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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.329 by root, Sun Apr 18 12:50:07 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 <skills.h>
35#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 55};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 61};
51int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 67};
55 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76static void
77write_uuid (uval64 skip, bool sync)
78{
79 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip));
81 CALL_ARG_SV (boolSV (sync));
82 CALL_CALL ("cf::write_uuid", G_DISCARD);
83 CALL_END;
84}
85
86static void
87read_uuid ()
88{
89 char filename[MAX_BUF];
90
91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
94
95 FILE *fp;
96
97 if (!(fp = fopen (filename, "r")))
98 {
99 if (errno == ENOENT)
100 {
101 LOG (llevInfo, "RESET uid to 1\n");
102 UUID::cur.seq = 0;
103 write_uuid (UUID_GAP, true);
104 return;
105 }
106
107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108 _exit (1);
109 }
110
111 char buf [UUID::MAX_LEN];
112 buf[0] = 0;
113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
116 {
117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 _exit (1);
119 }
120
121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
124 fclose (fp);
125}
126
127UUID
128UUID::gen ()
129{
130 UUID uid;
131
132 uid.seq = ++cur.seq;
133
134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
140
141 return uid;
142}
143
144void
145UUID::init ()
146{
147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 216static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
59{ 218{
60 key_value *wants_field;
61
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
65 */ 222 */
66 223
67 /* For each field in wants, */ 224 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
69 { 226 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 227 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 228
91 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 230 return true;
93} 231}
94 232
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 234static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 236{
99 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
101 */ 239 */
102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
103} 242}
104 243
105/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
106 * they can be merged together. 245 * they can be merged together.
107 * 246 *
108 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
111 * 250 *
112 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
113 * 252 *
114 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
115 * check weight 254 * check weight
116 */ 255 */
117
118bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
119{ 257{
120 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
122 return 0; 264 return 0;
123 265
124 if (ob1->speed != ob2->speed) 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
125 return 0; 269 return 0;
126 270
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 275 * flags lose any meaning.
139 */ 276 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
142 279
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
145 282
146 283 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
168 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
170 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 308 return 0;
178 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
179 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
181 */ 319 */
182 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
183 { 321 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
190 return 0; 323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
191 330
192 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 332 * if it is valid.
194 */ 333 */
195 } 334 }
196 335
197 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
198 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
199 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
200 */ 339 */
201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
202 return 0; 341 return 0;
203 342
204 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
206 * check? 345 * check?
207 */ 346 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
209 return 0; 348 return 0;
210 349
211 switch (ob1->type) 350 switch (ob1->type)
212 { 351 {
213 case SCROLL: 352 case SCROLL:
214 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
215 return 0; 354 return 0;
216 break; 355 break;
217 } 356 }
218 357
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
220 { 359 {
221 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
224 return 0; 365 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 366 }
228 367
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
231 { 369 {
232 ob1->optimise (); 370 ob1->optimise ();
233 ob2->optimise (); 371 ob2->optimise ();
234 372
235 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
236 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
237 } 387 }
238 388
239 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
240 return 1; 390 return 1;
241} 391}
242 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
243/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
244 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
247 */ 470 */
248long 471void
249sum_weight (object *op) 472object::update_weight ()
250{ 473{
251 long sum; 474 sint32 sum = 0;
252 object *inv;
253 475
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
255 { 477 {
256 if (inv->inv) 478 if (op->inv)
257 sum_weight (inv); 479 op->update_weight ();
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
259 } 487 {
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
263 op->carrying = sum; 492 carrying = sum;
264 return sum;
265}
266 493
267/** 494 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 495 if (pl != this) // player is handled lazily
269 */ 496 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 497 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 498}
349 499
350/* 500/*
351 * Dumps an object. Returns output in the static global errmsg array. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 502 */
353 503char *
354void
355dump_object (object *op) 504dump_object (object *op)
356{ 505{
357 if (op == NULL) 506 if (!op)
358 { 507 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 508
366void 509 object_freezer freezer;
367dump_all_objects (void) 510 op->write (freezer);
368{ 511 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 512}
377 513
378/* 514char *
379 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
380 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned.
382 */
383
384object *
385get_nearest_part (object *op, const object *pl)
386{ 516{
387 object *tmp, *closest; 517 return dump_object (this);
388 int last_dist, i;
389
390 if (op->more == NULL)
391 return op;
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i;
395 return closest;
396} 518}
397 519
398/* 520/*
399 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
400 */ 523 */
401
402object * 524object *
403find_object (tag_t i) 525find_object (tag_t i)
404{ 526{
405 object *op; 527 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 528 if (op->count == i)
409 break;
410 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
411} 547}
412 548
413/* 549/*
414 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
417 */ 553 */
418
419object * 554object *
420find_object_name (const char *str) 555find_object_name (const char *str)
421{ 556{
422 const char *name = shstr::find (str); 557 shstr_cmp str_ (str);
423 object *op;
424 558
425 for (op = objects; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
426 if (&op->name == name) 561 if (op->name == str_)
427 break; 562 return op;
428 563
429 return op; 564 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 565}
458 566
459/* 567/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
462 */ 571 */
463void 572void
464object::set_owner (object *owner) 573object::set_owner (object *owner)
465{ 574{
575 // allow objects which own objects
466 if (!owner) 576 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 577 while (owner->owner)
477 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
478 585
479 this->owner = owner; 586 this->owner = owner;
480} 587}
481 588
482/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 590 * refcounts and freeing the links.
484 */ 591 */
485static void 592static void
486free_key_values (object *op) 593free_key_values (object *op)
487{ 594{
488 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
489 { 596 {
490 key_value *next = i->next; 597 key_value *next = i->next;
491 delete i; 598 delete i;
492 599
493 i = next; 600 i = next;
494 } 601 }
495 602
496 op->key_values = 0; 603 op->key_values = 0;
497} 604}
498 605
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 606/*
552 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 612 * will point at garbage.
