op; 1663 return op;
1955} 1664}
1956 1665
1957/* 1666/*
1958 * Checks if any objects has a move_type that matches objects 1667 * Checks if any objects has a move_type that matches objects
1972 * 1681 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1682 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1683 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1684 * on top.
1976 */ 1685 */
1977
1978int 1686int
1979check_move_on (object *op, object *originator) 1687check_move_on (object *op, object *originator)
1980{ 1688{
1981 object *
1982 tmp;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y;
1989
1990 MoveType
1991 move_on,
1992 move_slow,
1993 move_block;
1994
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1689 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1690 return 0;
1997 1691
1998 tag = op->count; 1692 object *tmp;
1693 maptile *m = op->map;
1694 int x = op->x, y = op->y;
1999 1695
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1696 mapspace &ms = m->at (x, y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1697
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1698 ms.update ();
1699
1700 MoveType move_on = ms.move_on;
1701 MoveType move_slow = ms.move_slow;
1702 MoveType move_block = ms.move_block;
2003 1703
2004 /* if nothing on this space will slow op down or be applied, 1704 /* if nothing on this space will slow op down or be applied,
2005 * no need to do checking below. have to make sure move_type 1705 * no need to do checking below. have to make sure move_type
2006 * is set, as lots of objects don't have it set - we treat that 1706 * is set, as lots of objects don't have it set - we treat that
2007 * as walking. 1707 * as walking.
2018 return 0; 1718 return 0;
2019 1719
2020 /* The objects have to be checked from top to bottom. 1720 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1721 * Hence, we first go to the top:
2022 */ 1722 */
2023 1723 for (object *next, *tmp = ms.top; tmp; tmp = next)
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2025 {
2026 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them.
2029 */
2030 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2031 break;
2032 } 1724 {
1725 next = tmp->below;
2033 1726
2034 for (; tmp; tmp = tmp->below)
2035 {
2036 if (tmp == op) 1727 if (tmp == op)
2037 continue; /* Can't apply yourself */ 1728 continue; /* Can't apply yourself */
2038 1729
2039 /* Check to see if one of the movement types should be slowed down. 1730 /* Check to see if one of the movement types should be slowed down.
2040 * Second check makes sure that the movement types not being slowed 1731 * Second check makes sure that the movement types not being slowed
2045 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1736 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2046 { 1737 {
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1740 {
2050
2051 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1741 float diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1742
2054 if (op->type == PLAYER) 1743 if (op->is_player ())
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1744 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1745 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1746 diff /= 4.0;
2058 1747
2059 op->speed_left -= diff; 1748 op->speed_left -= diff;
2060 } 1749 }
2061 } 1750 }
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1753 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1754 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1755 {
2067 move_apply (tmp, op, originator); 1756 move_apply (tmp, op, originator);
2068 1757
2069 if (was_destroyed (op, tag)) 1758 if (op->destroyed ())
2070 return 1; 1759 return 1;
2071 1760
2072 /* what the person/creature stepped onto has moved the object 1761 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1762 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1763 * have a feeling strange problems would result.
2084/* 1773/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1774 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1775 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1776 * The first matching object is returned, or NULL if none.
2088 */ 1777 */
2089
2090object * 1778object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1779present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1780{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1781 if (!m || out_of_map (m, x, y))
2097 { 1782 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1783 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1784 return NULL;
2100 } 1785 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1786
2102 if (tmp->arch == at) 1787 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1788 if (tmp->arch->archname == at->archname)
2103 return tmp; 1789 return tmp;
1790
2104 return NULL; 1791 return NULL;
2105} 1792}
2106 1793
2107/* 1794/*
2108 * present(type, map, x, y) searches for any objects with 1795 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1796 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
2111 */ 1798 */
2112
2113object * 1799object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1800present (unsigned char type, maptile *m, int x, int y)
2115{ 1801{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1802 if (out_of_map (m, x, y))
2120 { 1803 {
2121 LOG (llevError, "Present called outside map.\n"); 1804 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1805 return NULL;
2123 } 1806 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1807
1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1809 if (tmp->type == type)
2126 return tmp; 1810 return tmp;
1811
2127 return NULL; 1812 return NULL;
2128} 1813}
2129 1814
2130/* 1815/*
2131 * present_in_ob(type, object) searches for any objects with 1816 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1817 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
2134 */ 1819 */
2135
2136object * 1820object *
2137present_in_ob (unsigned char type, const object *op) 1821present_in_ob (unsigned char type, const object *op)
2138{ 1822{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1823 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1824 if (tmp->type == type)
2144 return tmp; 1825 return tmp;
1826
2145 return NULL; 1827 return NULL;
2146} 1828}
2147 1829
2148/* 1830/*
2149 * present_in_ob (type, str, object) searches for any objects with 1831 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1839 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1840 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1841 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1842 * to be unique.
