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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.303 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 50};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int 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,
48 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
49}; 56};
50int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 62};
54 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
55static void 71static void
56write_uuid (void) 72write_uuid (uval64 skip, bool sync)
57{ 73{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
59 75 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 78 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 79}
75 80
76static void 81static void
77read_uuid (void) 82read_uuid (void)
78{ 83{
79 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
80 85
81 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
82 89
83 FILE *fp; 90 FILE *fp;
84 91
85 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
86 { 93 {
87 if (errno == ENOENT) 94 if (errno == ENOENT)
88 { 95 {
89 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 97 UUID::cur.seq = 0;
91 write_uuid (); 98 write_uuid (UUID_GAP, true);
92 return; 99 return;
93 } 100 }
94 101
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 103 _exit (1);
97 } 104 }
98 105
99 int version; 106 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 107 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
102 { 111 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 113 _exit (1);
105 } 114 }
106 115
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
110 fclose (fp); 119 fclose (fp);
111} 120}
112 121
113UUID 122UUID
114gen_uuid () 123UUID::gen ()
115{ 124{
116 UUID uid; 125 UUID uid;
117 126
118 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
119 128
120 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
122 135
123 return uid; 136 return uid;
124} 137}
125 138
126void 139void
127init_uuid () 140UUID::init ()
128{ 141{
129 read_uuid (); 142 read_uuid ();
130} 143}
131 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 211static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
135{ 213{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
141 */ 217 */
142 218
143 /* For each field in wants, */ 219 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 221 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 222 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 223
167 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 225 return true;
169} 226}
170 227
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 229static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 231{
175 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
177 */ 234 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
179} 237}
180 238
181/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 240 * they can be merged together.
183 * 241 *
184 * Note that this function appears a lot longer than the macro it 242 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
187 * 245 *
188 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
189 * 247 *
190 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
191 * check weight 249 * check weight
192 */ 250 */
193
194bool object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
195{ 252{
196 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 254 if (ob1 == ob2
255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
198 return 0; 259 return 0;
199 260
200 if (ob1->speed != ob2->speed) 261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 264 return 0;
202 265
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 270 * flags lose any meaning.
215 */ 271 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 274
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 277
222 278 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 279 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 282 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 283 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
244 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 291 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 298 || ob1->move_off != ob2->move_off
299 || ob1->move_slow != ob2->move_slow
300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 303 return 0;
254 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
255 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
257 */ 314 */
258 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
259 { 316 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 317 if (!(ob1->inv && ob2->inv))
266 return 0; 318 return 0; /* inventories differ in length */
319
320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
323 if (!object::can_merge (ob1->inv, ob2->inv))
324 return 0; /* inventory objects differ */
267 325
268 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 327 * if it is valid.
270 */ 328 */
271 } 329 }
279 337
280 /* Note sure why the following is the case - either the object has to 338 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 339 * be animated or have a very low speed. Is this an attempted monster
282 * check? 340 * check?
283 */ 341 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 343 return 0;
286 344
287 switch (ob1->type) 345 switch (ob1->type)
288 { 346 {
289 case SCROLL: 347 case SCROLL:
290 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
291 return 0; 349 return 0;
292 break; 350 break;
293 } 351 }
294 352
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
296 { 354 {
297 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 360 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 361 }
304 362
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
307 { 364 {
308 ob1->optimise (); 365 ob1->optimise ();
309 ob2->optimise (); 366 ob2->optimise ();
310 367
311 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
312 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
313 } 382 }
314 383
315 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
316 return 1; 385 return 1;
317} 386}
318 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
319/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
320 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
323 */ 465 */
324long 466void
325sum_weight (object *op) 467object::update_weight ()
326{ 468{
327 long sum; 469 sint32 sum = 0;
328 object *inv;
329 470
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
331 { 472 {
332 if (inv->inv) 473 if (op->inv)
333 sum_weight (inv); 474 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
335 } 482 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 483 carrying = sum;
342 484
343 return sum; 485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
344} 489}
345 490
346/** 491/*
347 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 493 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 494char *
380dump_object (object *op) 495dump_object (object *op)
381{ 496{
382 if (!op) 497 if (!op)
383 return strdup ("[NULLOBJ]"); 498 return strdup ("[NULLOBJ]");
384 499
385 object_freezer freezer; 500 object_freezer freezer;
386 save_object (freezer, op, 3); 501 op->write (freezer);
387 return freezer.as_string (); 502 return freezer.as_string ();
388} 503}
389 504
390/* 505char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 507{
399 object *tmp, *closest; 508 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 509}
409 510
410/* 511/*
411 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
412 */ 514 */
413
414object * 515object *
415find_object (tag_t i) 516find_object (tag_t i)
416{ 517{
417 for (object *op = object::first; op; op = op->next) 518 for_all_objects (op)
418 if (op->count == i) 519 if (op->count == i)
419 return op; 520 return op;
420 521
421 return 0; 522 return 0;
422} 523}
423 524
424/* 525/*
425 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
428 */ 529 */
429
430object * 530object *
431find_object_name (const char *str) 531find_object_name (const char *str)
432{ 532{
433 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
434 object *op;
435 534
436 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
437 if (op->name == str_) 537 if (op->name == str_)
438 break; 538 return op;
439 539
440 return op; 540 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 541}
448 542
449/* 543/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
452 */ 547 */
453void 548void
454object::set_owner (object *owner) 549object::set_owner (object *owner)
455{ 550{
551 // allow objects which own objects
456 if (!owner) 552 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 553 while (owner->owner)
467 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
468 561
469 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
470} 630}
471 631
472/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 633 * refcounts and freeing the links.
474 */ 634 */
475static void 635static void
476free_key_values (object *op) 636free_key_values (object *op)
477{ 637{
478 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
479 { 639 {
480 key_value *next = i->next; 640 key_value *next = i->next;
481 delete i; 641 delete i;
482 642
483 i = next; 643 i = next;
484 } 644 }
485 645
486 op->key_values = 0; 646 op->key_values = 0;
487} 647}
488 648
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 649/*
541 * copy object first frees everything allocated by the second object, 650 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 653 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 654 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 655 * will point at garbage.
547 */ 656 */
548void 657void
549copy_object (object *op2, object *op) 658object::copy_to (object *dst)
550{ 659{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 660 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 661 *(object_copy *)dst = *this;
553 662 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 663
564 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
565 if (op2->key_values) 665 if (key_values)
566 { 666 {
567 key_value *tail = 0; 667 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 668 dst->key_values = 0;
571 669
572 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
573 { 671 {
574 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
575 673
576 new_link->next = 0; 674 new_link->next = 0;
577 new_link->key = i->key; 675 new_link->key = i->key;
578 new_link->value = i->value; 676 new_link->value = i->value;
579 677
580 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
581 if (!op->key_values) 679 if (!dst->key_values)
582 { 680 {
583 op->key_values = new_link; 681 dst->key_values = new_link;
584 tail = new_link; 682 tail = new_link;
585 } 683 }
586 else 684 else
587 { 685 {
588 tail->next = new_link; 686 tail->next = new_link;
589 tail = new_link; 687 tail = new_link;
590 } 688 }
591 } 689 }
592 } 690 }
593 691
594 update_ob_speed (op); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
715}
716
717object *
718object::clone ()
719{
720 object *neu = create ();
721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
723 return neu;
595} 724}
596 725
597/* 726/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 728 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 729 * be called to update the face variable, _and_ how it looks on the map.