558 */ 613 */
559void 614void
560copy_object (object *op2, object *op) 615object::copy_to (object *dst)
561{ 616{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
564 619 dst->flag [FLAG_REMOVED] = true;
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 620
575 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
576 if (op2->key_values) 622 if (key_values)
577 { 623 {
578 key_value *tail = 0; 624 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 625 dst->key_values = 0;
582 626
583 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
584 { 628 {
585 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
586 630
587 new_link->next = 0; 631 new_link->next = 0;
588 new_link->key = i->key; 632 new_link->key = i->key;
589 new_link->value = i->value; 633 new_link->value = i->value;
590 634
591 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
592 if (!op->key_values) 636 if (!dst->key_values)
593 { 637 {
594 op->key_values = new_link; 638 dst->key_values = new_link;
595 tail = new_link; 639 tail = new_link;
596 } 640 }
597 else 641 else
598 { 642 {
599 tail->next = new_link; 643 tail->next = new_link;
600 tail = new_link; 644 tail = new_link;
601 } 645 }
602 } 646 }
603 } 647 }
604 648
605 update_ob_speed (op); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
674}
675
676object *
677object::clone ()
678{
679 object *neu = create ();
680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
687 return neu;
606} 688}
607 689
608/* 690/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
612 */ 694 */
613
614void 695void
615update_turn_face (object *op) 696update_turn_face (object *op)
616{ 697{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
618 return; 699 return;
700
619 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
621} 703}
622 704
623/* 705/*
624 * Updates the speed of an object. If the speed changes from 0 to another 706 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 707 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
627 */ 709 */
628
629void 710void
630update_ob_speed (object *op) 711object::set_speed (float speed)
631{ 712{
632 extern int arch_init; 713 this->speed = speed;
633 714
634 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
635 * since they never really need to be updated. 716 activate ();
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0;
645#endif
646 }
647 if (arch_init)
648 {
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656
657 /* process_events() expects us to insert the object at the beginning
658 * of the list. */
659 op->active_next = active_objects;
660 if (op->active_next != NULL)
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 717 else
665 { 718 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 719}
686 720
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 721/*
719 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 725 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
726 * 729 *
727 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 731 * current action are:
733 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
738 */ 737 */
739
740void 738void
741update_object (object *op, int action) 739update_object (object *op, int action)
742{ 740{
743 int update_now = 0, flags; 741 if (!op)
744 MoveType move_on, move_off, move_block, move_slow;
745
746 if (op == NULL)
747 { 742 {
748 /* this should never happen */ 743 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
750 return; 745 return;
751 } 746 }
752 747
753 if (op->env != NULL) 748 if (!op->is_on_map ())
754 { 749 {
755 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
756 * to do in this case. 751 * to do in this case.
757 */ 752 */
758 return; 753 return;
759 } 754 }
760 755
761 /* If the map is saving, don't do anything as everything is
762 * going to get freed anyways.
763 */
764 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return;
766
767 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 758 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 760#ifdef MANY_CORES
772 abort (); 761 abort ();
773#endif 762#endif
774 return; 763 return;
775 } 764 }
776 765
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
784 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
785 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
788 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
799 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
800 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
801 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 784 * have move_allow right now.
809 */ 785 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 787 m.invalidate ();
812 788#else
813 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
814 update_now = 1; 790 m.invalidate ();
791#endif
815 } 792 }
816 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 795 * that is being removed.
819 */ 796 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 798 m.invalidate ();
822 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
824 else 801 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 803
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 804 if (op->more)
834 update_object (op->more, action); 805 update_object (op->more, action);
835} 806}
836 807
837static unordered_vector<object *> mortals;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855
856object::object () 808object::object ()
857{ 809{
858 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
859 811
860 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
861 face = blank_face; 813 face = blank_face;
862 attacked_by_count = -1; 814 material = MATERIAL_NULL;
863} 815}
864 816
865object::~object () 817object::~object ()
866{ 818{
819 unlink ();
820
867 free_key_values (this); 821 free_key_values (this);
868} 822}
869 823
870void object::link () 824void object::link ()
871{ 825{
872 count = ++ob_count; 826 assert (!index);//D
827 uuid = UUID::gen ();
873 828
874 prev = 0; 829 refcnt_inc ();
875 next = objects; 830 objects.insert (this);
876 831
877 if (objects) 832 ++create_count;
878 objects->prev = this;
879 833
880 objects = this;
881} 834}
882 835
883void object::unlink () 836void object::unlink ()
884{ 837{
885 count = 0;
886
887 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next;
891 prev = 0;
892 }
893
894 if (next) 838 if (!index)
895 { 839 return;
896 next->prev = prev; 840
897 next = 0; 841 ++destroy_count;
842
843 objects.erase (this);
844 refcnt_dec ();
845}
846
847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
853
854 if (has_active_speed ())
898 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899 858
900 if (this == objects) 859 actives.insert (this);
901 objects = next; 860 }
902} 861}
903 862
904object *object::create () 863void
864object::activate_recursive ()
905{ 865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
906 object * 873 * objects.
907 op; 874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
908 886
909 if (freed.empty ()) 887 actives.erase (this);
910 op = new object; 888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907}
908
909/*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913void
914object::destroy_inv (bool drop_to_ground)
915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
921 if (!inv)
922 return;
923
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
933 {
934 while (inv)
935 inv->destroy ();
936 }
911 else 937 else
912 { 938 { /* Put objects in inventory onto this space */
913 // highly annoying, but the only way to get it stable right now 939 while (inv)
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link ();
921 return op;
922}
923
924/*
925 * free_object() frees everything allocated by an object, removes
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{
936 if (QUERY_FLAG (this, FLAG_FREED))
937 return;
938
939 if (!QUERY_FLAG (this, FLAG_REMOVED))
940 remove_ob (this);
941
942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 remove_friendly_object (this);
944
945 SET_FLAG (this, FLAG_FREED);
946
947 if (more)
948 {
949 more->free (free_inventory);
950 more = 0;
951 }
952
953 if (inv)
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 { 940 {
961 object *op = inv; 941 object *op = inv;
962 942
963 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
964 { 944 || op->flag [FLAG_NO_DROP]
965 object *tmp = op->below; 945 || op->type == RUNE
966 op->free (free_inventory); 946 || op->type == TRAP
967 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
968 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
969 } 952 }
970 else 953 }
971 { /* Put objects in inventory onto this space */ 954}
972 object *op = inv;
973 955
974 while (op) 956/*
975 { 957 * Remove and free all objects in the inventory of the given object.
976 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
977 959 * well, so we can (and have to!) take shortcuts.
978 remove_ob (op); 960 */
979 961void
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 962object::destroy_inv_fast ()
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 963{
982 free_object (op); 964 while (object *op = inv)
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 } 965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
994 971
995 owner = 0; 972 // then destroy
973 op->destroy ();
974 }
975}
996 976
997 /* Remove object from the active list */ 977void
998 speed = 0; 978object::freelist_free (int count)
999 update_ob_speed (this); 979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
1000 984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1001 unlink (); 1070 unlink ();
1002 1071
1003 mortals.push_back (this); 1072 flag [FLAG_FREED] = 1;
1004}
1005 1073
1006/* 1074 // hack to ensure that freed objects still have a valid map
1007 * sub_weight() recursively (outwards) subtracts a number from the 1075 map = &freed_map;
1008 * weight of an object (and what is carried by it's environment(s)). 1076 x = 1;
1009 */ 1077 y = 1;
1010 1078
1011void 1079 if (more)
1012sub_weight (object *op, signed long weight)
1013{
1014 while (op != NULL)
1015 {
1016 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 }
1020 op->carrying -= weight;
1021 op = op->env;
1022 } 1080 {
1023} 1081 more->destroy ();
1082 more = 0;
1083 }
1024 1084
1025/* remove_ob(op): 1085 head = 0;
1086
1087 // clear those pointers that likely might cause circular references
1088 owner = 0;
1089 enemy = 0;
1090 attacked_by = 0;
1091 current_weapon = 0;
1092}
1093
1094void
1095object::destroy ()
1096{
1097 if (destroyed ())
1098 return;
1099
1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1114
1115 attachable::destroy ();
1116}
1117
1118/* op->remove ():
1026 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 1123 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 1124 */
1033
1034void 1125void
1035remove_ob (object *op) 1126object::do_remove ()
1036{ 1127{
1037 object * 1128 if (flag [FLAG_REMOVED])
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED))
1055 return; 1129 return;
1056 1130
1057 SET_FLAG (op, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1058 1132
1059 if (op->more != NULL) 1133 flag [FLAG_REMOVED] = true;
1060 remove_ob (op->more); 1134
1135 if (more)
1136 more->remove ();
1061 1137
1062 /* 1138 /*
1063 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1064 * inventory. 1140 * inventory.
