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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.304 by root, Tue Nov 10 16:29:20 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <skills.h>
35#include <loader.h> 31#include <loader.h>
36 32
37int nrofallocobjects = 0; 33#include <bitset>
38 34
39object *objects; /* Pointer to the list of used objects */ 35UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 40objectvec objects;
41activevec actives;
42
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,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
44}; 50};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
47};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 56};
51int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
54}; 62};
55 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
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 char buf [UUID::MAX_LEN];
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
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
56/* 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. */
57static int 211static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
59{ 213{
60 key_value *wants_field;
61
62 /* 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
63 * 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
64 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
65 */ 217 */
66 218
67 /* For each field in wants, */ 219 /* For each field in wants, */
68 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)
69 { 221 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 222 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 223
91 /* 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. */
92 return TRUE; 225 return true;
93} 226}
94 227
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 229static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 231{
99 /* 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,
100 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
101 */ 234 */
102 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);
103} 237}
104 238
105/* 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
106 * they can be merged together. 240 * they can be merged together.
107 * 241 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
111 * 245 *
112 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
113 * 247 *
114 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
115 * check weight 249 * check weight
116 */ 250 */
117
118bool object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
119{ 252{
120 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
121 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)
122 return 0; 259 return 0;
123 260
124 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)
125 return 0; 264 return 0;
126 265
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 270 * flags lose any meaning.
139 */ 271 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 274
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 277
146 278 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 279 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 282 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 283 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
167 (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
168 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 291 || ob1->material != ob2->material
170 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
177 return 0; 303 return 0;
178 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
179 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
181 */ 314 */
182 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
183 { 316 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 317 if (!(ob1->inv && ob2->inv))
190 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 */
191 325
192 /* 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
193 * if it is valid. 327 * if it is valid.
194 */ 328 */
195 } 329 }
203 337
204 /* 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
205 * 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
206 * check? 340 * check?
207 */ 341 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 343 return 0;
210 344
211 switch (ob1->type) 345 switch (ob1->type)
212 { 346 {
213 case SCROLL: 347 case SCROLL:
214 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
215 return 0; 349 return 0;
216 break; 350 break;
217 } 351 }
218 352
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
220 { 354 {
221 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
223 /* 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))
224 return 0; 360 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 361 }
228 362
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
231 { 364 {
232 ob1->optimise (); 365 ob1->optimise ();
233 ob2->optimise (); 366 ob2->optimise ();
234 367
235 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)
236 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 }
237 } 382 }
238 383
239 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
240 return 1; 385 return 1;
241} 386}
242 387
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
243/* 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/*
244 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
247 */ 465 */
248long 466void
249sum_weight (object *op) 467object::update_weight ()
250{ 468{
251 long sum; 469 sint32 sum = 0;
252 object *inv;
253 470
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
255 { 472 {
256 if (inv->inv) 473 if (op->inv)
257 sum_weight (inv); 474 op->update_weight ();
258 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)
259 } 482 {
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum; 483 carrying = sum;
264 return sum;
265}
266 484
267/** 485 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 486 if (pl != this) // player is handled lazily
269 */ 487 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 488 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 489}
349 490
350/* 491/*
351 * Dumps an object. Returns output in the static global errmsg array. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 493 */
353 494char *
354void
355dump_object (object *op) 495dump_object (object *op)
356{ 496{
357 if (op == NULL) 497 if (!op)
358 { 498 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 499
366void 500 object_freezer freezer;
367dump_all_objects (void) 501 op->write (freezer);
368{ 502 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 503}
377 504
378/* 505char *
379 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
380 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned.
382 */
383
384object *
385get_nearest_part (object *op, const object *pl)
386{ 507{
387 object *tmp, *closest; 508 return dump_object (this);
388 int last_dist, i;
389
390 if (op->more == NULL)
391 return op;
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i;
395 return closest;
396} 509}
397 510
398/* 511/*
399 * 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.