601 */ 730 */
602
603void 731void
604update_turn_face (object *op) 732update_turn_face (object *op)
605{ 733{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 735 return;
736
608 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
610} 739}
611 740
612/* 741/*
613 * Updates the speed of an object. If the speed changes from 0 to another 742 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 743 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
616 */ 745 */
617void 746void
618update_ob_speed (object *op) 747object::set_speed (float speed)
619{ 748{
620 extern int arch_init; 749 this->speed = speed;
621 750
622 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
623 * since they never really need to be updated. 752 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 753 else
655 { 754 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 755}
679 756
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 757/*
712 * update_object() updates the array which represents the map. 758 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 760 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 761 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 762 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 763 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 764 * updating that window, though, since update_object() is called _often_)
719 * 765 *
720 * action is a hint of what the caller believes need to be done. 766 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 767 * current action are:
726 * UP_OBJ_INSERT: op was inserted 768 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 769 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 771 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
731 */ 773 */
732
733void 774void
734update_object (object *op, int action) 775update_object (object *op, int action)
735{ 776{
736 int update_now = 0, flags; 777 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 778 {
741 /* this should never happen */ 779 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 781 return;
744 } 782 }
745 783
746 if (op->env != NULL) 784 if (!op->is_on_map ())
747 { 785 {
748 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
749 * to do in this case. 787 * to do in this case.
750 */ 788 */
751 return; 789 return;
752 } 790 }
753 791
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 794 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 796#ifdef MANY_CORES
765 abort (); 797 abort ();
766#endif 798#endif
767 return; 799 return;
768 } 800 }
769 801
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 802 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
777 if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
778 { 807 {
808#if 0
809 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 816 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 817 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 818 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 820 * have move_allow right now.
802 */ 821 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 823 m.invalidate ();
805 824#else
806 if ((move_slow | op->move_slow) != move_slow) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 826 m.invalidate ();
827#endif
808 } 828 }
809 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 831 * that is being removed.
812 */ 832 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 834 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
817 else 837 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 839
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 840 if (op->more)
827 update_object (op->more, action); 841 update_object (op->more, action);
828} 842}
829 843
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object () 844object::object ()
855{ 845{
856 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
857 847
858 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
859 face = blank_face; 849 face = blank_face;
850 material = &material_null;
860} 851}
861 852
862object::~object () 853object::~object ()
863{ 854{
855 unlink ();
856
864 free_key_values (this); 857 free_key_values (this);
865} 858}
866 859
860static int object_count;
861
867void object::link () 862void object::link ()
868{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
869 count = ++ob_count; 866 count = ++object_count;
870 uuid = gen_uuid ();
871 867
872 prev = 0; 868 refcnt_inc ();
873 next = object::first; 869 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 870}
880 871
881void object::unlink () 872void object::unlink ()
882{ 873{
883 if (this == object::first) 874 if (!index)
884 object::first = next; 875 return;
885 876
886 /* Remove this object from the list of used objects */ 877 objects.erase (this);
887 if (prev) prev->next = next; 878 refcnt_dec ();
888 if (next) next->prev = prev; 879}
889 880
890 prev = 0; 881void
891 next = 0; 882object::activate ()
883{
884 /* If already on active list, don't do anything */
885 if (active)
886 return;
887
888 if (has_active_speed ())
889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
892
893 actives.insert (this);
894 }
895}
896
897void
898object::activate_recursive ()
899{
900 activate ();
901
902 for (object *op = inv; op; op = op->below)
903 op->activate_recursive ();
904}
905
906/* This function removes object 'op' from the list of active
907 * objects.
908 * This should only be used for style maps or other such
909 * reference maps where you don't want an object that isn't
910 * in play chewing up cpu time getting processed.
911 * The reverse of this is to call update_ob_speed, which
912 * will do the right thing based on the speed of the object.
913 */
914void
915object::deactivate ()
916{
917 /* If not on the active list, nothing needs to be done */
918 if (!active)
919 return;
920
921 actives.erase (this);
922}
923
924void
925object::deactivate_recursive ()
926{
927 for (object *op = inv; op; op = op->below)
928 op->deactivate_recursive ();
929
930 deactivate ();
931}
932
933void
934object::set_flag_inv (int flag, int value)
935{
936 for (object *op = inv; op; op = op->below)
937 {
938 op->flag [flag] = value;
939 op->set_flag_inv (flag, value);
940 }
941}
942
943/*
944 * Remove and free all objects in the inventory of the given object.
945 * object.c ?
946 */
947void
948object::destroy_inv (bool drop_to_ground)
949{
950 // need to check first, because the checks below might segfault
951 // as we might be on an invalid mapspace and crossfire code
952 // is too buggy to ensure that the inventory is empty.