1065 */ 1141 */
1066 if (op->env != NULL) 1142 if (env)
1067 { 1143 {
1068 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1069 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1070 else 1146 esrv_del_item (pl->contr, count);
1071 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072 1148
1073 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1074 * made to players inventory. If set, avoiding the call
1075 * to save cpu time.
1076 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp);
1079 1150
1080 if (op->above != NULL) 1151 object *pl = in_player ();
1081 op->above->below = op->below;
1082 else
1083 op->env->inv = op->below;
1084
1085 if (op->below != NULL)
1086 op->below->above = op->above;
1087 1152
1088 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1091 */ 1156 */
1092 op->x = op->env->x, op->y = op->env->y;
1093 op->map = op->env->map; 1157 map = env->map;
1094 op->above = NULL, op->below = NULL;
1095 op->env = NULL;
1096 }
1097 else if (op->map)
1098 {
1099 x = op->x; 1158 x = env->x;
1100 y = op->y; 1159 y = env->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102 1160
1103 if (!m) 1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1104 { 1170 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1171 if (expect_false (pl->contr->combat_ob == this))
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */ 1172 {
1111 abort (); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1112 } 1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1113 1195
1114 if (op->map != m) 1196 if (object *pl = ms.player ())
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */ 1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1121 1220
1122 /* link the object above us */ 1221 /* link the object above us */
1123 if (op->above) 1222 // re-link, make sure compiler can easily use cmove
1124 op->above->below = op->below; 1223 *(above ? &above->below : &ms.top) = below;
1125 else 1224 *(below ? &below->above : &ms.bot) = above;
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1127 1225
1128 /* Relink the object below us, if there is one */ 1226 above = 0;
1129 if (op->below) 1227 below = 0;
1130 op->below->above = op->above; 1228
1131 else 1229 ms.invalidate ();
1230
1231 if (map->in_memory == MAP_SAVING)
1232 return;
1233
1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1235
1236 if (object *pl = ms.player ())
1132 { 1237 {
1133 /* Nothing below, which means we need to relink map object for this space 1238 if (pl->container_ () == this)
1134 * use translated coordinates in case some oddness with map tiling is 1239 /* If a container that the player is currently using somehow gets
1135 * evident 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1136 */ 1242 */
1137 if (GET_MAP_OB (m, x, y) != op) 1243 pl->close_container ();
1138 {
1139 dump_object (op);
1140 LOG (llevError,
1141 "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);
1142 dump_object (GET_MAP_OB (m, x, y));
1143 LOG (llevError, "%s\n", errmsg);
1144 }
1145 1244
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1249 pl->contr->ns->floorbox_update ();
1147 } 1250 }
1148 1251
1149 op->above = 0; 1252 if (check_walk_off)
1150 op->below = 0; 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1151
1152 if (op->map->in_memory == MAP_SAVING)
1153 return;
1154
1155 tag = op->count;
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1159 { 1254 {
1255 above = tmp->above;
1256
1160 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1161 * being removed. 1258 * being removed.
1162 */
1163
1164 if (tmp->type == PLAYER && tmp != op)
1165 {
1166 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view
1168 * appropriately.
1169 */ 1259 */
1170 if (tmp->container == op)
1171 {
1172 CLEAR_FLAG (op, FLAG_APPLIED);
1173 tmp->container = NULL;
1174 }
1175 1260
1176 tmp->contr->socket.update_look = 1; 1261 /* See if object moving off should effect something */
1262 if ((move_type & tmp->move_off)
1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1264 move_apply (tmp, this, 0);
1177 } 1265 }
1178 1266
1179 /* See if player moving off should effect something */ 1267 if (affects_los ())
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 {
1182 move_apply (tmp, op, NULL);
1183
1184 if (was_destroyed (op, tag))
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1187 }
1188 }
1189
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191
1192 if (tmp->above == tmp)
1193 tmp->above = NULL;
1194
1195 last = tmp;
1196 }
1197
1198 /* last == NULL of there are no objects on this space */
1199 if (last == NULL)
1200 {
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else
1210 update_object (last, UP_OBJ_REMOVE);
1211
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1213 update_all_los (op->map, op->x, op->y); 1268 update_all_los (map, x, y);
1214 } 1269 }
1215} 1270}
1216 1271
1217/* 1272/*
1218 * merge_ob(op,top): 1273 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1275 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1276 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1277 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1278 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1279 */
1225
1226object * 1280object *
1227merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1228{ 1282{
1229 if (!op->nrof) 1283 if (!op->nrof)
1230 return 0; 1284 return 0;
1231 1285
1232 if (top == NULL) 1286 if (!top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1234 1289
1235 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1236 { 1291 if (object::can_merge (op, top))
1237 if (top == op)
1238 continue;
1239 if (CAN_MERGE (op, top))
1240 { 1292 {
1241 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1242 1294
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1244 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1245 remove_ob (op); 1297
1246 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1247 return top; 1303 return top;
1248 } 1304 }
1249 }
1250 1305
1251 return NULL; 1306 return 0;
1252} 1307}
1253 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1254/* 1332/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1256 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1257 */ 1335 */
1258object * 1336object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1338{
1261 object *tmp; 1339 op->remove ();
1262 1340
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1342 {
1268 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1270 } 1345 }
1271 1346
1272 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1273} 1348}
1274 1349
1287 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1288 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1289 * 1364 *
1290 * Return value: 1365 * Return value:
1291 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1293 * just 'op' otherwise 1368 * just 'op' otherwise
1294 */ 1369 */
1295
1296object * 1370object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1372{
1299 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1300 sint16 x, y;
1301 1374
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1303 { 1376 {//D
1304 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1305 return NULL;
1306 } 1378 }//D
1307
1308 if (m == NULL)
1309 {
1310 dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1312 return op;
1313 }
1314
1315 if (out_of_map (m, op->x, op->y))
1316 {
1317 dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1319#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted.
1323 */
1324 abort ();
1325#endif
1326 return op;
1327 }
1328
1329 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 {
1331 dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1333 return op;
1334 }
1335
1336 if (op->more != NULL)
1337 {
1338 /* The part may be on a different map. */
1339
1340 object *more = op->more;
1341
1342 /* We really need the caller to normalize coordinates - if
1343 * we set the map, that doesn't work if the location is within
1344 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it.
1346 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map)
1350 {
1351 /* For backwards compatibility - when not dealing with tiled maps,
1352 * more->map should always point to the parent.
