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Comparing deliantra/server/common/object.C (file contents):
Revision 1.60 by pippijn, Mon Dec 11 21:06:58 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; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 117
109 LOG (llevDebug, "read UID: %" I64_PFd "\n", uid); 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
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 663
565 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
566 if (op2->key_values) 665 if (key_values)
567 { 666 {
568 key_value *tail = 0; 667 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 668 dst->key_values = 0;
572 669
573 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
574 { 671 {
575 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
576 673
577 new_link->next = 0; 674 new_link->next = 0;
578 new_link->key = i->key; 675 new_link->key = i->key;
579 new_link->value = i->value; 676 new_link->value = i->value;
580 677
581 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
582 if (!op->key_values) 679 if (!dst->key_values)
583 { 680 {
584 op->key_values = new_link; 681 dst->key_values = new_link;
585 tail = new_link; 682 tail = new_link;
586 } 683 }
587 else 684 else
588 { 685 {
589 tail->next = new_link; 686 tail->next = new_link;
590 tail = new_link; 687 tail = new_link;
591 } 688 }
592 } 689 }
593 } 690 }
594 691
595 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;
596} 724}
597 725
598/* 726/*
599 * 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
600 * 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
601 * 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.
602 */ 730 */
603
604void 731void
605update_turn_face (object *op) 732update_turn_face (object *op)
606{ 733{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 735 return;
736
609 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
611} 739}
612 740
613/* 741/*
614 * 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
615 * 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.
616 * 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.
617 */ 745 */
618void 746void
619update_ob_speed (object *op) 747object::set_speed (float speed)
620{ 748{
621 extern int arch_init; 749 this->speed = speed;
622 750
623 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
624 * since they never really need to be updated. 752 activate ();
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645
646 /* process_events() expects us to insert the object at the beginning
647 * of the list. */
648 op->active_next = active_objects;
649
650 if (op->active_next != NULL)
651 op->active_next->active_prev = op;
652
653 active_objects = op;
654 }
655 else 753 else
656 { 754 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 755}
680 756
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 757/*
713 * update_object() updates the array which represents the map. 758 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
715 * 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
716 * invisible object, etc...) 761 * invisible object, etc...)
717 * 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
718 * 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
719 * updating that window, though, since update_object() is called _often_) 764 * updating that window, though, since update_object() is called _often_)
720 * 765 *
721 * 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.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 767 * current action are:
727 * UP_OBJ_INSERT: op was inserted 768 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 769 * UP_OBJ_REMOVE: op was removed
729 * 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
730 * 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.
731 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
732 */ 773 */
733
734void 774void
735update_object (object *op, int action) 775update_object (object *op, int action)
736{ 776{
737 int update_now = 0, flags; 777 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 778 {
742 /* this should never happen */ 779 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 781 return;
745 } 782 }
746 783
747 if (op->env != NULL) 784 if (!op->is_on_map ())
748 { 785 {
749 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
750 * to do in this case. 787 * to do in this case.
751 */ 788 */
752 return; 789 return;
753 } 790 }
754 791
755 /* If the map is saving, don't do anything as everything is
756 * going to get freed anyways.
757 */
758 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return;
760
761 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
762 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)
763 { 794 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 796#ifdef MANY_CORES
766 abort (); 797 abort ();
767#endif 798#endif
768 return; 799 return;
769 } 800 }
770 801
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 802 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
778 if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
779 { 807 {
808#if 0
809 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 816 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 817 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 818 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* 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
802 * to have move_allow right now. 820 * have move_allow right now.
803 */ 821 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 823 m.invalidate ();
806 824#else
807 if ((move_slow | op->move_slow) != move_slow) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
808 update_now = 1; 826 m.invalidate ();
827#endif
809 } 828 }
810
811 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 831 * that is being removed.