2161 */ 1843 */
2162
2163object * 1844object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1845present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1846{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1847 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1848 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1849 return tmp;
2173 } 1850
2174 return NULL; 1851 return 0;
2175} 1852}
2176 1853
2177/* 1854/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1855 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1856 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
2181 */ 1858 */
2182
2183object * 1859object *
2184present_arch_in_ob (const archetype *at, const object *op) 1860present_arch_in_ob (const archetype *at, const object *op)
2185{ 1861{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1862 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 if (tmp->arch == at) 1863 if (tmp->arch->archname == at->archname)
2191 return tmp; 1864 return tmp;
1865
2192 return NULL; 1866 return NULL;
2193} 1867}
2194 1868
2195/* 1869/*
2196 * activate recursively a flag on an object inventory 1870 * activate recursively a flag on an object inventory
2197 */ 1871 */
2198void 1872void
2199flag_inv (object *op, int flag) 1873flag_inv (object *op, int flag)
2200{ 1874{
2201 object *
2202 tmp;
2203
2204 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2206 { 1876 {
2207 SET_FLAG (tmp, flag); 1877 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1878 flag_inv (tmp, flag);
2209 } 1879 }
2210} /* 1880}
1881
1882/*
2211 * desactivate recursively a flag on an object inventory 1883 * deactivate recursively a flag on an object inventory
2212 */ 1884 */
2213void 1885void
2214unflag_inv (object *op, int flag) 1886unflag_inv (object *op, int flag)
2215{ 1887{
2216 object *
2217 tmp;
2218
2219 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2221 { 1889 {
2222 CLEAR_FLAG (tmp, flag); 1890 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1891 unflag_inv (tmp, flag);
2224 } 1892 }
2225}
2226
2227/*
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function.
2232 */
2233
2234void
2235set_cheat (object *op)
2236{
2237 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ);
2239} 1893}
2240 1894
2241/* 1895/*
2242 * find_free_spot(object, map, x, y, start, stop) will search for 1896 * find_free_spot(object, map, x, y, start, stop) will search for
2243 * a spot at the given map and coordinates which will be able to contain 1897 * a spot at the given map and coordinates which will be able to contain
2245 * to search (see the freearr_x/y[] definition). 1899 * to search (see the freearr_x/y[] definition).
2246 * It returns a random choice among the alternatives found. 1900 * It returns a random choice among the alternatives found.
2247 * start and stop are where to start relative to the free_arr array (1,9 1901 * start and stop are where to start relative to the free_arr array (1,9
2248 * does all 4 immediate directions). This returns the index into the 1902 * does all 4 immediate directions). This returns the index into the
2249 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1903 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2250 * Note - this only checks to see if there is space for the head of the
2251 * object - if it is a multispace object, this should be called for all
2252 * pieces.
2253 * Note2: This function does correctly handle tiled maps, but does not 1904 * Note: This function does correctly handle tiled maps, but does not
2254 * inform the caller. However, insert_ob_in_map will update as 1905 * inform the caller. However, insert_ob_in_map will update as
2255 * necessary, so the caller shouldn't need to do any special work. 1906 * necessary, so the caller shouldn't need to do any special work.
2256 * Note - updated to take an object instead of archetype - this is necessary 1907 * Note - updated to take an object instead of archetype - this is necessary
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1908 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1909 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1910 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1911 * customized, changed states, etc.