1353 */
1354 more->map = m;
1355 }
1356
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 {
1359 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361
1362 return NULL;
1363 }
1364 }
1365
1366 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1379
1368 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1369 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1370 * need extra work 1382 * need extra work
1371 */ 1383 */
1372 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1373 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1374 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1375 1400
1376 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1377 */ 1402 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1381 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1382 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1411 tmp->destroy ();
1384 free_object (tmp);
1385 } 1412 }
1386 1413
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1389 1416
1390 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1391 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1392 1419
1393 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1394 { 1421 {
1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1396 { 1423 {
1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1398 abort (); 1425 abort ();
1399 } 1426 }
1400 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1401 op->above = originator; 1435 op->above = originator;
1402 op->below = originator->below; 1436 op->below = originator->below;
1403
1404 if (op->below)
1405 op->below->above = op;
1406 else
1407 SET_MAP_OB (op->map, op->x, op->y, op);
1408
1409 /* since *below* originator, no need to update top */
1410 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1411 } 1440 }
1412 else 1441 else
1413 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1414 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1416 { 1448 {
1417 object *last = NULL;
1418
1419 /* 1449 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1426 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1430 */ 1460 */
1431 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1432 while (top != NULL)
1433 { 1462 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1435 floor = top; 1464 floor = tmp;
1436 1465
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1438 { 1467 {
1439 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1440 top = top->below; 1469 top = tmp->below;
1441 break; 1470 break;
1442 } 1471 }
1443 1472
1444 last = top;
1445 top = top->above; 1473 top = tmp;
1446 } 1474 }
1447
1448 /* Don't want top to be NULL, so set it to the last valid object */
1449 top = last;
1450 1475
1451 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1452 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1453 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1454 */ 1479 */
1455 1480
1456 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1457 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1458 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1485 * stacking is a bit odd.
1461 */ 1486 */
1462 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1464 { 1490 {
1491 object *last;
1492
1465 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1467 break; 1495 break;
1496
1468 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1469 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1470 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1471 * set top to the object below us. 1500 * set top to the object below us.
1472 */ 1501 */
1473 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1474 top = last->below; 1503 top = last->below;
1475 } 1504 }
1476 } /* If objects on this space */ 1505 } /* If objects on this space */
1477 1506
1478 if (flag & INS_MAP_LOAD)
1479 top = GET_MAP_TOP (op->map, op->x, op->y);
1480
1481 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1482 top = floor; 1508 top = floor;
1483 1509
1484 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1485 */
1486
1487 /* First object on this space */
1488 if (!top) 1511 if (!top)
1489 { 1512 {
1490 op->above = GET_MAP_OB (op->map, op->x, op->y);
1491
1492 if (op->above)
1493 op->above->below = op;
1494
1495 op->below = NULL; 1513 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1514 op->above = ms.bot;
1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1497 } 1518 }
1498 else 1519 else
1499 { /* get inserted into the stack above top */ 1520 {
1500 op->above = top->above; 1521 op->above = top->above;
1501
1502 if (op->above)
1503 op->above->below = op; 1522 top->above = op;
1504 1523
1505 op->below = top; 1524 op->below = top;
1506 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1507 } 1526 }
1527 }
1508 1528
1509 if (op->above == NULL) 1529 if (op->is_player ())
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1511 } /* else not INS_BELOW_ORIGINATOR */
1512
1513 if (op->type == PLAYER)
1514 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1515 1535
1516 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1517 * it, so save a few ticks and start from there. 1537
1518 */ 1538 if (object *pl = ms.player ())
1519 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1521 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1522 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1523 1544
1524 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1552 * of effect may be sufficient.
1532 */ 1553 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1534 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1535 1559
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1538 1562
1563 INVOKE_OBJECT (INSERT, op);
1564
1539 /* Don't know if moving this to the end will break anything. However, 1565 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1541 * 1567 *
1542 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1571 * update_object().
1546 */ 1572 */
1547 1573
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1550 { 1576 {
1551 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1552 return NULL; 1578 return 0;
1553 1579
1554 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1581 * walk on's.
1556 */ 1582 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1559 return NULL; 1585 return 0;
1560 } 1586 }
1561 1587
1562 return op; 1588 return op;
1563} 1589}
1564 1590
1565/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1568 */ 1594 */
1569void 1595void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1571{ 1597{
1572 object *
1573 tmp;
1574 object *
1575 tmp1;
1576
1577 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1578 1599
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1582 { 1602 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1603
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1589 1605
1590 tmp1->x = op->x; 1606 tmp->x = op->x;
1591 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1593} 1610}
1594
1595/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array.
1601 */
1602 1611
1603object * 1612object *
1604get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1605{ 1614{
1606 object * 1615 if (where->env)
1607 newob; 1616 return where->env->insert (this);
1608 int 1617 else
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1610
1611 if (orig_ob->nrof < nr)
1612 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL;
1615 }
1616
1617 newob = object_create_clone (orig_ob);
1618
1619 if ((orig_ob->nrof -= nr) < 1)
1620 {
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed)
1626 {
1627 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1630 {
1631 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1632 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1633 return NULL;
1634 }
1635 }
1636
1637 newob->nrof = nr;
1638
1639 return newob;
1640} 1619}
1641 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1642/* 1643/*
1643 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1644 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1645 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1646 * 1647 *
1647 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1648 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1649 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1650object * 1681object *
1651decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1652{ 1683{
1653 object *tmp; 1684 int have = number_of ();
1654 player *pl;
1655 1685
1656 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1657 return op; 1687 return 0;
1658 1688 else if (have == nr)
1659 if (i > op->nrof)
1660 i = op->nrof;
1661
1662 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i;
1664 else if (op->env != NULL)
1665 { 1689 {
1666 /* is this object in the players inventory, or sub container
1667 * therein?
1668 */
1669 tmp = is_player_inv (op->env);
1670 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player.
1675 */
1676 if (!tmp)
1677 {
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env)
1680 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 }
1686
1687 if (i < op->nrof)
1688 {
1689 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i;
1691 if (tmp)
1692 {
1693 esrv_send_item (tmp, op);
1694 }
1695 }
1696 else
1697 {
1698 remove_ob (op); 1690 remove ();
1699 op->nrof = 0; 1691 return this;
1700 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count);
1703 }
1704 }
1705 } 1692 }
1706 else 1693 else
1707 { 1694 {
1708 object *above = op->above; 1695 decrease (nr);
1709 1696
1710 if (i < op->nrof) 1697 object *op = deep_clone ();
1711 op->nrof -= i; 1698 op->nrof = nr;
1712 else
1713 {
1714 remove_ob (op);
1715 op->nrof = 0;
1716 }
1717
1718 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above)
1720 if (tmp->type == PLAYER)
1721 {
1722 if (op->nrof)
1723 esrv_send_item (tmp, op);
1724 else
1725 esrv_del_item (tmp->contr, op->count);
1726 }
1727 }
1728
1729 if (op->nrof)
1730 return op; 1699 return op;
1731 else
1732 { 1700 }
1733 free_object (op); 1701}
1702
1703object *
1704insert_ob_in_ob (object *op, object *where)
1705{
1706 if (!where)
1707 {
1708 char *dump = dump_object (op);
1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1710 free (dump);
1734 return NULL; 1711 return op;
1735 }
1736}
1737
1738/*
1739 * add_weight(object, weight) adds the specified weight to an object,
1740 * and also updates how much the environment(s) is/are carrying.