814 */ 832 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 834 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
819 else 837 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 839
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 840 if (op->more)
829 update_object (op->more, action); 841 update_object (op->more, action);
830} 842}
831 843
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object () 844object::object ()
849{ 845{
850 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
851 847
852 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
853 face = blank_face; 849 face = blank_face;
850 material = &material_null;
854} 851}
855 852
856object::~object () 853object::~object ()
857{ 854{
855 unlink ();
856
858 free_key_values (this); 857 free_key_values (this);
859} 858}
860 859
860static int object_count;
861
861void object::link () 862void object::link ()
862{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
863 count = ++ob_count; 866 count = ++object_count;
864 uuid = gen_uuid ();
865 867
866 prev = 0; 868 refcnt_inc ();
867 next = object::first; 869 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 870}
874 871
875void object::unlink () 872void object::unlink ()
876{ 873{
877 if (this == object::first) 874 if (!index)
878 object::first = next; 875 return;
879 876
880 /* Remove this object from the list of used objects */ 877 objects.erase (this);
881 if (prev) prev->next = next; 878 refcnt_dec ();
882 if (next) next->prev = prev; 879}
883 880
884 prev = 0; 881void
885 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 }
886} 988}
887 989
888object *object::create () 990object *object::create ()
889{ 991{
890 object *op = new object; 992 object *op = new object;
891 op->link (); 993 op->link ();
892 return op; 994 return op;
893} 995}
894 996
895/* 997static struct freed_map : maptile
896 * free_object() frees everything allocated by an object, removes
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 998{
907 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 ())
908 return; 1060 return;
909 1061
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1062 if (!is_head () && !head->destroyed ())
911 remove_friendly_object (this);
912
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove_ob (this);
915
916 SET_FLAG (this, FLAG_FREED);
917
918 if (more)
919 {
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923
924 if (inv)
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 { 1063 {
972 freed_map = new maptile; 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
973 1065 head->destroy ();
974 freed_map->name = "/internal/freed_objects_map"; 1066 return;
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 } 1067 }
980 1068
981 map = freed_map; 1069 destroy_inv (false);
982 x = 1;
983 y = 1;
984 }
985 1070
986 // clear those pointers that likely might have circular references to us 1071 if (is_head ())
987 owner = 0; 1072 if (sound_destroy)
988 enemy = 0; 1073 play_sound (sound_destroy);
989 attacked_by = 0; 1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
990 1076
991 // only relevant for players(?), but make sure of it anyways 1077 attachable::destroy ();
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 1078}
1002 1079
1003/* 1080/* op->remove ():
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void
1008sub_weight (object *op, signed long weight)
1009{
1010 while (op != NULL)
1011 {
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014
1015 op->carrying -= weight;
1016 op = op->env;
1017 }
1018}
1019
1020/* remove_ob(op):
1021 * 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
1022 * 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
1023 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1085 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1086 */
1028void 1087void
1029object::remove () 1088object::do_remove ()
1030{ 1089{
1031 object *tmp, *last = 0; 1090 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1091 return;
1038 1092
1039 SET_FLAG (this, FLAG_REMOVED); 1093 INVOKE_OBJECT (REMOVE, this);
1094
1095 flag [FLAG_REMOVED] = true;
1040 1096
1041 if (more) 1097 if (more)
1042 more->remove (); 1098 more->remove ();
1043 1099
1044 /* 1100 /*
1045 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1046 * inventory. 1102 * inventory.
1047 */ 1103 */
1048 if (env) 1104 if (env)
1049 { 1105 {
1050 if (nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1107 if (object *pl = visible_to ())
1052 else 1108 esrv_del_item (pl->contr, count);
1053 sub_weight (env, weight + 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;
1054 1130
1055 /* 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
1056 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1133 * to save cpu time.
1058 */ 1134 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1060 fix_player (otmp); 1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1138 pl->update_stats ();
1061 1139
1062 if (above != NULL) 1140 if (glow_radius && pl->is_on_map ())
1063 above->below = below; 1141 update_all_los (pl->map, pl->x, pl->y);
1064 else 1142 }
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069
1070 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do.
1073 */
1074 x = env->x, y = env->y;
1075 map = env->map;
1076 above = 0, below = 0;
1077 env = 0;
1078 } 1143 }
1079 else if (map) 1144 else if (map)
1080 { 1145 {
1081 /* Re did the following section of code - it looks like it had 1146 map->dirty = true;
1082 * lots of logic for things we no longer care about 1147 mapspace &ms = this->ms ();
1148
1149 if (object *pl = ms.player ())
1083 */ 1150 {
1151 if (is_player ())
1152 {
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);
1172 }
1084 1173
1085 /* link the object above us */ 1174 /* link the object above us */
1086 if (above) 1175 // re-link, make sure compiler can easily use cmove
1087 above->below = below; 1176 *(above ? &above->below : &ms.top) = below;
1088 else 1177 *(below ? &below->above : &ms.bot) = above;
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1099 */
1100 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "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);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113 1178
1114 above = 0; 1179 above = 0;
1115 below = 0; 1180 below = 0;
1116 1181
1182 ms.invalidate ();
1183
1117 if (map->in_memory == MAP_SAVING) 1184 if (map->in_memory == MAP_SAVING)
1118 return; 1185 return;
1119 1186
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1188
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1189 if (object *pl = ms.player ())
1123 { 1190 {
1124 /* No point updating the players look faces if he is the object 1191 if (pl->container_ () == this)
1125 * being removed.
1126 */
1127
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1132 * appropriately. 1194 * appropriately.