400 */ 514 */
401
402object * 515object *
403find_object (tag_t i) 516find_object (tag_t i)
404{ 517{
405 object *op; 518 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 519 if (op->count == i)
409 break;
410 return op; 520 return op;
521
522 return 0;
411} 523}
412 524
413/* 525/*
414 * 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.
415 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
417 */ 529 */
418
419object * 530object *
420find_object_name (const char *str) 531find_object_name (const char *str)
421{ 532{
422 const char *name = shstr::find (str); 533 shstr_cmp str_ (str);
423 object *op;
424 534
425 for (op = objects; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
426 if (&op->name == name) 537 if (op->name == str_)
427 break; 538 return op;
428 539
429 return op; 540 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474} 541}
475 542
476/* 543/*
477 * 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
478 * skill and experience objects. 545 * skill and experience objects.
479 */ 546 * ACTUALLY NO! investigate! TODO
480void
481set_owner (object *op, object *owner)
482{
483 if (owner == NULL || op == NULL)
484 return;
485
486 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid.
492 */ 547 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 548void
549object::set_owner (object *owner)
550{
551 // allow objects which own objects
552 if (owner)
553 while (owner->owner)
494 owner = owner->owner; 554 owner = owner->owner;
495 555
496 /* IF the owner still has an owner, we did not resolve to a final owner. 556 if (flag [FLAG_FREED])
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 { 557 {
525 /* players don't have owners - they own themselves. Update 558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return; 559 return;
560 }
561
562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
532 } 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}
533 581
534 set_owner (op, owner); 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;
535} 630}
536 631
537/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 633 * refcounts and freeing the links.
539 */ 634 */
540static void 635static void
541free_key_values (object *op) 636free_key_values (object *op)
542{ 637{
543 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
544 { 639 {
545 key_value *next = i->next; 640 key_value *next = i->next;
546 delete i; 641 delete i;
547 642
548 i = next; 643 i = next;
549 } 644 }
550 645
551 op->key_values = 0; 646 op->key_values = 0;
552} 647}
553 648
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/* 649/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object, 650 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
623 * 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,
624 * 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
625 * will point at garbage. 655 * will point at garbage.
626 */ 656 */
627
628void 657void
629copy_object (object *op2, object *op) 658object::copy_to (object *dst)
630{ 659{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 660 dst->remove ();
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 661 *(object_copy *)dst = *this;
633 662 dst->flag [FLAG_REMOVED] = true;
634 op2->clone (op);
635
636 if (is_freed)
637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
640
641 if (op2->speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 663
644 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
645 if (op2->key_values) 665 if (key_values)
646 { 666 {
647 key_value *tail = 0; 667 key_value *tail = 0;
648 key_value *i;
649
650 op->key_values = 0; 668 dst->key_values = 0;
651 669
652 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
653 { 671 {
654 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
655 673
656 new_link->next = 0; 674 new_link->next = 0;
657 new_link->key = i->key; 675 new_link->key = i->key;
658 new_link->value = i->value; 676 new_link->value = i->value;
659 677
660 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
661 if (!op->key_values) 679 if (!dst->key_values)
662 { 680 {
663 op->key_values = new_link; 681 dst->key_values = new_link;
664 tail = new_link; 682 tail = new_link;
665 } 683 }
666 else 684 else
667 { 685 {
668 tail->next = new_link; 686 tail->next = new_link;
669 tail = new_link; 687 tail = new_link;
670 } 688 }
671 } 689 }
672 } 690 }
673 691
674 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;
675} 724}
676 725
677/* 726/*
678 * 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
679 * 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
680 * 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.
681 */ 730 */
682
683void 731void
684update_turn_face (object *op) 732update_turn_face (object *op)
685{ 733{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 735 return;
736
688 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
690} 739}
691 740
692/* 741/*
693 * 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
694 * 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.
695 * 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.