953 // corollary: if you create arrows etc. with stuff in its inventory,
954 // cf will crash below with off-map x and y
955 if (!inv)
956 return;
957
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (!drop_to_ground
963 || !map
964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
966 || ms ().move_block == MOVE_ALL)
967 {
968 while (inv)
969 inv->destroy ();
970 }
971 else
972 { /* Put objects in inventory onto this space */
973 while (inv)
974 {
975 object *op = inv;
976
977 if (op->flag [FLAG_STARTEQUIP]
978 || op->flag [FLAG_NO_DROP]
979 || op->type == RUNE
980 || op->type == TRAP
981 || op->flag [FLAG_IS_A_TEMPLATE]
982 || op->flag [FLAG_DESTROY_ON_DEATH])
983 op->destroy ();
984 else
985 map->insert (op, x, y);
986 }
987 }
892} 988}
893 989
894object *object::create () 990object *object::create ()
895{ 991{
896 object *op = new object; 992 object *op = new object;
897 op->link (); 993 op->link ();
898 return op; 994 return op;
899} 995}
900 996
901/* 997static struct freed_map : maptile
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 998{
913 if (QUERY_FLAG (this, FLAG_FREED)) 999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
1018void
1019object::do_destroy ()
1020{
1021 if (flag [FLAG_IS_LINKED])
1022 remove_link ();
1023
1024 if (flag [FLAG_FRIENDLY])
1025 remove_friendly_object (this);
1026
1027 remove ();
1028
1029 attachable::do_destroy ();
1030
1031 deactivate ();
1032 unlink ();
1033
1034 flag [FLAG_FREED] = 1;
1035
1036 // hack to ensure that freed objects still have a valid map
1037 map = &freed_map;
1038 x = 1;
1039 y = 1;
1040
1041 if (more)
1042 {
1043 more->destroy ();
1044 more = 0;
1045 }
1046
1047 head = 0;
1048
1049 // clear those pointers that likely might cause circular references
1050 owner = 0;
1051 enemy = 0;
1052 attacked_by = 0;
1053 current_weapon = 0;
1054}
1055
1056void
1057object::destroy ()
1058{
1059 if (destroyed ())
914 return; 1060 return;
915 1061
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1062 if (!is_head () && !head->destroyed ())
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 { 1063 {
930 freed_map = get_empty_map (3, 3); 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
931 freed_map->name = "freed objects map"; 1065 head->destroy ();
932 allocate_map (freed_map); 1066 return;
933 } 1067 }
934 1068
935 map = freed_map; 1069 destroy_inv (false);
936 x = 1;
937 y = 1;
938 }
939 1070
940 if (more) 1071 if (is_head ())
941 { 1072 if (sound_destroy)
942 more->destroy (destroy_inventory); 1073 play_sound (sound_destroy);
943 more = 0; 1074 else if (flag [FLAG_MONSTER])
944 } 1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
945 1076
946 if (inv) 1077 attachable::destroy ();
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
996 /* Remove object from the active list */
997 speed = 0;
998 update_ob_speed (this);
999
1000 unlink ();
1001
1002 mortals.push_back (this);
1003} 1078}
1004 1079
1005/* 1080/* op->remove ():
1006 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)).
1008 */
1009
1010void
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 }
1021}
1022
1023/* remove_ob(op):
1024 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1085 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1086 */
1031
1032void 1087void
1033remove_ob (object *op) 1088object::do_remove ()
1034{ 1089{
1035 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
1036 object *otmp;
1037
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1044 return; 1091 return;
1045 1092
1046 SET_FLAG (op, FLAG_REMOVED); 1093 INVOKE_OBJECT (REMOVE, this);
1047 1094
1048 if (op->more != NULL) 1095 flag [FLAG_REMOVED] = true;
1049 remove_ob (op->more); 1096
1097 if (more)
1098 more->remove ();
1050 1099
1051 /* 1100 /*
1052 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1053 * inventory. 1102 * inventory.
1054 */ 1103 */
1055 if (op->env != NULL) 1104 if (env)
1056 { 1105 {
1057 if (op->nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 sub_weight (op->env, op->weight * op->nrof); 1107 if (object *pl = visible_to ())
1059 else 1108 esrv_del_item (pl->contr, count);
1060 sub_weight (op->env, op->weight + op->carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110
1111 adjust_weight (env, -total_weight ());
1112
1113 object *pl = in_player ();
1114
1115 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up
1117 * to the caller to decide what we want to do.
1118 */
1119 map = env->map;
1120 x = env->x;
1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1127 above = 0;
1128 below = 0;
1129 env = 0;
1061 1130
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1131 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 1133 * to save cpu time.
1065 */ 1134 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1067 fix_player (otmp); 1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1138 pl->update_stats ();
1068 1139
1069 if (op->above != NULL) 1140 if (glow_radius && pl->is_on_map ())
1070 op->above->below = op->below; 1141 update_all_los (pl->map, pl->x, pl->y);
1071 else 1142 }
1072 op->env->inv = op->below;
1073
1074 if (op->below != NULL)
1075 op->below->above = op->above;
1076
1077 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do.
1080 */
1081 op->x = op->env->x, op->y = op->env->y;
1082 op->map = op->env->map;
1083 op->above = NULL, op->below = NULL;
1084 op->env = NULL;
1085 } 1143 }
1086 else if (op->map) 1144 else if (map)
1087 { 1145 {
1088 x = op->x; 1146 map->dirty = true;
1089 y = op->y; 1147 mapspace &ms = this->ms ();
1090 m = get_map_from_coord (op->map, &x, &y);
1091 1148
1092 if (!m) 1149 if (object *pl = ms.player ())
1093 { 1150 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1151 if (is_player ())
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */ 1152 {
1100 abort (); 1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1156 // leaving a spot always closes any open container on the ground
1157 if (container && !container->env)
1158 // this causes spurious floorbox updates, but it ensures
1159 // that the CLOSE event is being sent.
1160 close_container ();
1161
1162 --map->players;
1163 map->touch ();
1164 }
1165 else if (pl->container_ () == this)
1166 {
1167 // removing a container should close it
1168 close_container ();
1169 }
1170
1171 esrv_del_item (pl->contr, count);
1101 } 1172 }
1102 1173
1103 if (op->map != m)
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110
1111 /* link the object above us */ 1174 /* link the object above us */
1112 if (op->above) 1175 // re-link, make sure compiler can easily use cmove
1113 op->above->below = op->below; 1176 *(above ? &above->below : &ms.top) = below;
1114 else 1177 *(below ? &below->above : &ms.bot) = above;
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116 1178
1117 /* Relink the object below us, if there is one */ 1179 above = 0;
1118 if (op->below) 1180 below = 0;
1119 op->below->above = op->above; 1181
1120 else 1182 ms.invalidate ();
1183
1184 if (map->in_memory == MAP_SAVING)
1185 return;
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1121 { 1190 {
1122 /* Nothing below, which means we need to relink map object for this space 1191 if (pl->container_ () == this)
1123 * use translated coordinates in case some oddness with map tiling is 1192 /* If a container that the player is currently using somehow gets
1124 * evident 1193 * removed (most likely destroyed), update the player view
1194 * appropriately.
1125 */ 1195 */
1126 if (GET_MAP_OB (m, x, y) != op) 1196 pl->close_container ();
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136 1197
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1138 } 1203 }
1139 1204
1140 op->above = 0; 1205 if (check_walk_off)
1141 op->below = 0; 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142
1143 if (op->map->in_memory == MAP_SAVING)
1144 return;
1145
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 { 1207 {
1208 above = tmp->above;
1209
1150 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1151 * being removed. 1211 * being removed.