1133 */ 1195 */
1134 if (tmp->container == this) 1196 pl->close_container ();
1197
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 ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1135 { 1207 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1208 above = tmp->above;
1137 tmp->container = 0;
1138 }
1139 1209
1140 tmp->contr->socket.update_look = 1; 1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1141 } 1212 */
1142 1213
1143 /* See if player moving off should effect something */ 1214 /* See if object moving off should effect something */
1144 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1215 if ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1147 {
1148 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1149
1150 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1218 }
1153 1219
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 if (affects_los ())
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp;
1160 }
1161
1162 /* last == NULL of there are no objects on this space */
1163 if (!last)
1164 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1178 } 1222 }
1179} 1223}
1180 1224
1181/* 1225/*
1190merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1191{ 1235{
1192 if (!op->nrof) 1236 if (!op->nrof)
1193 return 0; 1237 return 0;
1194 1238
1195 if (top == NULL) 1239 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1240 for (top = op; top && top->above; top = top->above)
1241 ;
1197 1242
1198 for (; top != NULL; top = top->below) 1243 for (; top; top = top->below)
1199 { 1244 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1245 {
1204 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1205 1247
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1208 remove_ob (op); 1250
1209 free_object (op); 1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1210 return top; 1256 return top;
1211 } 1257 }
1212 }
1213 1258
1214 return 0; 1259 return 0;
1215} 1260}
1216 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
1217/* 1285/*
1218 * 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
1219 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1220 */ 1288 */
1221object * 1289object *
1222insert_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)
1223{ 1291{
1224 object *tmp; 1292 op->remove ();
1225 1293
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1295 {
1231 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1233 } 1298 }
1234 1299
1235 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1236} 1301}
1237 1302
1253 * Return value: 1318 * Return value:
1254 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1320 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1321 * just 'op' otherwise
1257 */ 1322 */
1258
1259object * 1323object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1325{
1262 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1263 sint16 x, y;
1264 1327
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1266 { 1329 {//D
1267 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
1268 return NULL;
1269 } 1331 }//D
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1332
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * 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
1336 * need extra work 1335 * need extra work
1337 */ 1336 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1339 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1340 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 ();
1341 1353
1342 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1343 */ 1355 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1358 if (object::can_merge (op, tmp))
1347 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1348 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1364 tmp->destroy ();
1350 free_object (tmp);
1351 } 1365 }
1352 1366
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1369
1362 { 1376 {
1363 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");
1364 abort (); 1378 abort ();
1365 } 1379 }
1366 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
1367 op->above = originator; 1388 op->above = originator;
1368 op->below = originator->below; 1389 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1393 }
1378 else 1394 else
1379 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1380 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1382 { 1401 {
1383 object *last = NULL;
1384
1385 /* 1402 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1388 * 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
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * 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
1393 * 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
1394 * 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
1395 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1396 */ 1413 */
1397 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1415 {
1400 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))
1401 floor = top; 1417 floor = tmp;
1402 1418
1403 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))
1404 { 1420 {
1405 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1406 top = top->below; 1422 top = tmp->below;
1407 break; 1423 break;
1408 } 1424 }
1409 1425
1410 last = top;
1411 top = top->above; 1426 top = tmp;
1412 } 1427 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1428
1417 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1420 */ 1432 */
1421 1433
1422 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1438 * stacking is a bit odd.
1427 */ 1439 */
1428 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1429 (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))
1430 { 1443 {
1444 object *last;
1445
1431 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1448 break;
1449
1434 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1453 * set top to the object below us.
1438 */ 1454 */
1439 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1440 top = last->below; 1456 top = last->below;
1441 } 1457 }
1442 } /* If objects on this space */ 1458 } /* If objects on this space */
1443 1459
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1461 top = floor;
1449 1462
1450 /* 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
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1464 if (!top)
1455 { 1465 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1466 op->below = 0;
1462 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;
1463 } 1471 }
1464 else 1472 else
1465 { /* get inserted into the stack above top */ 1473 {
1466 op->above = top->above; 1474 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1475 top->above = op;
1470 1476
1471 op->below = top; 1477 op->below = top;
1472 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1479 }
1480 }
1474 1481
1475 if (op->above == NULL) 1482 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1483 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1481 1488
1482 /* If we have a floor, we know the player, if any, will be above 1489 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1490
1484 */ 1491 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1492 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1493 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1494 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1489 1497
1490 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1505 * of effect may be sufficient.
1498 */ 1506 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1501 1512
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1504 1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1505 /* 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,
1506 * we want to have update_look set above before calling this. 1519 * we want to have floorbox_update called before calling this.
1507 * 1520 *
1508 * check_move_on() must be after this because code called from 1521 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1522 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1524 * update_object().
1512 */ 1525 */
1513 1526
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1529 {
1517 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1518 return NULL; 1531 return 0;
1519 1532
1520 /* 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
1521 * walk on's. 1534 * walk on's.