1741 */
1742
1743void
1744add_weight (object *op, signed long weight)
1745{
1746 while (op != NULL)
1747 { 1712 }
1748 if (op->type == CONTAINER)
1749 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1750 1713
1751 op->carrying += weight; 1714 if (where->head_ () != where)
1752 op = op->env;
1753 } 1715 {
1754} 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1717 where = where->head;
1718 }
1755 1719
1720 return where->insert (op);
1721}
1722
1756/* 1723/*
1757 * insert_ob_in_ob(op,environment): 1724 * env->insert (op)
1758 * This function inserts the object op in the linked list 1725 * This function inserts the object op in the linked list
1759 * inside the object environment. 1726 * inside the object environment.
1760 * 1727 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1768 */ 1730 */
1769
1770object * 1731object *
1771insert_ob_in_ob (object *op, object *where) 1732object::insert (object *op)
1772{ 1733{
1773 object *
1774 tmp, *
1775 otmp;
1776
1777 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 {
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796
1797 if (op->more) 1734 if (op->more)
1798 { 1735 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1737 return op;
1801 } 1738 }
1802 1739
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1805 if (op->nrof) 1744 if (op->nrof)
1806 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1809 { 1747 {
1810 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1749 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1751
1814 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1815 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1816 add_weight (where, op->weight * op->nrof); 1754
1817 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1818 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1819 op = tmp; 1758 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1821 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break;
1823 } 1760 }
1824 1761
1825 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1826 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do
1829 * the linking below
1830 */
1831 add_weight (where, op->weight * op->nrof);
1832 }
1833 else
1834 add_weight (where, (op->weight + op->carrying));
1835
1836 otmp = is_player_inv (where);
1837 if (otmp && otmp->contr != NULL)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp);
1841 }
1842
1843 op->map = NULL; 1763 op->map = 0;
1844 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1845 op->above = NULL; 1767 op->above = 0;
1846 op->below = NULL; 1768 op->below = inv;
1847 op->x = 0, op->y = 0; 1769 op->env = this;
1848 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1849 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1851 {
1852#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map))
1856 update_all_los (where->map, where->x, where->y);
1857 } 1786 {
1858 1787 update_stats ();
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1860 * It sure simplifies this function...
1861 */
1862 if (where->inv == NULL)
1863 where->inv = op;
1864 else
1865 { 1789 }
1866 op->below = where->inv; 1790 else if (is_player ())
1867 op->below->above = op; 1791 // if this is a player's inventory, update stats
1868 where->inv = op; 1792 contr->queue_stats_update ();
1869 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1870 return op; 1796 return op;
1871} 1797}
1872 1798
1873/* 1799/*
1874 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1888 * 1814 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1817 * on top.
1892 */ 1818 */
1893
1894int 1819int
1895check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1896{ 1821{
1897 object * 1822 if (op->flag [FLAG_NO_APPLY])
1898 tmp;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y;
1905
1906 MoveType
1907 move_on,
1908 move_slow,
1909 move_block;
1910
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1823 return 0;
1913 1824
1914 tag = op->count; 1825 object *tmp;
1826 maptile *m = op->map;
1827 int x = op->x, y = op->y;
1915 1828
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1829 mapspace &ms = m->at (x, y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1830
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1831 ms.update ();
1832
1833 MoveType move_on = ms.move_on;
1834 MoveType move_slow = ms.move_slow;
1835 MoveType move_block = ms.move_block;
1919 1836
1920 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1921 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1922 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1923 * as walking. 1840 * as walking.
1934 return 0; 1851 return 0;
1935 1852
1936 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1938 */ 1855 */
1939 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1941 {
1942 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them.
1945 */
1946 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1947 break;
1948 } 1857 {
1858 next = tmp->below;
1949 1859
1950 for (; tmp; tmp = tmp->below)
1951 {
1952 if (tmp == op) 1860 if (tmp == op)
1953 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1954 1862
1955 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1956 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1957 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1958 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1959 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1960 */ 1868 */
1961 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1962 { 1870 {
1963 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1964 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1965 { 1873 {
1966
1967 float
1968 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1969 1875
1970 if (op->type == PLAYER) 1876 if (op->is_player ())
1971 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1972 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1973 diff /= 4.0; 1879 diff /= 4.0;
1974 1880
1975 op->speed_left -= diff; 1881 op->speed_left -= diff;
1976 } 1882 }
1977 } 1883 }
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1888 {
1983 move_apply (tmp, op, originator); 1889 move_apply (tmp, op, originator);
1984 1890
1985 if (was_destroyed (op, tag)) 1891 if (op->destroyed ())
1986 return 1; 1892 return 1;
1987 1893
1988 /* what the person/creature stepped onto has moved the object 1894 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1895 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1896 * have a feeling strange problems would result.
2000/* 1906/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2004 */ 1910 */
2005
2006object * 1911object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1913{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
2013 { 1915 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1917 return NULL;
2016 } 1918 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
2018 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
2019 return tmp; 1922 return tmp;
1923
2020 return NULL; 1924 return NULL;
2021} 1925}
2022 1926
2023/* 1927/*
2024 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2027 */ 1931 */
2028
2029object * 1932object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
2031{ 1934{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
2036 { 1936 {
2037 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1938 return NULL;
2039 } 1939 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1940
1941 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1942 if (tmp->type == type)
2042 return tmp; 1943 return tmp;
1944
2043 return NULL; 1945 return NULL;
2044} 1946}
2045 1947
2046/* 1948/*
2047 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
2050 */ 1952 */
2051
2052object * 1953object *
2053present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
2054{ 1955{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1957 if (tmp->type == type)
2060 return tmp; 1958 return tmp;
1959
2061 return NULL; 1960 return NULL;
2062} 1961}
2063 1962
2064/* 1963/*
2065 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1972 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1973 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1974 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1975 * to be unique.
2077 */ 1976 */
2078
2079object * 1977object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1978present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1979{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1982 return tmp;
2089 } 1983
2090 return NULL; 1984 return 0;
2091} 1985}
2092 1986
2093/* 1987/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2097 */ 1991 */
2098
2099object * 1992object *
2100present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2101{ 1994{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2107 return tmp; 1997 return tmp;
1998
2108 return NULL; 1999 return NULL;
2109} 2000}
2110 2001
2111/* 2002/*
2112 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2113 */ 2004 */
2114void 2005void
2115flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2116{ 2007{
2117 object *
2118 tmp;
2119
2120 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 { 2009 {
2123 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2124 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2125 } 2012 }
2126} /* 2013}
2014
2015/*
2127 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2128 */ 2017 */
2129void 2018void
2130unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2131{ 2020{
2132 object *
2133 tmp;
2134
2135 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2137 { 2022 {
2138 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2139 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2140 } 2025 }
2141}
2142
2143/*
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function.
2148 */
2149
2150void
2151set_cheat (object *op)
2152{
2153 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ);
2155} 2026}
2156 2027
2157/* 2028/*
2158 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
2159 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
2161 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2162 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2163 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
2164 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2165 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2166 * Note - this only checks to see if there is space for the head of the
2167 * object - if it is a multispace object, this should be called for all
2168 * pieces.