696 */ 745 */
697
698void 746void
699update_ob_speed (object *op) 747object::set_speed (float speed)
700{ 748{
701 extern int arch_init; 749 this->speed = speed;
702 750
703 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
704 * since they never really need to be updated. 752 activate ();
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0;
714#endif
715 }
716 if (arch_init)
717 {
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725
726 /* process_events() expects us to insert the object at the beginning
727 * of the list. */
728 op->active_next = active_objects;
729 if (op->active_next != NULL)
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 753 else
734 { 754 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 755}
755 756
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 757/*
788 * update_object() updates the array which represents the map. 758 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
790 * 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
791 * invisible object, etc...) 761 * invisible object, etc...)
792 * 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
793 * 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
794 * updating that window, though, since update_object() is called _often_) 764 * updating that window, though, since update_object() is called _often_)
795 * 765 *
796 * 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.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 767 * current action are:
802 * UP_OBJ_INSERT: op was inserted 768 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 769 * UP_OBJ_REMOVE: op was removed
804 * 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
805 * 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.
806 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
807 */ 773 */
808
809void 774void
810update_object (object *op, int action) 775update_object (object *op, int action)
811{ 776{
812 int update_now = 0, flags; 777 if (!op)
813 MoveType move_on, move_off, move_block, move_slow;
814
815 if (op == NULL)
816 { 778 {
817 /* this should never happen */ 779 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
819 return; 781 return;
820 } 782 }
821 783
822 if (op->env != NULL) 784 if (!op->is_on_map ())
823 { 785 {
824 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
825 * to do in this case. 787 * to do in this case.
826 */ 788 */
827 return; 789 return;
828 } 790 }
829 791
830 /* If the map is saving, don't do anything as everything is
831 * going to get freed anyways.
832 */
833 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return;
835
836 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
837 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)
838 { 794 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 796#ifdef MANY_CORES
841 abort (); 797 abort ();
842#endif 798#endif
843 return; 799 return;
844 } 800 }
845 801
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 802 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
853 if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
854 { 807 {
808#if 0
809 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
860 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 816 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 817 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 818 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* 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
877 * to have move_allow right now. 820 * have move_allow right now.
878 */ 821 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 823 m.invalidate ();
881 824#else
882 if ((move_slow | op->move_slow) != move_slow) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
883 update_now = 1; 826 m.invalidate ();
827#endif
884 } 828 }
885 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 831 * that is being removed.
888 */ 832 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 834 m.invalidate ();
891 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
893 else 837 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 839
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 840 if (op->more)
903 update_object (op->more, action); 841 update_object (op->more, action);
904} 842}
905 843
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922
923object::object () 844object::object ()
924{ 845{
925 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
926 847
927 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
928 face = blank_face; 849 face = blank_face;
929 attacked_by_count = -1; 850 material = MATERIAL_NULL;
930} 851}
931 852
932object::~object () 853object::~object ()
933{ 854{
855 unlink ();
856
934 free_key_values (this); 857 free_key_values (this);
935} 858}
936 859
860static int object_count;
861
937void object::link () 862void object::link ()
938{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
939 count = ++ob_count; 866 count = ++object_count;
940 867
941 prev = 0; 868 refcnt_inc ();
942 next = objects; 869 objects.insert (this);
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 870}
949 871
950void object::unlink () 872void object::unlink ()
951{ 873{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next) 874 if (!index)
962 { 875 return;
963 next->prev = prev; 876
964 next = 0; 877 objects.erase (this);
878 refcnt_dec ();
879}
880
881void
882object::activate ()
883{
884 /* If already on active list, don't do anything */
885 if (active)
886 return;
887
888 if (has_active_speed ())
965 } 889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
966 892
967 if (this == objects) 893 actives.insert (this);
968 objects = next; 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 }
969} 988}
970 989
971object *object::create () 990object *object::create ()
972{ 991{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 992 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 993 op->link ();
989 return op; 994 return op;
990} 995}
991 996
992/* 997static struct freed_map : maptile
993 * free_object() frees everything allocated by an object, removes
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 998{
1004 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 ())
1005 return; 1060 return;
1006 1061
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1062 if (!is_head () && !head->destroyed ())
1008 remove_ob (this);
1009
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 } 1063 {
1020 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1021 if (inv) 1065 head->destroy ();
1066 return;
1022 { 1067 }
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030 1068
1031 while (op) 1069 destroy_inv (false);
1032 {
1033 object *tmp = op->below;
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041 1070
1042 while (op) 1071 if (is_head ())
1043 { 1072 if (sound_destroy)
1044 object *tmp = op->below; 1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1045 1076
1046 remove_ob (op); 1077 attachable::destroy ();
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 1078}
1073 1079
1074/* 1080/* op->remove ():
1075 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)).