2261 */ 1912 */
2262
2263int 1913int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1914find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1915{
2266 int
2267 i,
2268 index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1916 int altern[SIZEOFFREE];
1917 int index = 0, flag;
2271 1918
2272 for (i = start; i < stop; i++) 1919 for (int i = start; i < stop; i++)
2273 { 1920 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1921 mapxy pos (m, x, y); pos.move (i);
2275 if (!flag) 1922
1923 if (!pos.normalise ())
1924 continue;
1925
1926 mapspace &ms = *pos;
1927
1928 if (ms.flags () & P_IS_ALIVE)
1929 continue;
1930
1931 /* However, often
1932 * ob doesn't have any move type (when used to place exits)
1933 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1934 */
1935 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1936 {
2276 altern[index++] = i; 1937 altern [index++] = i;
1938 continue;
1939 }
2277 1940
2278 /* Basically, if we find a wall on a space, we cut down the search size. 1941 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 1942 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 1943 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 1944 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 1945 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 1946 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 1947 * won't look 2 spaces south of the target space.
2285 */ 1948 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1949 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1950 {
2287 stop = maxfree[i]; 1951 stop = maxfree[i];
1952 continue;
1953 }
1954
1955 /* Note it is intentional that we check ob - the movement type of the
1956 * head of the object should correspond for the entire object.
1957 */
1958 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1959 continue;
1960
1961 if (ob->blocked (pos.m, pos.x, pos.y))
1962 continue;
1963
1964 altern [index++] = i;
2288 } 1965 }
1966
2289 if (!index) 1967 if (!index)
2290 return -1; 1968 return -1;
1969
2291 return altern[RANDOM () % index]; 1970 return altern [rndm (index)];
2292} 1971}
2293 1972
2294/* 1973/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 1974 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 1975 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 1976 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1977 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 1978 */
2300
2301int 1979int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1980find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 1981{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 1982 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1983 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 1984 return i;
2311 } 1985
2312 return -1; 1986 return -1;
2313} 1987}
2314 1988
2315/* 1989/*
2316 * The function permute(arr, begin, end) randomly reorders the array 1990 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 1991 * arr[begin..end-1].
1992 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 1993 */
2319static void 1994static void
2320permute (int *arr, int begin, int end) 1995permute (int *arr, int begin, int end)
2321{ 1996{
2322 int 1997 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 1998 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 1999
2333 tmp = arr[i]; 2000 while (--end)
2334 arr[i] = arr[j]; 2001 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2002}
2338 2003
2339/* new function to make monster searching more efficient, and effective! 2004/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2005 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2006 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2009 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2010 */
2346void 2011void
2347get_search_arr (int *search_arr) 2012get_search_arr (int *search_arr)
2348{ 2013{
2349 int 2014 int i;
2350 i;
2351 2015
2352 for (i = 0; i < SIZEOFFREE; i++) 2016 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2017 search_arr[i] = i;
2355 }
2356 2018
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2019 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2020 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2021 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2022}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2031 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2032 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2033 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2034 * there is capable of.
2373 */ 2035 */
2374
2375int 2036int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2037find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2038{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2039 int max = SIZEOFFREE, mflags;
2381
2382 sint16 nx, ny;
2383 object *
2384 tmp;
2385 mapstruct *
2386 mp;
2387
2388 MoveType blocked, move_type; 2040 MoveType move_type;
2389 2041
2390 if (exclude && exclude->head) 2042 if (exclude && exclude->head_ () != exclude)
2391 { 2043 {
2392 exclude = exclude->head; 2044 exclude = exclude->head;
2393 move_type = exclude->move_type; 2045 move_type = exclude->move_type;
2394 } 2046 }
2395 else 2047 else
2396 { 2048 {
2397 /* If we don't have anything, presume it can use all movement types. */ 2049 /* If we don't have anything, presume it can use all movement types. */
2398 move_type = MOVE_ALL; 2050 move_type = MOVE_ALL;
2399 } 2051 }
2400 2052
2401 for (i = 1; i < max; i++) 2053 for (int i = 1; i < max; i++)
2402 { 2054 {
2403 mp = m; 2055 mapxy pos (m, x, y);
2404 nx = x + freearr_x[i]; 2056 pos.move (i);
2405 ny = y + freearr_y[i];
2406 2057
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2058 if (!pos.normalise ())
2408 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2059 max = maxfree[i];
2411 }
2412 else 2060 else
2413 { 2061 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2062 mapspace &ms = *pos;
2415 2063
2416 if ((move_type & blocked) == move_type) 2064 if ((move_type & ms.move_block) == move_type)
2065 max = maxfree [i];
2066 else if (ms.flags () & P_IS_ALIVE)
2417 { 2067 {
2418 max = maxfree[i]; 2068 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2419 } 2069 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2420 else if (mflags & P_IS_ALIVE) 2070 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2421 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2423 {
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break;
2427 }
2428 }
2429 if (tmp)
2430 {
2431 return freedir[i]; 2071 return freedir [i];
2432 }
2433 } 2072 }
2434 } 2073 }
2435 } 2074 }
2075
2436 return 0; 2076 return 0;
2437} 2077}
2438 2078
2439/* 2079/*
2440 * distance(object 1, object 2) will return the square of the 2080 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2081 * distance between the two given objects.