1152 */
1153
1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */ 1212 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165 1213
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */ 1214 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1173 {
1174 move_apply (tmp, op, NULL); 1217 move_apply (tmp, this, 0);
1175
1176 if (op->destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1218 }
1179 1219
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 if (affects_los ())
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp;
1186 }
1187
1188 /* last == NULL of there are no objects on this space */
1189 if (last == NULL)
1190 {
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1203 update_all_los (op->map, op->x, op->y); 1221 update_all_los (map, x, y);
1204 } 1222 }
1205} 1223}
1206 1224
1207/* 1225/*
1208 * merge_ob(op,top): 1226 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1217{ 1235{
1218 if (!op->nrof) 1236 if (!op->nrof)
1219 return 0; 1237 return 0;
1220 1238
1221 if (top == NULL) 1239 if (!top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1240 for (top = op; top && top->above; top = top->above)
1241 ;
1223 1242
1224 for (; top != NULL; top = top->below) 1243 for (; top; top = top->below)
1225 { 1244 if (object::can_merge (op, top))
1226 if (top == op)
1227 continue;
1228 if (CAN_MERGE (op, top))
1229 { 1245 {
1230 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1231 1247
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1233 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1234 remove_ob (op); 1250
1235 free_object (op); 1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1236 return top; 1256 return top;
1237 } 1257 }
1238 }
1239 1258
1240 return 0; 1259 return 0;
1241} 1260}
1242 1261
1262void
1263object::expand_tail ()
1264{
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = arch_to_object (at);
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283}
1284
1243/* 1285/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1246 */ 1288 */
1247object * 1289object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1291{
1250 object *tmp; 1292 op->remove ();
1251 1293
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1295 {
1257 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1259 } 1298 }
1260 1299
1261 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1262} 1301}
1263 1302
1279 * Return value: 1318 * Return value:
1280 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1320 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1321 * just 'op' otherwise
1283 */ 1322 */
1284
1285object * 1323object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1325{
1288 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1289 sint16 x, y;
1290 1327
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1292 { 1329 {//D
1293 LOG (llevError, "Trying to insert freed object!\n"); 1330 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 return NULL;
1295 } 1331 }//D
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1332
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1335 * need extra work
1363 */ 1336 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1365 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1366 y = op->y; 1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1341 return 0;
1342 }
1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1351
1352 mapspace &ms = op->ms ();
1367 1353
1368 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1369 */ 1355 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1358 if (object::can_merge (op, tmp))
1373 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1374 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1364 tmp->destroy ();
1376 free_object (tmp);
1377 } 1365 }
1378 1366
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1369
1388 { 1376 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort (); 1378 abort ();
1391 } 1379 }
1392 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1393 op->above = originator; 1388 op->above = originator;
1394 op->below = originator->below; 1389 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1403 } 1393 }
1404 else 1394 else
1405 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1406 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1408 { 1401 {
1409 object *last = NULL;
1410
1411 /* 1402 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1418 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1422 */ 1413 */
1423 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1424 while (top != NULL)
1425 { 1415 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1417 floor = tmp;
1428 1418
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1430 { 1420 {
1431 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1432 top = top->below; 1422 top = tmp->below;
1433 break; 1423 break;
1434 } 1424 }
1435 1425
1436 last = top;
1437 top = top->above; 1426 top = tmp;
1438 } 1427 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442 1428
1443 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1446 */ 1432 */
1447 1433
1448 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1438 * stacking is a bit odd.
1453 */ 1439 */
1454 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1456 { 1443 {
1444 object *last;
1445
1457 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1448 break;
1449
1460 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1453 * set top to the object below us.
1464 */ 1454 */
1465 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1466 top = last->below; 1456 top = last->below;
1467 } 1457 }
1468 } /* If objects on this space */ 1458 } /* If objects on this space */
1469 1459
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1461 top = floor;
1475 1462
1476 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1477 */
1478
1479 /* First object on this space */
1480 if (!top) 1464 if (!top)
1481 { 1465 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL; 1466 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1467 op->above = ms.bot;
1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1489 } 1471 }
1490 else 1472 else
1491 { /* get inserted into the stack above top */ 1473 {
1492 op->above = top->above; 1474 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op; 1475 top->above = op;
1496 1476
1497 op->below = top; 1477 op->below = top;
1498 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1499 } 1479 }
1480 }
1500 1481
1501 if (op->above == NULL) 1482 if (op->is_player ())
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1483 {
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1507 1488
1508 /* If we have a floor, we know the player, if any, will be above 1489 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1490
1510 */ 1491 if (object *pl = ms.player ())
1511 if (!(flag & INS_MAP_LOAD)) 1492 //TODO: the floorbox prev/next might need updating
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1493 //esrv_send_item (pl, op);
1513 if (tmp->type == PLAYER) 1494 //TODO: update floorbox to preserve ordering
1514 tmp->contr->socket.update_look = 1; 1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1515 1497
1516 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1505 * of effect may be sufficient.
1524 */ 1506 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1526 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1527 1512
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1530 1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1531 /* Don't know if moving this to the end will break anything. However, 1518 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1519 * we want to have floorbox_update called before calling this.
1533 * 1520 *
1534 * check_move_on() must be after this because code called from 1521 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1522 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1524 * update_object().
1538 */ 1525 */
1539 1526
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1542 { 1529 {
1543 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1544 return NULL; 1531 return 0;
1545 1532
1546 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1534 * walk on's.
1548 */ 1535 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator))
1551 return NULL; 1538 return 0;
1552 } 1539 }
1553 1540
1554 return op; 1541 return op;
1555} 1542}
1556 1543
1557/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1560 */ 1547 */
1561void 1548void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1563{ 1550{
1564 object *
1565 tmp;
1566 object *
1567 tmp1;
1568
1569 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1570 1552
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1574 { 1555 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1556
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1581 1558
1582 tmp1->x = op->x; 1559 tmp->x = op->x;
1583 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1585} 1563}
1586
1587/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array.
1593 */
1594 1564
1595object * 1565object *
1596get_split_ob (object *orig_ob, uint32 nr) 1566object::insert_at (object *where, object *originator, int flags)
1597{ 1567{
1598 object * 1568 if (where->env)
1599 newob; 1569 return where->env->insert (this);
1600 int 1570 else
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1602
1603 if (orig_ob->nrof < nr)
1604 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL;
1607 }
1608
1609 newob = object_create_clone (orig_ob);
1610
1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed)
1618 {
1619 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1625 return NULL;
1626 }
1627 }
1628
1629 newob->nrof = nr;
1630
1631 return newob;
1632} 1572}
1633 1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 ));
1592
1593 return false;
1594}
1595
1634/* 1596/*
1635 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1636 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1638 * 1600 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1641 1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 return true;
1620 }
1621 else
1622 {
1623 destroy ();
1624 return false;
1625 }
1626}
1627
1628/*
1629 * split(ob,nr) splits up ob into two parts. The part which
1630 * is returned contains nr objects, and the remaining parts contains
1631 * the rest (or is removed and returned if that number is 0).
1632 * On failure, NULL is returned.