1077 */
1078
1079void
1080sub_weight (object *op, signed long weight)
1081{
1082 while (op != NULL)
1083 {
1084 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 }
1088 op->carrying -= weight;
1089 op = op->env;
1090 }
1091}
1092
1093/* remove_ob(op):
1094 * 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
1095 * 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
1096 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1085 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1086 */
1101
1102void 1087void
1103remove_ob (object *op) 1088object::do_remove ()
1104{ 1089{
1105 object * 1090 if (flag [FLAG_REMOVED])
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED))
1123 return; 1091 return;
1124 1092
1125 SET_FLAG (op, FLAG_REMOVED); 1093 INVOKE_OBJECT (REMOVE, this);
1126 1094
1127 if (op->more != NULL) 1095 flag [FLAG_REMOVED] = true;
1128 remove_ob (op->more); 1096
1097 if (more)
1098 more->remove ();
1129 1099
1130 /* 1100 /*
1131 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1132 * inventory. 1102 * inventory.
1133 */ 1103 */
1134 if (op->env != NULL) 1104 if (env)
1135 { 1105 {
1136 if (op->nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1137 sub_weight (op->env, op->weight * op->nrof); 1107 if (object *pl = visible_to ())
1138 else 1108 esrv_del_item (pl->contr, count);
1139 sub_weight (op->env, op->weight + op->carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110
1111 adjust_weight (env, -total_weight ());
1112
1113 object *pl = in_player ();
1114
1115 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up
1117 * to the caller to decide what we want to do.
1118 */
1119 map = env->map;
1120 x = env->x;
1121 y = env->y;
1122
1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1127 above = 0;
1128 below = 0;
1129 env = 0;
1140 1130
1141 /* 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
1142 * made to players inventory. If set, avoiding the call 1132 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 1133 * to save cpu time.
1144 */ 1134 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1135 if (pl)
1146 fix_player (otmp); 1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 {
1138 pl->update_stats ();
1147 1139
1148 if (op->above != NULL) 1140 if (glow_radius && pl->is_on_map ())
1149 op->above->below = op->below; 1141 update_all_los (pl->map, pl->x, pl->y);
1150 else 1142 }
1151 op->env->inv = op->below;
1152
1153 if (op->below != NULL)
1154 op->below->above = op->above;
1155
1156 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do.
1159 */
1160 op->x = op->env->x, op->y = op->env->y;
1161 op->map = op->env->map;
1162 op->above = NULL, op->below = NULL;
1163 op->env = NULL;
1164 } 1143 }
1165 else if (op->map) 1144 else if (map)
1166 { 1145 {
1167 x = op->x; 1146 map->dirty = true;
1168 y = op->y; 1147 mapspace &ms = this->ms ();
1169 m = get_map_from_coord (op->map, &x, &y);
1170 1148
1171 if (!m) 1149 if (object *pl = ms.player ())
1172 { 1150 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1151 if (is_player ())
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */ 1152 {
1179 abort (); 1153 if (!flag [FLAG_WIZPASS])
1154 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1155
1156 // leaving a spot always closes any open container on the ground
1157 if (container && !container->env)
1158 // this causes spurious floorbox updates, but it ensures
1159 // that the CLOSE event is being sent.