2442 */ 2082 */
2443
2444int 2083int
2445distance (const object *ob1, const object *ob2) 2084distance (const object *ob1, const object *ob2)
2446{ 2085{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2086 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2087}
2453 2088
2454/* 2089/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2090 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2091 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2092 * object, needs to travel toward it.
2458 */ 2093 */
2459
2460int 2094int
2461find_dir_2 (int x, int y) 2095find_dir_2 (int x, int y)
2462{ 2096{
2463 int 2097 int q;
2464 q;
2465 2098
2466 if (y) 2099 if (y)
2467 q = x * 100 / y; 2100 q = x * 100 / y;
2468 else if (x) 2101 else if (x)
2469 q = -300 * x; 2102 q = -300 * x;
2494 2127
2495 return 3; 2128 return 3;
2496} 2129}
2497 2130
2498/* 2131/*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504int
2505absdir (int d)
2506{
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512}
2513
2514/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2132 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2133 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2134 */
2518
2519int 2135int
2520dirdiff (int dir1, int dir2) 2136dirdiff (int dir1, int dir2)
2521{ 2137{
2522 int 2138 int d;
2523 d;
2524 2139
2525 d = abs (dir1 - dir2); 2140 d = abs (dir1 - dir2);
2526 if (d > 4) 2141 if (d > 4)
2527 d = 8 - d; 2142 d = 8 - d;
2143
2528 return d; 2144 return d;
2529} 2145}
2530 2146
2531/* peterm: 2147/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2148 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2151 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2152 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2153 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2154 * functions.
2539 */ 2155 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2156static const int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2157 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2158 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2159 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2160 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2161 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2209 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2210 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2211 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2212 * Modified to be map tile aware -.MSW
2599 */ 2213 */
2600
2601
2602int 2214int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2215can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2216{
2605 sint16 dx, dy; 2217 sint16 dx, dy;
2606 int
2607 mflags; 2218 int mflags;
2608 2219
2609 if (dir < 0) 2220 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2221 return 0; /* exit condition: invalid direction */
2611 2222
2612 dx = x + freearr_x[dir]; 2223 dx = x + freearr_x[dir];
2625 return 0; 2236 return 0;
2626 2237
2627 /* yes, can see. */ 2238 /* yes, can see. */
2628 if (dir < 9) 2239 if (dir < 9)
2629 return 1; 2240 return 1;
2241
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2242 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2243 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2244 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2245}
2633
2634
2635 2246
2636/* 2247/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2248 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2249 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2250 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2252 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2253 * core dumps if they do.