1633 */
1642object * 1634object *
1643decrease_ob_nr (object *op, uint32 i) 1635object::split (sint32 nr)
1644{ 1636{
1645 object *tmp; 1637 int have = number_of ();
1646 player *pl;
1647 1638
1648 if (i == 0) /* objects with op->nrof require this check */ 1639 if (have < nr)
1649 return op; 1640 return 0;
1650 1641 else if (have == nr)
1651 if (i > op->nrof)
1652 i = op->nrof;
1653
1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 { 1642 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op); 1643 remove ();
1691 op->nrof = 0; 1644 return this;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1697 } 1645 }
1698 else 1646 else
1699 { 1647 {
1700 object *above = op->above; 1648 decrease (nr);
1701 1649
1702 if (i < op->nrof) 1650 object *op = deep_clone ();
1703 op->nrof -= i; 1651 op->nrof = nr;
1704 else
1705 {
1706 remove_ob (op);
1707 op->nrof = 0;
1708 }
1709
1710 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1712 if (tmp->type == PLAYER)
1713 {
1714 if (op->nrof)
1715 esrv_send_item (tmp, op);
1716 else
1717 esrv_del_item (tmp->contr, op->count);
1718 }
1719 }
1720
1721 if (op->nrof)
1722 return op; 1652 return op;
1723 else
1724 { 1653 }
1725 free_object (op);
1726 return NULL;
1727 }
1728} 1654}
1729
1730/*
1731 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying.
1733 */
1734
1735void
1736add_weight (object *op, signed long weight)
1737{
1738 while (op != NULL)
1739 {
1740 if (op->type == CONTAINER)
1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1742
1743 op->carrying += weight;
1744 op = op->env;
1745 }
1746}
1747
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761 1655
1762object * 1656object *
1763insert_ob_in_ob (object *op, object *where) 1657insert_ob_in_ob (object *op, object *where)
1764{ 1658{
1765 object * 1659 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1660 {
1779 char *dump = dump_object (op); 1661 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1662 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1663 free (dump);
1782 return op; 1664 return op;
1783 } 1665 }
1784 1666
1785 if (where->head) 1667 if (where->head_ () != where)
1786 { 1668 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1669 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1670 where = where->head;
1789 } 1671 }
1790 1672
1673 return where->insert (op);
1674}
1675
1676/*
1677 * env->insert (op)
1678 * This function inserts the object op in the linked list
1679 * inside the object environment.
1680 *
1681 * The function returns now pointer to inserted item, and return value can
1682 * be != op, if items are merged. -Tero
1683 */
1684object *
1685object::insert (object *op)
1686{
1791 if (op->more) 1687 if (op->more)
1792 { 1688 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1690 return op;
1795 } 1691 }
1796 1692
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 op->remove ();
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1799 if (op->nrof) 1697 if (op->nrof)
1800 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1803 { 1700 {
1804 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1702 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1704
1808 * tmp->nrof, we need to increase the weight. 1705 if (object *pl = tmp->visible_to ())
1809 */ 1706 esrv_update_item (UPD_NROF, pl, tmp);
1810 add_weight (where, op->weight * op->nrof); 1707
1811 SET_FLAG (op, FLAG_REMOVED); 1708 adjust_weight (this, op->total_weight ());
1812 free_object (op); /* free the inserted object */ 1709
1710 op->destroy ();
1813 op = tmp; 1711 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1712 goto inserted;
1815 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break;
1817 } 1713 }
1818 1714
1819 /* I assume combined objects have no inventory 1715 op->owner = 0; // it's his/hers now. period.
1820 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do
1823 * the linking below
1824 */
1825 add_weight (where, op->weight * op->nrof);
1826 }
1827 else
1828 add_weight (where, (op->weight + op->carrying));
1829
1830 otmp = is_player_inv (where);
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp);
1835 }
1836
1837 op->map = NULL; 1716 op->map = 0;
1838 op->env = where; 1717 op->x = 0;
1718 op->y = 0;
1719
1839 op->above = NULL; 1720 op->above = 0;
1840 op->below = NULL; 1721 op->below = inv;
1841 op->x = 0, op->y = 0; 1722 op->env = this;
1842 1723
1724 if (inv)
1725 inv->above = op;
1726
1727 inv = op;
1728
1729 op->flag [FLAG_REMOVED] = 0;
1730
1731 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op);
1733
1734 adjust_weight (this, op->total_weight ());
1735
1736inserted:
1843 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1738 if (op->glow_radius && is_on_map ())
1845 {
1846#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1850 update_all_los (where->map, where->x, where->y);
1851 } 1739 {
1852 1740 update_stats ();
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1741 update_all_los (map, x, y);
1854 * It sure simplifies this function...
1855 */
1856 if (where->inv == NULL)
1857 where->inv = op;
1858 else
1859 { 1742 }
1860 op->below = where->inv; 1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1861 op->below->above = op; 1744 // if this is a player's inventory, update stats
1862 where->inv = op; 1745 update_stats ();
1863 } 1746
1747 INVOKE_OBJECT (INSERT, this);
1748
1864 return op; 1749 return op;
1865} 1750}
1866 1751
1867/* 1752/*
1868 * Checks if any objects has a move_type that matches objects 1753 * Checks if any objects has a move_type that matches objects
1882 * 1767 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1768 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1769 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1770 * on top.
1886 */ 1771 */
1887
1888int 1772int
1889check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1890{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1891 object *tmp; 1778 object *tmp;
1892 maptile *m = op->map; 1779 maptile *m = op->map;
1893 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1894 1781
1895 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1896 1783
1897 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1898 return 0;
1899 1785
1900 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1901 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1903 1789
1904 /* if nothing on this space will slow op down or be applied, 1790 /* if nothing on this space will slow op down or be applied,
1905 * no need to do checking below. have to make sure move_type 1791 * no need to do checking below. have to make sure move_type
1906 * is set, as lots of objects don't have it set - we treat that 1792 * is set, as lots of objects don't have it set - we treat that
1907 * as walking. 1793 * as walking.
1918 return 0; 1804 return 0;
1919 1805
1920 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1922 */ 1808 */
1923 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1925 {
1926 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them.
1929 */
1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 } 1810 {
1811 next = tmp->below;
1933 1812
1934 for (; tmp; tmp = tmp->below)
1935 {
1936 if (tmp == op) 1813 if (tmp == op)
1937 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1938 1815
1939 /* Check to see if one of the movement types should be slowed down. 1816 /* Check to see if one of the movement types should be slowed down.