1522 */ 1535 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator))
1525 return NULL; 1538 return 0;
1526 } 1539 }
1527 1540
1528 return op; 1541 return op;
1529} 1542}
1530 1543
1531/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1547 */
1535void 1548void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1550{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1544 1552
1545 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)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1548 { 1555 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1556
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1555 1558
1556 tmp1->x = op->x; 1559 tmp->x = op->x;
1557 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1563}
1560
1561/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1564
1569object * 1565object *
1570get_split_ob (object *orig_ob, uint32 nr) 1566object::insert_at (object *where, object *originator, int flags)
1571{ 1567{
1572 object * 1568 if (where->env)
1573 newob; 1569 return where->env->insert (this);
1574 int 1570 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed)
1592 {
1593 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1597 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1599 return NULL;
1600 }
1601 }
1602
1603 newob->nrof = nr;
1604
1605 return newob;
1606} 1572}
1607 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
1608/* 1596/*
1609 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1610 * 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
1611 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1612 * 1600 *
1613 * 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
1614 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1615 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 */
1616object * 1634object *
1617decrease_ob_nr (object *op, uint32 i) 1635object::split (sint32 nr)
1618{ 1636{
1619 object *tmp; 1637 int have = number_of ();
1620 player *pl;
1621 1638
1622 if (i == 0) /* objects with op->nrof require this check */ 1639 if (have < nr)
1623 return op; 1640 return 0;
1624 1641 else if (have == nr)
1625 if (i > op->nrof)
1626 i = op->nrof;
1627
1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 { 1642 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op); 1643 remove ();
1665 op->nrof = 0; 1644 return this;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1671 } 1645 }
1672 else 1646 else
1673 { 1647 {
1674 object *above = op->above; 1648 decrease (nr);
1675 1649
1676 if (i < op->nrof) 1650 object *op = deep_clone ();
1677 op->nrof -= i; 1651 op->nrof = nr;
1678 else
1679 {
1680 remove_ob (op);
1681 op->nrof = 0;
1682 }
1683
1684 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1686 if (tmp->type == PLAYER)
1687 {
1688 if (op->nrof)
1689 esrv_send_item (tmp, op);
1690 else
1691 esrv_del_item (tmp->contr, op->count);
1692 }
1693 }
1694
1695 if (op->nrof)
1696 return op; 1652 return op;
1697 else
1698 {
1699 free_object (op);
1700 return NULL;
1701 }
1702}
1703
1704/*
1705 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying.
1707 */
1708
1709void
1710add_weight (object *op, signed long weight)
1711{
1712 while (op != NULL)
1713 {
1714 if (op->type == CONTAINER)
1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1716
1717 op->carrying += weight;
1718 op = op->env;
1719 } 1653 }
1720} 1654}
1721 1655
1722object * 1656object *
1723insert_ob_in_ob (object *op, object *where) 1657insert_ob_in_ob (object *op, object *where)
1728 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);
1729 free (dump); 1663 free (dump);
1730 return op; 1664 return op;
1731 } 1665 }
1732 1666
1733 if (where->head) 1667 if (where->head_ () != where)
1734 { 1668 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1669 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1670 where = where->head;
1737 } 1671 }
1738 1672
1739 return where->insert (op); 1673 return where->insert (op);
1740} 1674}
1745 * inside the object environment. 1679 * inside the object environment.
1746 * 1680 *
1747 * The function returns now pointer to inserted item, and return value can 1681 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1682 * be != op, if items are merged. -Tero
1749 */ 1683 */
1750
1751object * 1684object *
1752object::insert (object *op) 1685object::insert (object *op)
1753{ 1686{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove ();
1758
1759 if (op->more) 1687 if (op->more)
1760 { 1688 {
1761 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);
1762 return op; 1690 return op;
1763 } 1691 }
1764 1692
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 op->remove ();
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1767 if (op->nrof) 1697 if (op->nrof)
1768 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1771 { 1700 {
1772 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1702 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1704
1776 * tmp->nrof, we need to increase the weight. 1705 if (object *pl = tmp->visible_to ())
1777 */ 1706 esrv_update_item (UPD_NROF, pl, tmp);
1707
1778 add_weight (this, op->weight * op->nrof); 1708 adjust_weight (this, op->total_weight ());
1779 SET_FLAG (op, FLAG_REMOVED); 1709
1780 op->destroy (); /* free the inserted object */ 1710 op->destroy ();
1781 op = tmp; 1711 op = tmp;
1782 op->remove (); /* and fix old object's links */ 1712 goto inserted;
1783 CLEAR_FLAG (op, FLAG_REMOVED);
1784 break;
1785 } 1713 }
1786 1714
1787 /* I assume combined objects have no inventory 1715 op->owner = 0; // it's his/hers now. period.
1788 * We add the weight - this object could have just been removed
1789 * (if it was possible to merge). calling remove_ob will subtract
1790 * the weight, so we need to add it in again, since we actually do
1791 * the linking below
1792 */
1793 add_weight (this, op->weight * op->nrof);
1794 }
1795 else
1796 add_weight (this, (op->weight + op->carrying));
1797
1798 otmp = is_player_inv (this);
1799 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp);
1802
1803 op->map = NULL; 1716 op->map = 0;
1717 op->x = 0;
1718 op->y = 0;
1719
1720 op->above = 0;
1721 op->below = inv;
1804 op->env = this; 1722 op->env = this;
1805 op->above = NULL;
1806 op->below = NULL;
1807 op->x = 0, op->y = 0;
1808 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:
1809 /* 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 */
1810 if ((op->glow_radius != 0) && map) 1738 if (op->glow_radius && is_on_map ())
1811 { 1739 {
1812#ifdef DEBUG_LIGHTS 1740 update_stats ();
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1817 }
1818
1819 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function...