1160 close_container ();
1161
1162 --map->players;
1163 map->touch ();
1164 }
1165 else if (pl->container_ () == this)
1166 {
1167 // removing a container should close it
1168 close_container ();
1169 }
1170
1171 esrv_del_item (pl->contr, count);
1180 } 1172 }
1181 1173
1182 if (op->map != m)
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */
1189
1190 /* link the object above us */ 1174 /* link the object above us */
1191 if (op->above) 1175 // re-link, make sure compiler can easily use cmove
1192 op->above->below = op->below; 1176 *(above ? &above->below : &ms.top) = below;
1193 else 1177 *(below ? &below->above : &ms.bot) = above;
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1195 1178
1196 /* Relink the object below us, if there is one */ 1179 above = 0;
1197 if (op->below) 1180 below = 0;
1198 op->below->above = op->above; 1181
1199 else 1182 ms.invalidate ();
1183
1184 if (map->in_memory == MAP_SAVING)
1185 return;
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1200 { 1190 {
1201 /* Nothing below, which means we need to relink map object for this space 1191 if (pl->container_ () == this)
1202 * use translated coordinates in case some oddness with map tiling is 1192 /* If a container that the player is currently using somehow gets
1203 * evident 1193 * removed (most likely destroyed), update the player view
1194 * appropriately.
1204 */ 1195 */
1205 if (GET_MAP_OB (m, x, y) != op) 1196 pl->close_container ();
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1210 dump_object (GET_MAP_OB (m, x, y));
1211 LOG (llevError, "%s\n", errmsg);
1212 }
1213 1197
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1215 } 1203 }
1216 1204
1217 op->above = 0; 1205 if (check_walk_off)
1218 op->below = 0; 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1227 { 1207 {
1208 above = tmp->above;
1209
1228 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1229 * being removed. 1211 * being removed.
1230 */
1231
1232 if (tmp->type == PLAYER && tmp != op)
1233 {
1234 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view
1236 * appropriately.
1237 */ 1212 */
1238 if (tmp->container == op)
1239 {
1240 CLEAR_FLAG (op, FLAG_APPLIED);
1241 tmp->container = NULL;
1242 }
1243 1213
1244 tmp->contr->socket.update_look = 1; 1214 /* See if object moving off should effect something */
1215 if ((move_type & tmp->move_off)
1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1217 move_apply (tmp, this, 0);
1245 } 1218 }
1246 1219
1247 /* See if player moving off should effect something */ 1220 if (affects_los ())
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 {
1250 move_apply (tmp, op, NULL);
1251
1252 if (was_destroyed (op, tag))
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1255 }
1256 }
1257
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259
1260 if (tmp->above == tmp)
1261 tmp->above = NULL;
1262
1263 last = tmp;
1264 }
1265
1266 /* last == NULL of there are no objects on this space */
1267 if (last == NULL)
1268 {
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else
1278 update_object (last, UP_OBJ_REMOVE);
1279
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1281 update_all_los (op->map, op->x, op->y); 1221 update_all_los (map, x, y);
1282 } 1222 }
1283} 1223}
1284 1224
1285/* 1225/*
1286 * merge_ob(op,top): 1226 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1228 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1229 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1230 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1231 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1232 */
1293
1294object * 1233object *
1295merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1296{ 1235{
1297 if (!op->nrof) 1236 if (!op->nrof)
1298 return 0; 1237 return 0;
1299 1238
1300 if (top == NULL) 1239 if (!top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1240 for (top = op; top && top->above; top = top->above)
1241 ;
1302 1242
1303 for (; top != NULL; top = top->below) 1243 for (; top; top = top->below)
1304 { 1244 if (object::can_merge (op, top))
1305 if (top == op)
1306 continue;
1307 if (CAN_MERGE (op, top))
1308 { 1245 {
1309 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1310 1247
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1312 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1313 remove_ob (op); 1250
1314 free_object (op); 1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1315 return top; 1256 return top;
1316 } 1257 }
1317 }
1318 1258
1319 return NULL; 1259 return 0;
1320} 1260}
1321 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
1322/* 1285/*
1323 * 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
1324 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1325 */ 1288 */
1326object * 1289object *
1327insert_ob_in_map_at (object *op, mapstruct *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)
1328{ 1291{
1329 object *tmp; 1292 op->remove ();
1330 1293
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1295 {
1336 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1337 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1338 } 1298 }
1339 1299
1340 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1341} 1301}
1342 1302
1358 * Return value: 1318 * Return value:
1359 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1320 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1321 * just 'op' otherwise
1362 */ 1322 */
1363
1364object * 1323object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1325{
1367 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1368 sint16 x, y;
1369 1327
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1371 { 1329 {//D
1372 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
1373 return NULL;
1374 } 1331 }//D
1375
1376 if (m == NULL)
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (out_of_map (m, op->x, op->y))
1384 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1387#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted.