1940 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1945 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1946 { 1823 {
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1826 {
1950
1951 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1828
1954 if (op->type == PLAYER) 1829 if (op->is_player ())
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1830 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1831 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1832 diff /= 4.0;
1958 1833
1959 op->speed_left -= diff; 1834 op->speed_left -= diff;
1960 } 1835 }
1961 } 1836 }
1984/* 1859/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1860 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1861 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1988 */ 1863 */
1989
1990object * 1864object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1865present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1866{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1867 if (!m || out_of_map (m, x, y))
1997 { 1868 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1870 return NULL;
2000 } 1871 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872
2002 if (tmp->arch == at) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->arch->archname == at->archname)
2003 return tmp; 1875 return tmp;
1876
2004 return NULL; 1877 return NULL;
2005} 1878}
2006 1879
2007/* 1880/*
2008 * present(type, map, x, y) searches for any objects with 1881 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1882 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
2011 */ 1884 */
2012
2013object * 1885object *
2014present (unsigned char type, maptile *m, int x, int y) 1886present (unsigned char type, maptile *m, int x, int y)
2015{ 1887{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1888 if (out_of_map (m, x, y))
2020 { 1889 {
2021 LOG (llevError, "Present called outside map.\n"); 1890 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1891 return NULL;
2023 } 1892 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1893
1894 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1895 if (tmp->type == type)
2026 return tmp; 1896 return tmp;
1897
2027 return NULL; 1898 return NULL;
2028} 1899}
2029 1900
2030/* 1901/*
2031 * present_in_ob(type, object) searches for any objects with 1902 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1903 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
2034 */ 1905 */
2035
2036object * 1906object *
2037present_in_ob (unsigned char type, const object *op) 1907present_in_ob (unsigned char type, const object *op)
2038{ 1908{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1910 if (tmp->type == type)
2044 return tmp; 1911 return tmp;
1912
2045 return NULL; 1913 return NULL;
2046} 1914}
2047 1915
2048/* 1916/*
2049 * present_in_ob (type, str, object) searches for any objects with 1917 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1925 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1926 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1927 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1928 * to be unique.
2061 */ 1929 */
2062
2063object * 1930object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1931present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1932{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1934 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1935 return tmp;
2073 } 1936
2074 return NULL; 1937 return 0;
2075} 1938}
2076 1939
2077/* 1940/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1941 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1942 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
2081 */ 1944 */
2082
2083object * 1945object *
2084present_arch_in_ob (const archetype *at, const object *op) 1946present_arch_in_ob (const archetype *at, const object *op)
2085{ 1947{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 if (tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
2091 return tmp; 1950 return tmp;
1951
2092 return NULL; 1952 return NULL;
2093} 1953}
2094 1954
2095/* 1955/*
2096 * activate recursively a flag on an object inventory 1956 * activate recursively a flag on an object inventory
2097 */ 1957 */
2098void 1958void
2099flag_inv (object *op, int flag) 1959flag_inv (object *op, int flag)
2100{ 1960{
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 { 1962 {
2107 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2109 } 1965 }
2110} /* 1966}
1967
1968/*
2111 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2112 */ 1970 */
2113void 1971void
2114unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2115{ 1973{
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 { 1975 {
2122 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2124 } 1978 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1979}
2140 1980
2141/* 1981/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2145 * to search (see the freearr_x/y[] definition). 1985 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found. 1986 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9 1987 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the 1988 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1989 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not 1990 * Note: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as 1991 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work. 1992 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary 1993 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 1997 * customized, changed states, etc.
2161 */ 1998 */
2162
2163int 1999int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 2001{
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 2002 int altern[SIZEOFFREE];
2003 int index = 0, flag;
2171 2004
2172 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2173 { 2006 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2175 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2176 altern[index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2177 2026
2178 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2185 */ 2034 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2187 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 if (ob->blocked (pos.m, pos.x, pos.y))
2048 continue;
2049
2050 altern [index++] = i;
2188 } 2051 }
2052
2189 if (!index) 2053 if (!index)
2190 return -1; 2054 return -1;
2055
2191 return altern[RANDOM () % index]; 2056 return altern [rndm (index)];
2192} 2057}
2193 2058
2194/* 2059/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2060 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2061 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2062 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2063 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2064 */
2200
2201int 2065int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2066find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2067{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2068 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2069 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2070 return i;
2211 } 2071
2212 return -1; 2072 return -1;
2213} 2073}
2214 2074
2215/* 2075/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2076 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2077 * arr[begin..end-1].
2078 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2079 */
2219static void 2080static void
2220permute (int *arr, int begin, int end) 2081permute (int *arr, int begin, int end)
2221{ 2082{
2222 int 2083 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2084 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2085
2233 tmp = arr[i]; 2086 while (--end)
2234 arr[i] = arr[j]; 2087 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2088}
2238 2089
2239/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2091 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2092 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2095 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2096 */
2246void 2097void
2247get_search_arr (int *search_arr) 2098get_search_arr (int *search_arr)
2248{ 2099{
2249 int 2100 int i;
2250 i;
2251 2101
2252 for (i = 0; i < SIZEOFFREE; i++) 2102 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2103 search_arr[i] = i;
2255 }
2256 2104
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2105 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2106 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2107 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2108}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2117 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2118 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2119 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2120 * there is capable of.
2273 */ 2121 */
2274
2275int 2122int
2276find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2124{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2281
2282 sint16 nx, ny;
2283 object *
2284 tmp;
2285 maptile *
2286 mp;
2287
2288 MoveType blocked, move_type; 2126 MoveType move_type;
2289 2127
2290 if (exclude && exclude->head) 2128 if (exclude && exclude->head_ () != exclude)
2291 { 2129 {
2292 exclude = exclude->head; 2130 exclude = exclude->head;
2293 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2294 } 2132 }
2295 else 2133 else
2296 { 2134 {
2297 /* If we don't have anything, presume it can use all movement types. */ 2135 /* If we don't have anything, presume it can use all movement types. */
2298 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2299 } 2137 }
2300 2138
2301 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2302 { 2140 {
2303 mp = m; 2141 mapxy pos (m, x, y);
2304 nx = x + freearr_x[i]; 2142 pos.move (i);
2305 ny = y + freearr_y[i];
2306 2143
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2308 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2145 max = maxfree[i];
2311 }
2312 else 2146 else
2313 { 2147 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2148 mapspace &ms = *pos;
2315 2149
2316 if ((move_type & blocked) == move_type) 2150 if ((move_type & ms.move_block) == move_type)
2151 max = maxfree [i];
2152 else if (ms.flags () & P_IS_ALIVE)
2317 { 2153 {
2318 max = maxfree[i]; 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2319 } 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2320 else if (mflags & P_IS_ALIVE) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2321 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2323 {
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2326 break;
2327 }
2328 }
2329 if (tmp)
2330 {
2331 return freedir[i]; 2157 return freedir [i];
2332 }
2333 } 2158 }
2334 } 2159 }
2335 } 2160 }
2161
2336 return 0; 2162 return 0;
2337} 2163}
2338 2164
2339/* 2165/*
2340 * distance(object 1, object 2) will return the square of the 2166 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2167 * distance between the two given objects.
2342 */ 2168 */
2343
2344int 2169int
2345distance (const object *ob1, const object *ob2) 2170distance (const object *ob1, const object *ob2)
2346{ 2171{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2172 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2173}
2353 2174
2354/* 2175/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2176 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2177 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2178 * object, needs to travel toward it.