1821 */
1822 if (!inv)
1823 inv = op;
1824 else
1825 { 1742 }
1826 op->below = inv; 1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1827 op->below->above = op; 1744 // if this is a player's inventory, update stats
1828 inv = op; 1745 update_stats ();
1829 } 1746
1747 INVOKE_OBJECT (INSERT, this);
1830 1748
1831 return op; 1749 return op;
1832} 1750}
1833 1751
1834/* 1752/*
1849 * 1767 *
1850 * 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
1851 * 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
1852 * on top. 1770 * on top.
1853 */ 1771 */
1854
1855int 1772int
1856check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1857{ 1774{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1776 return 0;
1777
1858 object *tmp; 1778 object *tmp;
1859 maptile *m = op->map; 1779 maptile *m = op->map;
1860 int x = op->x, y = op->y; 1780 int x = op->x, y = op->y;
1861 1781
1862 MoveType move_on, move_slow, move_block; 1782 mapspace &ms = m->at (x, y);
1863 1783
1864 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1784 ms.update ();
1865 return 0;
1866 1785
1867 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1786 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1787 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1788 MoveType move_block = ms.move_block;
1870 1789
1871 /* 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,
1872 * 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
1873 * 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
1874 * as walking. 1793 * as walking.
1885 return 0; 1804 return 0;
1886 1805
1887 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
1889 */ 1808 */
1890 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1892 {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898 break;
1899 } 1810 {
1811 next = tmp->below;
1900 1812
1901 for (; tmp; tmp = tmp->below)
1902 {
1903 if (tmp == op) 1813 if (tmp == op)
1904 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
1905 1815
1906 /* 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.
1907 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
1912 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1913 { 1823 {
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((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))
1916 { 1826 {
1917
1918 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1828
1921 if (op->type == PLAYER) 1829 if (op->is_player ())
1922 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)) ||
1923 (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)))
1924 diff /= 4.0; 1832 diff /= 4.0;
1925 1833
1926 op->speed_left -= diff; 1834 op->speed_left -= diff;
1927 } 1835 }
1928 } 1836 }
1951/* 1859/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1860 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1861 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1955 */ 1863 */
1956
1957object * 1864object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1865present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1866{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1867 if (!m || out_of_map (m, x, y))
1964 { 1868 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1870 return NULL;
1967 } 1871 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872
1969 if (tmp->arch == at) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->arch->archname == at->archname)
1970 return tmp; 1875 return tmp;
1876
1971 return NULL; 1877 return NULL;
1972} 1878}
1973 1879
1974/* 1880/*
1975 * present(type, map, x, y) searches for any objects with 1881 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1882 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
1978 */ 1884 */
1979
1980object * 1885object *
1981present (unsigned char type, maptile *m, int x, int y) 1886present (unsigned char type, maptile *m, int x, int y)
1982{ 1887{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1888 if (out_of_map (m, x, y))
1987 { 1889 {
1988 LOG (llevError, "Present called outside map.\n"); 1890 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1891 return NULL;
1990 } 1892 }
1991 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)
1992 if (tmp->type == type) 1895 if (tmp->type == type)
1993 return tmp; 1896 return tmp;
1897
1994 return NULL; 1898 return NULL;
1995} 1899}
1996 1900
1997/* 1901/*
1998 * present_in_ob(type, object) searches for any objects with 1902 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1903 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
2001 */ 1905 */
2002
2003object * 1906object *
2004present_in_ob (unsigned char type, const object *op) 1907present_in_ob (unsigned char type, const object *op)
2005{ 1908{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1910 if (tmp->type == type)
2011 return tmp; 1911 return tmp;
1912
2012 return NULL; 1913 return NULL;
2013} 1914}
2014 1915
2015/* 1916/*
2016 * present_in_ob (type, str, object) searches for any objects with 1917 * present_in_ob (type, str, object) searches for any objects with
2024 * 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
2025 * 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
2026 * 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
2027 * to be unique. 1928 * to be unique.