1391 */
1392 abort ();
1393#endif
1394 return op;
1395 }
1396
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more;
1409
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 {
1427 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429
1430 return NULL;
1431 }
1432 }
1433
1434 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1332
1436 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * 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
1438 * need extra work 1335 * need extra work
1439 */ 1336 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1441 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1442 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 ();
1443 1353
1444 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1445 */ 1355 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1358 if (object::can_merge (op, tmp))
1449 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1450 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1364 tmp->destroy ();
1452 free_object (tmp);
1453 } 1365 }
1454 1366
1455 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 */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1369
1464 { 1376 {
1465 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");
1466 abort (); 1378 abort ();
1467 } 1379 }
1468 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
1469 op->above = originator; 1388 op->above = originator;
1470 op->below = originator->below; 1389 op->below = originator->below;
1471
1472 if (op->below)
1473 op->below->above = op;
1474 else
1475 SET_MAP_OB (op->map, op->x, op->y, op);
1476
1477 /* since *below* originator, no need to update top */
1478 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1479 } 1393 }
1480 else 1394 else
1481 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1482 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1484 { 1401 {
1485 object *last = NULL;
1486
1487 /* 1402 /*
1488 * 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.
1489 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1490 * 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
1491 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1494 * 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
1495 * 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
1496 * 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
1497 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1498 */ 1413 */
1499 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1500 while (top != NULL)
1501 { 1415 {
1502 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))
1503 floor = top; 1417 floor = tmp;
1504 1418
1505 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))
1506 { 1420 {
1507 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1508 top = top->below; 1422 top = tmp->below;
1509 break; 1423 break;
1510 } 1424 }
1511 1425
1512 last = top;
1513 top = top->above; 1426 top = tmp;
1514 } 1427 }
1515
1516 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last;
1518 1428
1519 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1520 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1522 */ 1432 */
1523 1433
1524 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1526 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1438 * stacking is a bit odd.
1529 */ 1439 */
1530 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1531 (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))
1532 { 1443 {
1444 object *last;
1445
1533 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1448 break;
1449
1536 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1537 * 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
1538 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1539 * set top to the object below us. 1453 * set top to the object below us.
1540 */ 1454 */
1541 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1542 top = last->below; 1456 top = last->below;
1543 } 1457 }
1544 } /* If objects on this space */ 1458 } /* If objects on this space */
1545 1459
1546 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y);
1548
1549 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor; 1461 top = floor;
1551 1462
1552 /* 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
1553 */
1554
1555 /* First object on this space */
1556 if (!top) 1464 if (!top)
1557 { 1465 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559
1560 if (op->above)
1561 op->above->below = op;
1562
1563 op->below = NULL; 1466 op->below = 0;
1564 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;
1565 } 1471 }
1566 else 1472 else
1567 { /* get inserted into the stack above top */ 1473 {
1568 op->above = top->above; 1474 op->above = top->above;
1569
1570 if (op->above)
1571 op->above->below = op; 1475 top->above = op;
1572 1476
1573 op->below = top; 1477 op->below = top;
1574 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1575 } 1479 }
1480 }
1576 1481
1577 if (op->above == NULL) 1482 if (op->is_player ())
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1483 {
1579 } /* else not INS_BELOW_ORIGINATOR */
1580
1581 if (op->type == PLAYER)
1582 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1583 1488
1584 /* If we have a floor, we know the player, if any, will be above 1489 op->map->dirty = true;
1585 * it, so save a few ticks and start from there. 1490
1586 */ 1491 if (object *pl = ms.player ())
1587 if (!(flag & INS_MAP_LOAD)) 1492 //TODO: the floorbox prev/next might need updating
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1493 //esrv_send_item (pl, op);
1589 if (tmp->type == PLAYER) 1494 //TODO: update floorbox to preserve ordering
1590 tmp->contr->socket.update_look = 1; 1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1591 1497
1592 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1593 * 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
1594 * 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
1595 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1596 * 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 -
1597 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1505 * of effect may be sufficient.