2169 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2170 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2171 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
2172 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 2043 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 2044 * customized, changed states, etc.
2177 */ 2045 */
2178
2179int 2046int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 2048{
2182 int
2183 i,
2184 index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2187 2051
2188 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2189 { 2053 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2191 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2192 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2193 2073
2194 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2201 */ 2081 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2203 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2204 } 2098 }
2099
2205 if (!index) 2100 if (!index)
2206 return -1; 2101 return -1;
2102
2207 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2208} 2104}
2209 2105
2210/* 2106/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2109 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2110 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2111 */
2216
2217int 2112int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2114{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2117 return i;
2227 } 2118
2228 return -1; 2119 return -1;
2229} 2120}
2230 2121
2231/* 2122/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2126 */
2235static void 2127static void
2236permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2237{ 2129{
2238 int 2130 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2131 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2132
2249 tmp = arr[i]; 2133 while (--end)
2250 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2135}
2254 2136
2255/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2139 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2142 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2143 */
2262void 2144void
2263get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2264{ 2146{
2265 int 2147 int i;
2266 i;
2267 2148
2268 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2150 search_arr[i] = i;
2271 }
2272 2151
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2155}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2165 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2166 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2167 * there is capable of.
2289 */ 2168 */
2290
2291int 2169int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2171{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2297
2298 sint16 nx, ny;
2299 object *
2300 tmp;
2301 mapstruct *
2302 mp;
2303
2304 MoveType blocked, move_type; 2173 MoveType move_type;
2305 2174
2306 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2307 { 2176 {
2308 exclude = exclude->head; 2177 exclude = exclude->head;
2309 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2310 } 2179 }
2311 else 2180 else
2312 { 2181 {
2313 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2314 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2315 } 2184 }
2316 2185
2317 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2318 { 2187 {
2319 mp = m; 2188 mapxy pos (m, x, y);
2320 nx = x + freearr_x[i]; 2189 pos.move (i);
2321 ny = y + freearr_y[i];
2322 2190
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2324 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2192 max = maxfree[i];
2327 }
2328 else 2193 else
2329 { 2194 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2331 2196
2332 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2198 max = maxfree [i];
2199 else if (ms.flags () & P_IS_ALIVE)
2333 { 2200 {
2334 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2335 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2336 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2337 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2339 {
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break;
2343 }
2344 }
2345 if (tmp)
2346 {
2347 return freedir[i]; 2204 return freedir [i];
2348 }
2349 } 2205 }
2350 } 2206 }
2351 } 2207 }
2208
2352 return 0; 2209 return 0;
2353} 2210}
2354 2211
2355/* 2212/*
2356 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2214 * distance between the two given objects.
2358 */ 2215 */
2359
2360int 2216int
2361distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2362{ 2218{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2220}
2369 2221
2370/* 2222/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2372 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2373 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2374 */ 2226 */
2375
2376int 2227int
2377find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2378{ 2229{
2379 int 2230 int q;
2380 q;
2381 2231
2382 if (y) 2232 if (y)
2383 q = x * 100 / y; 2233 q = 128 * x / y;
2384 else if (x) 2234 else if (x)
2385 q = -300 * x; 2235 q = -512 * x; // to make it > 309
2386 else 2236 else
2387 return 0; 2237 return 0;
2388 2238
2389 if (y > 0) 2239 if (y > 0)
2390 { 2240 {
2391 if (q < -242) 2241 if (q < -309) return 7;
2242 if (q < -52) return 6;
2243 if (q < 52) return 5;
2244 if (q < 309) return 4;
2245
2392 return 3; 2246 return 3;
2393 if (q < -41) 2247 }
2394 return 2; 2248 else
2395 if (q < 41) 2249 {
2396 return 1; 2250 if (q < -309) return 3;
2397 if (q < 242) 2251 if (q < -52) return 2;
2398 return 8; 2252 if (q < 52) return 1;
2253 if (q < 309) return 8;
2254
2399 return 7; 2255 return 7;
2400 } 2256 }
2401
2402 if (q < -242)
2403 return 7;
2404 if (q < -41)
2405 return 6;
2406 if (q < 41)
2407 return 5;
2408 if (q < 242)
2409 return 4;
2410
2411 return 3;
2412}
2413
2414/*
2415 * absdir(int): Returns a number between 1 and 8, which represent
2416 * the "absolute" direction of a number (it actually takes care of
2417 * "overflow" in previous calculations of a direction).
2418 */
2419
2420int
2421absdir (int d)
2422{
2423 while (d < 1)
2424 d += 8;
2425 while (d > 8)
2426 d -= 8;
2427 return d;
2428} 2257}
2429 2258
2430/* 2259/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2432 * between two directions (which are expected to be absolute (see absdir()) 2261 * between two directions (which are expected to be absolute (see absdir())
2433 */ 2262 */
2434
2435int 2263int
2436dirdiff (int dir1, int dir2) 2264dirdiff (int dir1, int dir2)
2437{ 2265{
2438 int
2439 d;
2440
2441 d = abs (dir1 - dir2); 2266 int d = abs (dir1 - dir2);
2442 if (d > 4) 2267
2443 d = 8 - d; 2268 return d > 4 ? 8 - d : d;
2444 return d;
2445} 2269}
2446 2270
2447/* peterm: 2271/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2272 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2449 * Basically, this is a table of directions, and what directions 2273 * Basically, this is a table of directions, and what directions
2451 * This basically means that if direction is 15, then it could either go 2275 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2276 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2277 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2278 * functions.
2455 */ 2279 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2280static const int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2281 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2282 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2283 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2284 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2285 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2333 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2334 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2335 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2336 * Modified to be map tile aware -.MSW
2515 */ 2337 */
2516
2517
2518int 2338int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2339can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2340{
2521 sint16 dx, dy; 2341 sint16 dx, dy;
2522 int
2523 mflags; 2342 int mflags;
2524 2343
2525 if (dir < 0) 2344 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2345 return 0; /* exit condition: invalid direction */
2527 2346
2528 dx = x + freearr_x[dir]; 2347 dx = x + freearr_x[dir];
2541 return 0; 2360 return 0;
2542 2361
2543 /* yes, can see. */ 2362 /* yes, can see. */
2544 if (dir < 9) 2363 if (dir < 9)
2545 return 1; 2364 return 1;
2365
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2366 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2367 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2368 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2369}
2549
2550
2551 2370
2552/* 2371/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2372 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2373 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2374 * picked up, otherwise 0.
2557 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2376 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2558 * core dumps if they do. 2377 * core dumps if they do.