2028 */ 1929 */
2029
2030object * 1930object *
2031present_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)
2032{ 1932{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1934 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1935 return tmp;
2040 } 1936
2041 return NULL; 1937 return 0;
2042} 1938}
2043 1939
2044/* 1940/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1941 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1942 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
2048 */ 1944 */
2049
2050object * 1945object *
2051present_arch_in_ob (const archetype *at, const object *op) 1946present_arch_in_ob (const archetype *at, const object *op)
2052{ 1947{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
2058 return tmp; 1950 return tmp;
1951
2059 return NULL; 1952 return NULL;
2060} 1953}
2061 1954
2062/* 1955/*
2063 * activate recursively a flag on an object inventory 1956 * activate recursively a flag on an object inventory
2064 */ 1957 */
2065void 1958void
2066flag_inv (object *op, int flag) 1959flag_inv (object *op, int flag)
2067{ 1960{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 1962 {
2074 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2076 } 1965 }
2077} /* 1966}
1967
1968/*
2078 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2079 */ 1970 */
2080void 1971void
2081unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2082{ 1973{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 1975 {
2089 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2091 } 1978 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 1979}
2107 1980
2108/* 1981/*
2109 * 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
2110 * 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
2112 * to search (see the freearr_x/y[] definition). 1985 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 1986 * It returns a random choice among the alternatives found.
2114 * 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
2115 * does all 4 immediate directions). This returns the index into the 1988 * does all 4 immediate directions). This returns the index into the
2116 * 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)
2117 * Note - this only checks to see if there is space for the head of the
2118 * object - if it is a multispace object, this should be called for all
2119 * pieces.
2120 * Note2: This function does correctly handle tiled maps, but does not 1990 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 1991 * inform the caller. However, insert_ob_in_map will update as
2122 * 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.
2123 * 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
2124 * 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
2125 * 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
2126 * 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
2127 * customized, changed states, etc. 1997 * customized, changed states, etc.
2128 */ 1998 */
2129
2130int 1999int
2131find_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)
2132{ 2001{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 2002 int altern[SIZEOFFREE];
2003 int index = 0, flag;
2138 2004
2139 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2140 { 2006 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2142 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 {
2143 altern[index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2144 2026
2145 /* 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.
2146 * 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.
2147 * 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 -
2148 * 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
2149 * 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
2150 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2152 */ 2034 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2154 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;
2155 } 2051 }
2052
2156 if (!index) 2053 if (!index)
2157 return -1; 2054 return -1;
2055
2158 return altern[RANDOM () % index]; 2056 return altern [rndm (index)];
2159} 2057}
2160 2058
2161/* 2059/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2060 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2061 * find_free_spot(), but it will search max number of squares.
2164 * 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.
2165 * 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.
2166 */ 2064 */
2167
2168int 2065int
2169find_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)
2170{ 2067{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2068 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 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]))
2177 return i; 2070 return i;
2178 } 2071
2179 return -1; 2072 return -1;
2180} 2073}
2181 2074
2182/* 2075/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2076 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2077 * arr[begin..end-1].
2078 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2079 */
2186static void 2080static void
2187permute (int *arr, int begin, int end) 2081permute (int *arr, int begin, int end)
2188{ 2082{
2189 int 2083 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2084 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2085
2200 tmp = arr[i]; 2086 while (--end)
2201 arr[i] = arr[j]; 2087 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2088}
2205 2089
2206/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2091 * This basically returns a randomized array (in the passed pointer) of
2208 * 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
2211 * 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.
2212 */ 2096 */
2213void 2097void
2214get_search_arr (int *search_arr) 2098get_search_arr (int *search_arr)
2215{ 2099{
2216 int 2100 int i;
2217 i;
2218 2101
2219 for (i = 0; i < SIZEOFFREE; i++) 2102 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2103 search_arr[i] = i;
2222 }
2223 2104
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2105 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2106 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2107 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2108}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2117 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * 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
2238 * 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
2239 * there is capable of. 2120 * there is capable of.
2240 */ 2121 */
2241
2242int 2122int
2243find_dir (maptile *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2124{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2248
2249 sint16 nx, ny;
2250 object *
2251 tmp;
2252 maptile *
2253 mp;
2254
2255 MoveType blocked, move_type; 2126 MoveType move_type;
2256 2127
2257 if (exclude && exclude->head) 2128 if (exclude && exclude->head_ () != exclude)
2258 { 2129 {
2259 exclude = exclude->head; 2130 exclude = exclude->head;
2260 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2261 } 2132 }
2262 else 2133 else
2263 { 2134 {
2264 /* 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. */
2265 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2266 } 2137 }
2267 2138
2268 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2269 { 2140 {
2270 mp = m; 2141 mapxy pos (m, x, y);
2271 nx = x + freearr_x[i]; 2142 pos.move (i);
2272 ny = y + freearr_y[i];
2273 2143
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2275 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2145 max = maxfree[i];
2278 }
2279 else 2146 else
2280 { 2147 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2148 mapspace &ms = *pos;
2282 2149
2283 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)
2284 { 2153 {
2285 max = maxfree[i]; 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2286 } 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2287 else if (mflags & P_IS_ALIVE) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2290 {
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break;
2294 }
2295 }
2296 if (tmp)
2297 {
2298 return freedir[i]; 2157 return freedir [i];
2299 }
2300 } 2158 }
2301 } 2159 }
2302 } 2160 }
2161
2303 return 0; 2162 return 0;
2304} 2163}
2305 2164
2306/* 2165/*
2307 * distance(object 1, object 2) will return the square of the 2166 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2167 * distance between the two given objects.