1600 */ 1506 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1602 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1603 1512
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1606 1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1607 /* 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,
1608 * we want to have update_look set above before calling this. 1519 * we want to have floorbox_update called before calling this.
1609 * 1520 *
1610 * check_move_on() must be after this because code called from 1521 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1522 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1524 * update_object().
1614 */ 1525 */
1615 1526
1616 /* 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 */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1618 { 1529 {
1619 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator))
1620 return NULL; 1531 return 0;
1621 1532
1622 /* 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
1623 * walk on's. 1534 * walk on's.
1624 */ 1535 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator))
1627 return NULL; 1538 return 0;
1628 } 1539 }
1629 1540
1630 return op; 1541 return op;
1631} 1542}
1632 1543
1633/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1634 * 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.
1635 * 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.
1636 */ 1547 */
1637void 1548void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1639{ 1550{
1640 object *
1641 tmp;
1642 object *
1643 tmp1;
1644
1645 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1646 1552
1647 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)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1650 { 1555 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1556
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1557 object *tmp = arch_to_object (archetype::find (archname));
1657 1558
1658 tmp1->x = op->x; 1559 tmp->x = op->x;
1659 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1661} 1563}
1662
1663/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array.
1669 */
1670 1564
1671object * 1565object *
1672get_split_ob (object *orig_ob, uint32 nr) 1566object::insert_at (object *where, object *originator, int flags)
1673{ 1567{
1674 object * 1568 if (where->env)
1675 newob; 1569 return where->env->insert (this);
1676 int 1570 else
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1678
1679 if (orig_ob->nrof < nr)
1680 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL;
1683 }
1684
1685 newob = object_create_clone (orig_ob);
1686
1687 if ((orig_ob->nrof -= nr) < 1)
1688 {
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed)
1694 {
1695 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1698 {
1699 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1700 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1701 return NULL;
1702 }
1703 }
1704
1705 newob->nrof = nr;
1706
1707 return newob;
1708} 1572}
1709 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
1710/* 1596/*
1711 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1712 * 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
1713 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1714 * 1600 *
1715 * 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
1716 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1717 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 */
1718object * 1634object *
1719decrease_ob_nr (object *op, uint32 i) 1635object::split (sint32 nr)
1720{ 1636{
1721 object *tmp; 1637 int have = number_of ();
1722 player *pl;
1723 1638
1724 if (i == 0) /* objects with op->nrof require this check */ 1639 if (have < nr)
1725 return op; 1640 return 0;
1726 1641 else if (have == nr)
1727 if (i > op->nrof)
1728 i = op->nrof;
1729
1730 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i;
1732 else if (op->env != NULL)
1733 { 1642 {
1734 /* is this object in the players inventory, or sub container
1735 * therein?
1736 */
1737 tmp = is_player_inv (op->env);
1738 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player.