2559 * 2378 *
2560 * Add a check so we can't pick up invisible objects (0.93.8) 2379 * Add a check so we can't pick up invisible objects (0.93.8)
2561 */ 2380 */
2562
2563int 2381int
2564can_pick (const object *who, const object *item) 2382can_pick (const object *who, const object *item)
2565{ 2383{
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2384 return /*who->flag [FLAG_WIZ]|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2385 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2386 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2569} 2387}
2570
2571 2388
2572/* 2389/*
2573 * create clone from object to another 2390 * create clone from object to another
2574 */ 2391 */
2575object * 2392object *
2576object_create_clone (object *asrc) 2393object::deep_clone ()
2577{ 2394{
2578 object * 2395 assert (("deep_clone called on non-head object", is_head ()));
2579 dst = NULL, *tmp, *src, *part, *prev, *item;
2580 2396
2581 if (!asrc) 2397 object *dst = clone ();
2582 return NULL;
2583 src = asrc;
2584 if (src->head)
2585 src = src->head;
2586 2398
2587 prev = NULL; 2399 object *prev = dst;
2588 for (part = src; part; part = part->more) 2400 for (object *part = this->more; part; part = part->more)
2589 { 2401 {
2590 tmp = get_object (); 2402 object *tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x;
2593 tmp->y -= src->y;
2594 if (!part->head)
2595 {
2596 dst = tmp;
2597 tmp->head = NULL;
2598 }
2599 else
2600 {
2601 tmp->head = dst; 2403 tmp->head = dst;
2602 }
2603 tmp->more = NULL;
2604 if (prev)
2605 prev->more = tmp; 2404 prev->more = tmp;
2606 prev = tmp; 2405 prev = tmp;
2607 } 2406 }
2608 2407
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2408 for (object *item = inv; item; item = item->below)
2611 { 2409 insert_ob_in_ob (item->deep_clone (), dst);
2612 (void) insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2410
2615 return dst; 2411 return dst;
2616}
2617
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */
2638
2639object *
2640load_object_str (const char *obstr)
2641{
2642 object *
2643 op;
2644 char
2645 filename[MAX_BUF];
2646
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648
2649 FILE *
2650 tempfile = fopen (filename, "w");
2651
2652 if (tempfile == NULL)
2653 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL;
2656 };
2657 fprintf (tempfile, obstr);
2658 fclose (tempfile);
2659
2660 op = get_object ();
2661
2662 object_thawer thawer (filename);
2663
2664 if (thawer)
2665 load_object (thawer, op, 0);
2666
2667 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2668 CLEAR_FLAG (op, FLAG_REMOVED);
2669
2670 return op;
2671} 2412}
2672 2413
2673/* This returns the first object in who's inventory that 2414/* This returns the first object in who's inventory that
2674 * has the same type and subtype match. 2415 * has the same type and subtype match.
2675 * returns NULL if no match. 2416 * returns NULL if no match.
2676 */ 2417 */
2677object * 2418object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2419find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2420{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2421 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2422 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2423 return tmp;
2686 2424
2687 return NULL; 2425 return 0;
2688} 2426}
2689 2427
2690/* If ob has a field named key, return the link from the list, 2428shstr_tmp
2691 * otherwise return NULL. 2429object::kv_get (shstr_tmp key) const
2692 *
2693 * key must be a passed in shared string - otherwise, this won't
2694 * do the desired thing.
2695 */
2696key_value *
2697get_ob_key_link (const object *ob, const char *key)
2698{ 2430{
2699 key_value * 2431 for (key_value *kv = key_values; kv; kv = kv->next)
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next)
2703 {
2704 if (link->key == key) 2432 if (kv->key == key)
2433 return kv->value;
2434
2435 return shstr ();
2436}
2437
2438void
2439object::kv_set (shstr_tmp key, shstr_tmp value)
2440{
2441 for (key_value *kv = key_values; kv; kv = kv->next)
2442 if (kv->key == key)
2443 {
2444 kv->value = value;
2445 return;
2446 }
2447
2448 key_value *kv = new key_value;
2449
2450 kv->next = key_values;
2451 kv->key = key;
2452 kv->value = value;
2453
2454 key_values = kv;
2455}
2456
2457void
2458object::kv_del (shstr_tmp key)
2459{
2460 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2461 if ((*kvp)->key == key)
2462 {
2463 key_value *kv = *kvp;
2464 *kvp = (*kvp)->next;
2465 delete kv;
2466 return;
2467 }
2468}
2469
2470object::depth_iterator::depth_iterator (object *container)
2471: iterator_base (container)
2472{
2473 while (item->inv)
2474 item = item->inv;
2475}
2476
2477void
2478object::depth_iterator::next ()
2479{
2480 if (item->below)
2481 {
2482 item = item->below;
2483
2484 while (item->inv)
2485 item = item->inv;
2486 }
2487 else
2488 item = item->env;
2489}
2490
2491const char *
2492object::flag_desc (char *desc, int len) const
2493{
2494 char *p = desc;
2495 bool first = true;
2496
2497 *p = 0;
2498
2499 for (int i = 0; i < NUM_FLAGS; i++)
2500 {
2501 if (len <= 10) // magic constant!
2705 { 2502 {
2706 return link; 2503 snprintf (p, len, ",...");
2504 break;
2707 } 2505 }
2708 }
2709 2506
2710 return NULL; 2507 if (flag [i])
2711} 2508 {
2509 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2510 len -= cnt;
2511 p += cnt;
2512 first = false;
2513 }
2514 }
2712 2515
2713/* 2516 return desc;
2714 * Returns the value of op has an extra_field for key, or NULL. 2517}
2715 * 2518
2716 * The argument doesn't need to be a shared string. 2519// return a suitable string describing an object in enough detail to find it
2717 *
2718 * The returned string is shared.
2719 */
2720const char * 2520const char *
2721get_ob_key_value (const object *op, const char *const key) 2521object::debug_desc (char *info) const
2722{ 2522{
2723 key_value * 2523 char flagdesc[512];
2724 link; 2524 char info2[256 * 4];
2525 char *p = info;
2526
2527 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2528 count,
2529 uuid.c_str (),
2530 &name,
2531 title ? ",title:\"" : "",
2532 title ? (const char *)title : "",
2533 title ? "\"" : "",
2534 flag_desc (flagdesc, 512), type);
2535
2536 if (!flag[FLAG_REMOVED] && env)
2537 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2538
2539 if (map)
2540 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2541
2542 return info;
2543}
2544
2725 const char * 2545const char *
2726 canonical_key; 2546object::debug_desc () const
2547{
2548 static char info[3][256 * 4];
2549 static int info_idx;
2727 2550
2728 canonical_key = shstr::find (key); 2551 return debug_desc (info [++info_idx % 3]);
2552}
2729 2553
2730 if (canonical_key == NULL) 2554struct region *
2731 { 2555object::region () const
2732 /* 1. There being a field named key on any object 2556{
2733 * implies there'd be a shared string to find. 2557 return map ? map->region (x, y)
2734 * 2. Since there isn't, no object has this field. 2558 : region::default_region ();
2735 * 3. Therefore, *this* object doesn't have this field. 2559}
2736 */ 2560
2561void
2562object::open_container (object *new_container)
2563{
2564 if (container == new_container)
2737 return NULL; 2565 return;
2566
2567 object *old_container = container;
2568
2569 if (old_container)
2738 } 2570 {
2571 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2572 return;
2739 2573
2740 /* This is copied from get_ob_key_link() above - 2574#if 0
2741 * only 4 lines, and saves the function call overhead. 2575 // remove the "Close old_container" object.