2309 */ 2168 */
2310
2311int 2169int
2312distance (const object *ob1, const object *ob2) 2170distance (const object *ob1, const object *ob2)
2313{ 2171{
2314 int
2315 i;
2316
2317 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);
2318 return i;
2319} 2173}
2320 2174
2321/* 2175/*
2322 * 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
2323 * 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
2324 * object, needs to travel toward it. 2178 * object, needs to travel toward it.
2325 */ 2179 */
2326
2327int 2180int
2328find_dir_2 (int x, int y) 2181find_dir_2 (int x, int y)
2329{ 2182{
2330 int 2183 int q;
2331 q;
2332 2184
2333 if (y) 2185 if (y)
2334 q = x * 100 / y; 2186 q = x * 100 / y;
2335 else if (x) 2187 else if (x)
2336 q = -300 * x; 2188 q = -300 * x;
2361 2213
2362 return 3; 2214 return 3;
2363} 2215}
2364 2216
2365/* 2217/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379}
2380
2381/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2219 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2220 */
2385
2386int 2221int
2387dirdiff (int dir1, int dir2) 2222dirdiff (int dir1, int dir2)
2388{ 2223{
2389 int 2224 int d;
2390 d;
2391 2225
2392 d = abs (dir1 - dir2); 2226 d = abs (dir1 - dir2);
2393 if (d > 4) 2227 if (d > 4)
2394 d = 8 - d; 2228 d = 8 - d;
2229
2395 return d; 2230 return d;
2396} 2231}
2397 2232
2398/* peterm: 2233/* peterm:
2399 * 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.
2402 * 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
2403 * 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.
2404 * 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
2405 * functions. 2240 * functions.
2406 */ 2241 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2295 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2296 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2297 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2298 * Modified to be map tile aware -.MSW
2466 */ 2299 */
2467
2468
2469int 2300int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2301can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2302{
2472 sint16 dx, dy; 2303 sint16 dx, dy;
2473 int
2474 mflags; 2304 int mflags;
2475 2305
2476 if (dir < 0) 2306 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2307 return 0; /* exit condition: invalid direction */
2478 2308
2479 dx = x + freearr_x[dir]; 2309 dx = x + freearr_x[dir];
2492 return 0; 2322 return 0;
2493 2323
2494 /* yes, can see. */ 2324 /* yes, can see. */
2495 if (dir < 9) 2325 if (dir < 9)
2496 return 1; 2326 return 1;
2327
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2328 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 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]);
2499} 2331}
2500
2501
2502 2332
2503/* 2333/*
2504 * 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
2505 * picked up by the picker. Returnes 1 if it can be 2335 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2336 * picked up, otherwise 0.
2508 * 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
2509 * core dumps if they do. 2339 * core dumps if they do.
2510 * 2340 *
2511 * 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)
2512 */ 2342 */
2513
2514int 2343int
2515can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2516{ 2345{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !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));
2520} 2349}
2521
2522 2350
2523/* 2351/*
2524 * create clone from object to another 2352 * create clone from object to another
2525 */ 2353 */
2526object * 2354object *
2527object_create_clone (object *asrc) 2355object::deep_clone ()
2528{ 2356{
2529 object * 2357 assert (("deep_clone called on non-head object", is_head ()));
2530 dst = NULL, *tmp, *src, *part, *prev, *item;
2531 2358
2532 if (!asrc) 2359 object *dst = clone ();
2533 return NULL;
2534 src = asrc;
2535 if (src->head)
2536 src = src->head;
2537 2360
2538 prev = NULL; 2361 object *prev = dst;
2539 for (part = src; part; part = part->more) 2362 for (object *part = this->more; part; part = part->more)
2540 { 2363 {
2541 tmp = get_object (); 2364 object *tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x;
2544 tmp->y -= src->y;
2545 if (!part->head)
2546 {
2547 dst = tmp;
2548 tmp->head = NULL;
2549 }
2550 else
2551 {
2552 tmp->head = dst; 2365 tmp->head = dst;
2553 }
2554 tmp->more = NULL;
2555 if (prev)
2556 prev->more = tmp; 2366 prev->more = tmp;
2557 prev = tmp; 2367 prev = tmp;
2558 } 2368 }
2559 2369
2560 for (item = src->inv; item; item = item->below) 2370 for (object *item = inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2371 insert_ob_in_ob (item->deep_clone (), dst);
2562 2372
2563 return dst; 2373 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2374}
2604 2375
2605/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2377 * has the same type and subtype match.
2607 * returns NULL if no match. 2378 * returns NULL if no match.