2358 */ 2179 */
2359
2360int 2180int
2361find_dir_2 (int x, int y) 2181find_dir_2 (int x, int y)
2362{ 2182{
2363 int 2183 int q;
2364 q;
2365 2184
2366 if (y) 2185 if (y)
2367 q = x * 100 / y; 2186 q = x * 100 / y;
2368 else if (x) 2187 else if (x)
2369 q = -300 * x; 2188 q = -300 * x;
2394 2213
2395 return 3; 2214 return 3;
2396} 2215}
2397 2216
2398/* 2217/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412}
2413
2414/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2219 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2220 */
2418
2419int 2221int
2420dirdiff (int dir1, int dir2) 2222dirdiff (int dir1, int dir2)
2421{ 2223{
2422 int 2224 int d;
2423 d;
2424 2225
2425 d = abs (dir1 - dir2); 2226 d = abs (dir1 - dir2);
2426 if (d > 4) 2227 if (d > 4)
2427 d = 8 - d; 2228 d = 8 - d;
2229
2428 return d; 2230 return d;
2429} 2231}
2430 2232
2431/* peterm: 2233/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2234 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2237 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2238 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2239 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2240 * functions.
2439 */ 2241 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2295 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2296 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2297 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2298 * Modified to be map tile aware -.MSW
2499 */ 2299 */
2500
2501
2502int 2300int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2301can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2302{
2505 sint16 dx, dy; 2303 sint16 dx, dy;
2506 int
2507 mflags; 2304 int mflags;
2508 2305
2509 if (dir < 0) 2306 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2307 return 0; /* exit condition: invalid direction */
2511 2308
2512 dx = x + freearr_x[dir]; 2309 dx = x + freearr_x[dir];
2525 return 0; 2322 return 0;
2526 2323
2527 /* yes, can see. */ 2324 /* yes, can see. */
2528 if (dir < 9) 2325 if (dir < 9)
2529 return 1; 2326 return 1;
2327
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2328 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2329 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2330 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2331}
2533
2534
2535 2332
2536/* 2333/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2334 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2335 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2336 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2338 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2339 * core dumps if they do.
2543 * 2340 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2341 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2342 */
2546
2547int 2343int
2548can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2549{ 2345{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2553} 2349}
2554
2555 2350
2556/* 2351/*
2557 * create clone from object to another 2352 * create clone from object to another
2558 */ 2353 */
2559object * 2354object *
2560object_create_clone (object *asrc) 2355object::deep_clone ()
2561{ 2356{
2562 object * 2357 assert (("deep_clone called on non-head object", is_head ()));
2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2564 2358
2565 if (!asrc) 2359 object *dst = clone ();
2566 return NULL;
2567 src = asrc;
2568 if (src->head)
2569 src = src->head;
2570 2360
2571 prev = NULL; 2361 object *prev = dst;
2572 for (part = src; part; part = part->more) 2362 for (object *part = this->more; part; part = part->more)
2573 { 2363 {
2574 tmp = get_object (); 2364 object *tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x;
2577 tmp->y -= src->y;
2578 if (!part->head)
2579 {
2580 dst = tmp;
2581 tmp->head = NULL;
2582 }
2583 else
2584 {
2585 tmp->head = dst; 2365 tmp->head = dst;
2586 }
2587 tmp->more = NULL;
2588 if (prev)
2589 prev->more = tmp; 2366 prev->more = tmp;
2590 prev = tmp; 2367 prev = tmp;
2591 } 2368 }
2592 2369
2593 for (item = src->inv; item; item = item->below) 2370 for (object *item = inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2371 insert_ob_in_ob (item->deep_clone (), dst);
2595 2372
2596 return dst; 2373 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2374}
2637 2375
2638/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2377 * has the same type and subtype match.
2640 * returns NULL if no match. 2378 * returns NULL if no match.
2641 */ 2379 */
2642object * 2380object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2381find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2382{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2383 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2384 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2385 return tmp;
2650 2386
2651 return NULL;
2652}
2653
2654/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL.
2656 *
2657 * key must be a passed in shared string - otherwise, this won't
2658 * do the desired thing.
2659 */
2660key_value *
2661get_ob_key_link (const object *ob, const char *key)
2662{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next)
2666 if (link->key == key)
2667 return link;
2668
2669 return NULL;
2670}
2671
2672/*
2673 * Returns the value of op has an extra_field for key, or NULL.
2674 *
2675 * The argument doesn't need to be a shared string.
2676 *
2677 * The returned string is shared.
2678 */
2679const char *
2680get_ob_key_value (const object *op, const char *const key)
2681{
2682 key_value *link;
2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2686 {
2687 /* 1. There being a field named key on any object
2688 * implies there'd be a shared string to find.
2689 * 2. Since there isn't, no object has this field.
2690 * 3. Therefore, *this* object doesn't have this field.
2691 */
2692 return 0;
2693 }
2694
2695 /* This is copied from get_ob_key_link() above -
2696 * only 4 lines, and saves the function call overhead.
2697 */
2698 for (link = op->key_values; link; link = link->next)
2699 if (link->key == canonical_key)
2700 return link->value;
2701
2702 return 0; 2387 return 0;
2703} 2388}
2704 2389
2705 2390shstr_tmp
2706/* 2391object::kv_get (shstr_tmp key) const
2707 * Updates the canonical_key in op to value.
2708 *
2709 * canonical_key is a shared string (value doesn't have to be).
2710 *
2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2712 * keys.
2713 *
2714 * Returns TRUE on success.
2715 */
2716int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2392{
2719 key_value * 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2720 field = NULL, *last = NULL; 2394 if (kv->key == key)
2395 return kv->value;
2721 2396
2722 for (field = op->key_values; field != NULL; field = field->next) 2397 return shstr ();
2723 { 2398}
2724 if (field->key != canonical_key) 2399
2400void
2401object::kv_set (shstr_tmp key, shstr_tmp value)
2402{
2403 for (key_value *kv = key_values; kv; kv = kv->next)
2404 if (kv->key == key)
2725 { 2405 {
2726 last = field; 2406 kv->value = value;
2727 continue; 2407 return;
2728 } 2408 }
2729 2409
2730 if (value) 2410 key_value *kv = new key_value;
2731 field->value = value; 2411
2732 else 2412 kv->next = key_values;
2413 kv->key = key;
2414 kv->value = value;
2415
2416 key_values = kv;
2417}
2418
2419void
2420object::kv_del (shstr_tmp key)
2421{
2422 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2423 if ((*kvp)->key == key)
2733 { 2424 {
2734 /* Basically, if the archetype has this key set, 2425 key_value *kv = *kvp;
2735 * we need to store the null value so when we save 2426 *kvp = (*kvp)->next;
2736 * it, we save the empty value so that when we load, 2427 delete kv;
2737 * we get this value back again. 2428 return;
2738 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2745 else
2746 op->key_values = field->next;
2747
2748 delete field;
2749 }
2750 } 2429 }
2751 return TRUE;
2752 }
2753 /* IF we get here, key doesn't exist */
2754
2755 /* No field, we'll have to add it. */
2756
2757 if (!add_key)
2758 {
2759 return FALSE;
2760 }
2761 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings,
2765 * should pass in ""
2766 */
2767 if (value == NULL)
2768 return TRUE;
2769
2770 field = new key_value;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2779}
2780
2781/*
2782 * Updates the key in op to value.