2643 * 2254 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2255 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2256 */
2646
2647int 2257int
2648can_pick (const object *who, const object *item) 2258can_pick (const object *who, const object *item)
2649{ 2259{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2261 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2262 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2653} 2263}
2654
2655 2264
2656/* 2265/*
2657 * create clone from object to another 2266 * create clone from object to another
2658 */ 2267 */
2659object * 2268object *
2660object_create_clone (object *asrc) 2269object::deep_clone ()
2661{ 2270{
2662 object * 2271 assert (("deep_clone called on non-head object", is_head ()));
2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2664 2272
2665 if (!asrc) 2273 object *dst = clone ();
2666 return NULL;
2667 src = asrc;
2668 if (src->head)
2669 src = src->head;
2670 2274
2671 prev = NULL; 2275 object *prev = dst;
2672 for (part = src; part; part = part->more) 2276 for (object *part = this->more; part; part = part->more)
2673 { 2277 {
2674 tmp = get_object (); 2278 object *tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x;
2677 tmp->y -= src->y;
2678 if (!part->head)
2679 {
2680 dst = tmp;
2681 tmp->head = NULL;
2682 }
2683 else
2684 {
2685 tmp->head = dst; 2279 tmp->head = dst;
2686 }
2687 tmp->more = NULL;
2688 if (prev)
2689 prev->more = tmp; 2280 prev->more = tmp;
2690 prev = tmp; 2281 prev = tmp;
2691 } 2282 }
2692 2283
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2284 for (object *item = inv; item; item = item->below)
2695 { 2285 insert_ob_in_ob (item->deep_clone (), dst);
2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2286
2699 return dst; 2287 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2288}
2756 2289
2757/* This returns the first object in who's inventory that 2290/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2291 * has the same type and subtype match.
2759 * returns NULL if no match. 2292 * returns NULL if no match.
2760 */ 2293 */
2761object * 2294object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2295find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2296{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2297 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2298 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2299 return tmp;
2770 2300
2771 return NULL;
2772}
2773
2774/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL.
2776 *
2777 * key must be a passed in shared string - otherwise, this won't
2778 * do the desired thing.
2779 */
2780key_value *
2781get_ob_key_link (const object *ob, const char *key)
2782{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2788 if (link->key == key)
2789 {
2790 return link;
2791 }
2792 }
2793
2794 return NULL;
2795}
2796
2797/*
2798 * Returns the value of op has an extra_field for key, or NULL.
2799 *
2800 * The argument doesn't need to be a shared string.
2801 *
2802 * The returned string is shared.
2803 */
2804const char *
2805get_ob_key_value (const object *op, const char *const key)
2806{
2807 key_value *link;
2808 shstr_cmp canonical_key (key);
2809
2810 if (!canonical_key)
2811 {
2812 /* 1. There being a field named key on any object
2813 * implies there'd be a shared string to find.
2814 * 2. Since there isn't, no object has this field.
2815 * 3. Therefore, *this* object doesn't have this field.
2816 */
2817 return 0;
2818 }
2819
2820 /* This is copied from get_ob_key_link() above -
2821 * only 4 lines, and saves the function call overhead.
2822 */
2823 for (link = op->key_values; link; link = link->next)
2824 if (link->key == canonical_key)
2825 return link->value;
2826
2827 return 0; 2301 return 0;
2828} 2302}
2829 2303
2830 2304shstr_tmp
2831/* 2305object::kv_get (shstr_tmp key) const
2832 * Updates the canonical_key in op to value.
2833 *
2834 * canonical_key is a shared string (value doesn't have to be).
2835 *
2836 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2837 * keys.
2838 *
2839 * Returns TRUE on success.