2608 */ 2379 */
2609object * 2380object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2381find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2382{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2383 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2384 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2385 return tmp;
2617 2386
2618 return NULL;
2619}
2620
2621/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL.
2623 *
2624 * key must be a passed in shared string - otherwise, this won't
2625 * do the desired thing.
2626 */
2627key_value *
2628get_ob_key_link (const object *ob, const char *key)
2629{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next)
2633 if (link->key == key)
2634 return link;
2635
2636 return NULL;
2637}
2638
2639/*
2640 * Returns the value of op has an extra_field for key, or NULL.
2641 *
2642 * The argument doesn't need to be a shared string.
2643 *
2644 * The returned string is shared.
2645 */
2646const char *
2647get_ob_key_value (const object *op, const char *const key)
2648{
2649 key_value *link;
2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2653 {
2654 /* 1. There being a field named key on any object
2655 * implies there'd be a shared string to find.
2656 * 2. Since there isn't, no object has this field.
2657 * 3. Therefore, *this* object doesn't have this field.
2658 */
2659 return 0;
2660 }
2661
2662 /* This is copied from get_ob_key_link() above -
2663 * only 4 lines, and saves the function call overhead.
2664 */
2665 for (link = op->key_values; link; link = link->next)
2666 if (link->key == canonical_key)
2667 return link->value;
2668
2669 return 0; 2387 return 0;
2670} 2388}
2671 2389
2672 2390shstr_tmp
2673/* 2391object::kv_get (shstr_tmp key) const
2674 * Updates the canonical_key in op to value.
2675 *
2676 * canonical_key is a shared string (value doesn't have to be).
2677 *
2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2679 * keys.
2680 *
2681 * Returns TRUE on success.
2682 */
2683int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2392{
2686 key_value * 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2687 field = NULL, *last = NULL; 2394 if (kv->key == key)
2395 return kv->value;
2688 2396
2689 for (field = op->key_values; field != NULL; field = field->next) 2397 return shstr ();
2690 { 2398}
2691 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)
2692 { 2405 {
2693 last = field; 2406 kv->value = value;
2694 continue; 2407 return;
2695 } 2408 }
2696 2409
2697 if (value) 2410 key_value *kv = new key_value;
2698 field->value = value; 2411
2699 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)
2700 { 2424 {
2701 /* Basically, if the archetype has this key set, 2425 key_value *kv = *kvp;
2702 * we need to store the null value so when we save 2426 *kvp = (*kvp)->next;
2703 * it, we save the empty value so that when we load, 2427 delete kv;
2704 * we get this value back again. 2428 return;
2705 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2712 else
2713 op->key_values = field->next;
2714
2715 delete field;
2716 }
2717 } 2429 }
2718 return TRUE;
2719 }
2720 /* IF we get here, key doesn't exist */
2721
2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2725 {
2726 return FALSE;
2727 }
2728 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings,
2732 * should pass in ""
2733 */
2734 if (value == NULL)
2735 return TRUE;
2736
2737 field = new key_value;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2746}
2747
2748/*
2749 * Updates the key in op to value.
2750 *
2751 * If add_key is FALSE, this will only update existing keys,
2752 * and not add new ones.
2753 * In general, should be little reason FALSE is ever passed in for add_key
2754 *
2755 * Returns TRUE on success.
2756 */
2757int
2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2759{
2760 shstr key_ (key);
2761
2762 return set_ob_key_value_s (op, key_, value, add_key);
2763} 2430}
2764 2431
2765object::depth_iterator::depth_iterator (object *container) 2432object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container) 2433: iterator_base (container)
2767{ 2434{
2781 } 2448 }
2782 else 2449 else
2783 item = item->env; 2450 item = item->env;
2784} 2451}
2785 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
2786// 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
2787const char * 2482const char *
2788object::debug_desc (char *info) const 2483object::debug_desc (char *info) const
2789{ 2484{
2485 char flagdesc[512];
2790 char info2[256 * 3]; 2486 char info2[256 * 4];
2791 char *p = info; 2487 char *p = info;
2792 2488
2793 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}",
2794 count, 2490 count,
2491 uuid.c_str (),
2795 &name, 2492 &name,
2796 title ? " " : "", 2493 title ? ",title:\"" : "",
2797 title ? (const char *)title : ""); 2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2496 flag_desc (flagdesc, 512), type);
2798 2497
2799 if (env) 2498 if (!flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2500
2802 if (map) 2501 if (map)
2803 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);
2804 2503
2805 return info; 2504 return info;
2806} 2505}
2807 2506
2808const char * 2507const char *
2809object::debug_desc () const 2508object::debug_desc () const
2810{ 2509{
2811 static char info[256 * 3]; 2510 static char info[3][256 * 4];
2511 static int info_idx;
2512
2812 return debug_desc (info); 2513 return debug_desc (info [++info_idx % 3]);
2813} 2514}
2814 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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