2576 if (object *closer = old_container->inv)
2577 if (closer->type == CLOSE_CON)
2578 closer->destroy ();
2579#endif
2580
2581 // make sure the container is available
2582 esrv_send_item (this, old_container);
2583
2584 old_container->flag [FLAG_APPLIED] = false;
2585 container = 0;
2586
2587 // client needs item update to make it work, client bug requires this to be separate
2588 esrv_update_item (UPD_FLAGS, this, old_container);
2589
2590 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2591 play_sound (sound_find ("chest_close"));
2592 }
2593
2594 if (new_container)
2595 {
2596 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2597 return;
2598
2599 // TODO: this does not seem to serve any purpose anymore?
2600#if 0
2601 // insert the "Close Container" object.
2602 if (archetype *closer = new_container->other_arch)
2603 {
2604 object *closer = new_container->other_arch->instance ();
2605 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2606 new_container->insert (closer);
2607 }
2608#endif
2609
2610 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2611
2612 // make sure the container is available, client bug requires this to be separate
2613 esrv_send_item (this, new_container);
2614
2615 new_container->flag [FLAG_APPLIED] = true;
2616 container = new_container;
2617
2618 // client needs flag change
2619 esrv_update_item (UPD_FLAGS, this, new_container);
2620 esrv_send_inventory (this, new_container);
2621 play_sound (sound_find ("chest_open"));
2622 }
2623// else if (!old_container->env && contr && contr->ns)
2624// contr->ns->floorbox_reset ();
2625}
2626
2627object *
2628object::force_find (shstr_tmp name)
2629{
2630 /* cycle through his inventory to look for the MARK we want to
2631 * place
2742 */ 2632 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2633 for (object *tmp = inv; tmp; tmp = tmp->below)
2744 { 2634 if (tmp->type == FORCE && tmp->slaying == name)
2745 if (link->key == canonical_key) 2635 return splay (tmp);
2746 { 2636
2747 return link->value;
2748 }
2749 }
2750 return NULL; 2637 return 0;
2751} 2638}
2752 2639
2640//-GPL
2753 2641
2754/* 2642void
2755 * Updates the canonical_key in op to value. 2643object::force_set_timer (int duration)
2756 *
2757 * canonical_key is a shared string (value doesn't have to be).
2758 *
2759 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2760 * keys.
2761 *
2762 * Returns TRUE on success.
2763 */
2764int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2644{
2767 key_value * 2645 this->duration = 1;
2768 field = NULL, *last = NULL; 2646 this->speed_left = -1.f;
2769 2647
2770 for (field = op->key_values; field != NULL; field = field->next) 2648 this->set_speed (duration ? 1.f / duration : 0.f);
2771 { 2649}
2772 if (field->key != canonical_key)
2773 {
2774 last = field;
2775 continue;
2776 }
2777 2650
2778 if (value) 2651object *
2779 field->value = value; 2652object::force_add (shstr_tmp name, int duration)
2780 else 2653{
2781 { 2654 if (object *force = force_find (name))
2782 /* Basically, if the archetype has this key set, 2655 force->destroy ();
2783 * we need to store the null value so when we save
2784 * it, we save the empty value so that when we load,
2785 * we get this value back again.
2786 */
2787 if (get_ob_key_link (&op->arch->clone, canonical_key))
2788 field->value = 0;
2789 else
2790 {
2791 if (last)
2792 last->next = field->next;
2793 else
2794 op->key_values = field->next;
2795 2656
2796 delete field; 2657 object *force = get_archetype (FORCE_NAME);
2797 } 2658
2798 } 2659 force->slaying = name;
2660 force->force_set_timer (duration);
2661 force->flag [FLAG_APPLIED] = true;
2662
2663 return insert (force);
2664}
2665
2666void
2667object::play_sound (faceidx sound) const
2668{
2669 if (!sound)
2799 return TRUE; 2670 return;
2671
2672 if (is_on_map ())
2673 map->play_sound (sound, x, y);
2674 else if (object *pl = in_player ())
2675 pl->contr->play_sound (sound);
2676}
2677
2678void
2679object::say_msg (const char *msg) const
2680{
2681 if (is_on_map ())
2682 map->say_msg (msg, x, y);
2683 else if (object *pl = in_player ())
2684 pl->contr->play_sound (sound);
2685}
2686
2687void
2688object::make_noise ()
2689{
2690 // we do not model noise in the map, so instead put
2691 // a temporary light into the noise source
2692 // could use the map instead, but that's less reliable for our
2693 // goal, which is to make invisibility a bit harder to exploit
2694
2695 // currently only works sensibly for players
2696 if (!is_player ())
2697 return;
2698
2699 // find old force, or create new one
2700 object *force = force_find (shstr_noise_force);
2701
2702 if (force)
2703 force->speed_left = -1.f; // patch old speed up
2704 else
2800 } 2705 {
2801 /* IF we get here, key doesn't exist */ 2706 force = archetype::get (shstr_noise_force);
2802 2707
2803 /* No field, we'll have to add it. */ 2708 force->slaying = shstr_noise_force;
2709 force->stats.food = 1;
2710 force->speed_left = -1.f;
2804 2711
2805 if (!add_key) 2712 force->set_speed (1.f / 4.f);
2713 force->flag [FLAG_IS_USED_UP] = true;
2714 force->flag [FLAG_APPLIED] = true;
2715
2716 insert (force);
2806 { 2717 }
2807 return FALSE; 2718}
2719
2720void object::change_move_type (MoveType mt)
2721{
2722 if (move_type == mt)
2723 return;
2724
2725 if (is_on_map ())
2808 } 2726 {
2809 /* There isn't any good reason to store a null 2727 // we are on the map, so handle move_on/off effects
2810 * value in the key/value list. If the archetype has 2728 remove ();
2811 * this key, then we should also have it, so shouldn't 2729 move_type = mt;
2812 * be here. If user wants to store empty strings, 2730 map->insert (this, x, y, this);
2813 * should pass in "" 2731 }
2732 else
2733 move_type = mt;
2734}
2735
2736/* object should be a player.
2737 * we return the object the player has marked with the 'mark' command
2738 * below. If no match is found (or object has changed), we return
2739 * NULL. We leave it up to the calling function to print messages if
2740 * nothing is found.
2814 */ 2741 */
2815 if (value == NULL) 2742object *
2743object::mark () const
2744{
2745 if (contr && contr->mark && contr->mark->env == this)
2746 return contr->mark;
2747 else
2816 return TRUE; 2748 return 0;
2817
2818 field = new key_value;
2819
2820 field->key = canonical_key;
2821 field->value = value;
2822 /* Usual prepend-addition. */
2823 field->next = op->key_values;
2824 op->key_values = field;
2825
2826 return TRUE;
2827} 2749}
2828 2750
2829/*
2830 * Updates the key in op to value.
2831 *
2832 * If add_key is FALSE, this will only update existing keys,
2833 * and not add new ones.
2834 * In general, should be little reason FALSE is ever passed in for add_key
2835 *
2836 * Returns TRUE on success.
2837 */
2838int
2839set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2840{
2841 shstr key_ (key);
2842
2843 return set_ob_key_value_s (op, key_, value, add_key);
2844}

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