2840 */
2841int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2306{
2844 key_value * 2307 for (key_value *kv = key_values; kv; kv = kv->next)
2845 field = NULL, *last = NULL; 2308 if (kv->key == key)
2309 return kv->value;
2846 2310
2847 for (field = op->key_values; field != NULL; field = field->next) 2311 return shstr ();
2848 { 2312}
2849 if (field->key != canonical_key) 2313
2314void
2315object::kv_set (shstr_tmp key, shstr_tmp value)
2316{
2317 for (key_value *kv = key_values; kv; kv = kv->next)
2318 if (kv->key == key)
2850 { 2319 {
2851 last = field; 2320 kv->value = value;
2852 continue; 2321 return;
2853 } 2322 }
2854 2323
2855 if (value) 2324 key_value *kv = new key_value;
2856 field->value = value; 2325
2857 else 2326 kv->next = key_values;
2327 kv->key = key;
2328 kv->value = value;
2329
2330 key_values = kv;
2331}
2332
2333void
2334object::kv_del (shstr_tmp key)
2335{
2336 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2337 if ((*kvp)->key == key)
2858 { 2338 {
2859 /* Basically, if the archetype has this key set, 2339 key_value *kv = *kvp;
2860 * we need to store the null value so when we save 2340 *kvp = (*kvp)->next;
2861 * it, we save the empty value so that when we load, 2341 delete kv;
2862 * we get this value back again. 2342 return;
2863 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key))
2865 field->value = 0;
2866 else
2867 {
2868 if (last)
2869 last->next = field->next;
2870 else
2871 op->key_values = field->next;
2872
2873 delete field;
2874 }
2875 } 2343 }
2876 return TRUE;
2877 }
2878 /* IF we get here, key doesn't exist */
2879
2880 /* No field, we'll have to add it. */
2881
2882 if (!add_key)
2883 {
2884 return FALSE;
2885 }
2886 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings,
2890 * should pass in ""
2891 */
2892 if (value == NULL)
2893 return TRUE;
2894
2895 field = new key_value;
2896
2897 field->key = canonical_key;
2898 field->value = value;
2899 /* Usual prepend-addition. */
2900 field->next = op->key_values;
2901 op->key_values = field;
2902
2903 return TRUE;
2904}
2905
2906/*
2907 * Updates the key in op to value.
2908 *
2909 * If add_key is FALSE, this will only update existing keys,
2910 * and not add new ones.
2911 * In general, should be little reason FALSE is ever passed in for add_key
2912 *
2913 * Returns TRUE on success.
2914 */
2915int
2916set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2917{
2918 shstr key_ (key);
2919
2920 return set_ob_key_value_s (op, key_, value, add_key);
2921} 2344}
2922 2345
2923object::depth_iterator::depth_iterator (object *container) 2346object::depth_iterator::depth_iterator (object *container)
2924: iterator_base (container) 2347: iterator_base (container)
2925{ 2348{
2939 } 2362 }
2940 else 2363 else
2941 item = item->env; 2364 item = item->env;
2942} 2365}
2943 2366
2367const char *
2368object::flag_desc (char *desc, int len) const
2369{
2370 char *p = desc;
2371 bool first = true;
2372
2373 *p = 0;
2374
2375 for (int i = 0; i < NUM_FLAGS; i++)
2376 {
2377 if (len <= 10) // magic constant!
2378 {
2379 snprintf (p, len, ",...");
2380 break;
2381 }
2382
2383 if (flag [i])
2384 {
2385 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2386 len -= cnt;
2387 p += cnt;
2388 first = false;
2389 }
2390 }
2391
2392 return desc;
2393}
2394
2944// return a suitable string describing an objetc in enough detail to find it 2395// return a suitable string describing an object in enough detail to find it
2945const char * 2396const char *
2946object::debug_desc (char *info) const 2397object::debug_desc (char *info) const
2947{ 2398{
2399 char flagdesc[512];
2948 char info2[256 * 3]; 2400 char info2[256 * 4];
2949 char *p = info; 2401 char *p = info;
2950 2402
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2403 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2952 count, 2404 count,
2405 uuid.c_str (),
2953 &name, 2406 &name,
2954 title ? " " : "", 2407 title ? ",title:\"" : "",
2955 title ? (const char *)title : ""); 2408 title ? (const char *)title : "",
2409 title ? "\"" : "",
2410 flag_desc (flagdesc, 512), type);
2956 2411
2957 if (env) 2412 if (!flag[FLAG_REMOVED] && env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2413 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2414
2960 if (map) 2415 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2416 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2417
2963 return info; 2418 return info;
2964} 2419}
2965 2420
2966const char * 2421const char *
2967object::debug_desc () const 2422object::debug_desc () const
2968{ 2423{
2969 static char info[256 * 3]; 2424 static char info[3][256 * 4];
2425 static int info_idx;
2426
2970 return debug_desc (info); 2427 return debug_desc (info [++info_idx % 3]);
2971} 2428}
2972 2429
2430struct region *
2431object::region () const
2432{
2433 return map ? map->region (x, y)
2434 : region::default_region ();
2435}
2436
2437const materialtype_t *
2438object::dominant_material () const
2439{
2440 if (materialtype_t *mt = name_to_material (materialname))
2441 return mt;
2442
2443 return name_to_material (shstr_unknown);
2444}
2445
2446void
2447object::open_container (object *new_container)
2448{
2449 if (container == new_container)
2450 return;
2451
2452 object *old_container = container;
2453
2454 if (old_container)
2455 {
2456 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2457 return;
2458
2459#if 0
2460 // remove the "Close old_container" object.