2783 *
2784 * If add_key is FALSE, this will only update existing keys,
2785 * and not add new ones.
2786 * In general, should be little reason FALSE is ever passed in for add_key
2787 *
2788 * Returns TRUE on success.
2789 */
2790int
2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2792{
2793 shstr key_ (key);
2794
2795 return set_ob_key_value_s (op, key_, value, add_key);
2796} 2430}
2797 2431
2798object::depth_iterator::depth_iterator (object *container) 2432object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container) 2433: iterator_base (container)
2800{ 2434{
2814 } 2448 }
2815 else 2449 else
2816 item = item->env; 2450 item = item->env;
2817} 2451}
2818 2452
2453const char *
2454object::flag_desc (char *desc, int len) const
2455{
2456 char *p = desc;
2457 bool first = true;
2458
2459 *p = 0;
2460
2461 for (int i = 0; i < NUM_FLAGS; i++)
2462 {
2463 if (len <= 10) // magic constant!
2464 {
2465 snprintf (p, len, ",...");
2466 break;
2467 }
2468
2469 if (flag [i])
2470 {
2471 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2472 len -= cnt;
2473 p += cnt;
2474 first = false;
2475 }
2476 }
2477
2478 return desc;
2479}
2480
2819// return a suitable string describing an objetc in enough detail to find it 2481// return a suitable string describing an object in enough detail to find it
2820const char * 2482const char *
2821object::debug_desc (char *info) const 2483object::debug_desc (char *info) const
2822{ 2484{
2485 char flagdesc[512];
2823 char info2[256 * 3]; 2486 char info2[256 * 4];
2824 char *p = info; 2487 char *p = info;
2825 2488
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2827 count, 2490 count,
2491 uuid.c_str (),
2828 &name, 2492 &name,
2829 title ? " " : "", 2493 title ? ",title:\"" : "",
2830 title ? (const char *)title : ""); 2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2496 flag_desc (flagdesc, 512), type);
2831 2497
2832 if (env) 2498 if (!flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2500
2835 if (map) 2501 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2502 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2503
2838 return info; 2504 return info;
2839} 2505}
2840 2506
2841const char * 2507const char *
2842object::debug_desc () const 2508object::debug_desc () const
2843{ 2509{
2844 static char info[256 * 3]; 2510 static char info[3][256 * 4];
2511 static int info_idx;
2512
2845 return debug_desc (info); 2513 return debug_desc (info [++info_idx % 3]);
2846} 2514}
2847 2515
2516struct region *
2517object::region () const
2518{
2519 return map ? map->region (x, y)
2520 : region::default_region ();
2521}
2522
2523void
2524object::open_container (object *new_container)
2525{
2526 if (container == new_container)
2527 return;
2528
2529 object *old_container = container;
2530
2531 if (old_container)
2532 {
2533 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2534 return;
2535
2536#if 0
2537 // remove the "Close old_container" object.
2538 if (object *closer = old_container->inv)
2539 if (closer->type == CLOSE_CON)
2540 closer->destroy ();
2541#endif
2542
2543 // make sure the container is available
2544 esrv_send_item (this, old_container);
2545
2546 old_container->flag [FLAG_APPLIED] = false;
2547 container = 0;
2548
2549 // client needs item update to make it work, client bug requires this to be separate
2550 esrv_update_item (UPD_FLAGS, this, old_container);
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2553 play_sound (sound_find ("chest_close"));
2554 }
2555
2556 if (new_container)
2557 {
2558 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2559 return;
2560
2561 // TODO: this does not seem to serve any purpose anymore?
2562#if 0
2563 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch)
2565 {
2566 object *closer = arch_to_object (new_container->other_arch);
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer);
2569 }
2570#endif
2571
2572 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2573
2574 // make sure the container is available, client bug requires this to be separate
2575 esrv_send_item (this, new_container);
2576
2577 new_container->flag [FLAG_APPLIED] = true;
2578 container = new_container;
2579
2580 // client needs flag change
2581 esrv_update_item (UPD_FLAGS, this, new_container);
2582 esrv_send_inventory (this, new_container);
2583 play_sound (sound_find ("chest_open"));
2584 }
2585// else if (!old_container->env && contr && contr->ns)
2586// contr->ns->floorbox_reset ();
2587}
2588
2589object *
2590object::force_find (shstr_tmp name)
2591{
2592 /* cycle through his inventory to look for the MARK we want to
2593 * place
2594 */
2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2596 if (tmp->type == FORCE && tmp->slaying == name)
2597 return splay (tmp);
2598
2599 return 0;
2600}
2601
2602//-GPL
2603
2604void
2605object::force_set_timer (int duration)
2606{
2607 this->duration = 1;
2608 this->speed_left = -1.f;
2609
2610 this->set_speed (duration ? 1.f / duration : 0.f);
2611}
2612
2613object *
2614object::force_add (shstr_tmp name, int duration)
2615{
2616 if (object *force = force_find (name))
2617 force->destroy ();
2618
2619 object *force = get_archetype (FORCE_NAME);
2620
2621 force->slaying = name;
2622 force->force_set_timer (duration);
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 return insert (force);
2626}
2627
2628void
2629object::play_sound (faceidx sound) const
2630{
2631 if (!sound)
2632 return;
2633
2634 if (is_on_map ())
2635 map->play_sound (sound, x, y);
2636 else if (object *pl = in_player ())
2637 pl->contr->play_sound (sound);
2638}
2639
2640void
2641object::say_msg (const char *msg) const
2642{
2643 if (is_on_map ())
2644 map->say_msg (msg, x, y);
2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2647}
2648
2649void
2650object::make_noise ()
2651{
2652 // we do not model noise in the map, so instead put
2653 // a temporary light into the noise source
2654 // could use the map instead, but that's less reliable for our
2655 // goal, which is to make invisibility a bit harder to exploit
2656
2657 // currently only works sensibly for players
2658 if (!is_player ())
2659 return;
2660
2661 // find old force, or create new one
2662 object *force = force_find (shstr_noise_force);
2663
2664 if (force)
2665 force->speed_left = -1.f; // patch old speed up
2666 else
2667 {
2668 force = archetype::get (shstr_noise_force);
2669
2670 force->slaying = shstr_noise_force;
2671 force->stats.food = 1;
2672 force->speed_left = -1.f;
2673
2674 force->set_speed (1.f / 4.f);
2675 force->flag [FLAG_IS_USED_UP] = true;
2676 force->flag [FLAG_APPLIED] = true;
2677
2678 insert (force);
2679 }
2680}
2681

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