2461 if (object *closer = old_container->inv)
2462 if (closer->type == CLOSE_CON)
2463 closer->destroy ();
2464#endif
2465
2466 // make sure the container is available
2467 esrv_send_item (this, old_container);
2468
2469 old_container->flag [FLAG_APPLIED] = false;
2470 container = 0;
2471
2472 // client needs item update to make it work, client bug requires this to be separate
2473 esrv_update_item (UPD_FLAGS, this, old_container);
2474
2475 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2476 play_sound (sound_find ("chest_close"));
2477 }
2478
2479 if (new_container)
2480 {
2481 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2482 return;
2483
2484 // TODO: this does not seem to serve any purpose anymore?
2485#if 0
2486 // insert the "Close Container" object.
2487 if (archetype *closer = new_container->other_arch)
2488 {
2489 object *closer = arch_to_object (new_container->other_arch);
2490 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2491 new_container->insert (closer);
2492 }
2493#endif
2494
2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2496
2497 // make sure the container is available, client bug requires this to be separate
2498 esrv_send_item (this, new_container);
2499
2500 new_container->flag [FLAG_APPLIED] = true;
2501 container = new_container;
2502
2503 // client needs flag change
2504 esrv_update_item (UPD_FLAGS, this, new_container);
2505 esrv_send_inventory (this, new_container);
2506 play_sound (sound_find ("chest_open"));
2507 }
2508// else if (!old_container->env && contr && contr->ns)
2509// contr->ns->floorbox_reset ();
2510}
2511
2512object *
2513object::force_find (shstr_tmp name)
2514{
2515 /* cycle through his inventory to look for the MARK we want to
2516 * place
2517 */
2518 for (object *tmp = inv; tmp; tmp = tmp->below)
2519 if (tmp->type == FORCE && tmp->slaying == name)
2520 return splay (tmp);
2521
2522 return 0;
2523}
2524
2525//-GPL
2526
2527void
2528object::force_set_timer (int duration)
2529{
2530 this->duration = 1;
2531 this->speed_left = -1.f;
2532
2533 this->set_speed (duration ? 1.f / duration : 0.f);
2534}
2535
2536object *
2537object::force_add (shstr_tmp name, int duration)
2538{
2539 if (object *force = force_find (name))
2540 force->destroy ();
2541
2542 object *force = get_archetype (FORCE_NAME);
2543
2544 force->slaying = name;
2545 force->force_set_timer (duration);
2546 force->flag [FLAG_APPLIED] = true;
2547
2548 return insert (force);
2549}
2550
2551void
2552object::play_sound (faceidx sound) const
2553{
2554 if (!sound)
2555 return;
2556
2557 if (is_on_map ())
2558 map->play_sound (sound, x, y);
2559 else if (object *pl = in_player ())
2560 pl->contr->play_sound (sound);
2561}
2562
2563void
2564object::say_msg (const char *msg) const
2565{
2566 if (is_on_map ())
2567 map->say_msg (msg, x, y);
2568 else if (object *pl = in_player ())
2569 pl->contr->play_sound (sound);
2570}
2571
2572void
2573object::make_noise ()
2574{
2575 // we do not model noise in the map, so instead put
2576 // a temporary light into the noise source
2577 // could use the map instead, but that's less reliable for our
2578 // goal, which is to make invisibility a bit harder to exploit
2579
2580 // currently only works sensibly for players
2581 if (!is_player ())
2582 return;
2583
2584 // find old force, or create new one
2585 object *force = force_find (shstr_noise_force);
2586
2587 if (force)
2588 force->speed_left = -1.f; // patch old speed up
2589 else
2590 {
2591 force = archetype::get (shstr_noise_force);
2592
2593 force->slaying = shstr_noise_force;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (1.f / 4.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602 }
2603}
2604

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