1743 */
1744 if (!tmp)
1745 {
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env)
1748 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 }
1754
1755 if (i < op->nrof)
1756 {
1757 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i;
1759 if (tmp)
1760 {
1761 esrv_send_item (tmp, op);
1762 }
1763 }
1764 else
1765 {
1766 remove_ob (op); 1643 remove ();
1767 op->nrof = 0; 1644 return this;
1768 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count);
1771 }
1772 }
1773 } 1645 }
1774 else 1646 else
1775 { 1647 {
1776 object *above = op->above; 1648 decrease (nr);
1777 1649
1778 if (i < op->nrof) 1650 object *op = deep_clone ();
1779 op->nrof -= i; 1651 op->nrof = nr;
1780 else
1781 {
1782 remove_ob (op);
1783 op->nrof = 0;
1784 }
1785
1786 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above)
1788 if (tmp->type == PLAYER)
1789 {
1790 if (op->nrof)
1791 esrv_send_item (tmp, op);
1792 else
1793 esrv_del_item (tmp->contr, op->count);
1794 }
1795 }
1796
1797 if (op->nrof)
1798 return op; 1652 return op;
1799 else
1800 { 1653 }
1801 free_object (op); 1654}
1655
1656object *
1657insert_ob_in_ob (object *op, object *where)
1658{
1659 if (!where)
1660 {
1661 char *dump = dump_object (op);
1662 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1663 free (dump);
1802 return NULL; 1664 return op;
1803 }
1804}
1805
1806/*
1807 * add_weight(object, weight) adds the specified weight to an object,
1808 * and also updates how much the environment(s) is/are carrying.
1809 */
1810
1811void
1812add_weight (object *op, signed long weight)
1813{
1814 while (op != NULL)
1815 { 1665 }
1816 if (op->type == CONTAINER)
1817 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1818 1666
1819 op->carrying += weight; 1667 if (where->head_ () != where)
1820 op = op->env;
1821 } 1668 {
1822} 1669 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1823 1672
1673 return where->insert (op);
1674}
1675
1824/* 1676/*
1825 * insert_ob_in_ob(op,environment): 1677 * env->insert (op)
1826 * This function inserts the object op in the linked list 1678 * This function inserts the object op in the linked list
1827 * inside the object environment. 1679 * inside the object environment.
1828 * 1680 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * 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
1835 * be != op, if items are merged. -Tero 1682 * be != op, if items are merged. -Tero
1836 */ 1683 */
1837
1838object * 1684object *
1839insert_ob_in_ob (object *op, object *where) 1685object::insert (object *op)
1840{ 1686{
1841 object *
1842 tmp, *
1843 otmp;
1844
1845 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 {
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864
1865 if (op->more) 1687 if (op->more)
1866 { 1688 {
1867 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);
1868 return op; 1690 return op;
1869 } 1691 }
1870 1692
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 op->remove ();
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1694
1695 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1696
1873 if (op->nrof) 1697 if (op->nrof)
1874 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1698 for (object *tmp = inv; tmp; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1877 { 1700 {
1878 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1702 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1704
1882 * tmp->nrof, we need to increase the weight. 1705 if (object *pl = tmp->visible_to ())
1883 */ 1706 esrv_update_item (UPD_NROF, pl, tmp);
1884 add_weight (where, op->weight * op->nrof); 1707
1885 SET_FLAG (op, FLAG_REMOVED); 1708 adjust_weight (this, op->total_weight ());
1886 free_object (op); /* free the inserted object */ 1709
1710 op->destroy ();
1887 op = tmp; 1711 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1712 goto inserted;
1889 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break;
1891 } 1713 }
1892 1714
1893 /* I assume combined objects have no inventory 1715 op->owner = 0; // it's his/hers now. period.
1894 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do
1897 * the linking below
1898 */
1899 add_weight (where, op->weight * op->nrof);
1900 }
1901 else
1902 add_weight (where, (op->weight + op->carrying));
1903
1904 otmp = is_player_inv (where);
1905 if (otmp && otmp->contr != NULL)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp);
1909 }
1910
1911 op->map = NULL; 1716 op->map = 0;
1912 op->env = where; 1717 op->x = 0;
1718 op->y = 0;
1719
1913 op->above = NULL; 1720 op->above = 0;
1914 op->below = NULL; 1721 op->below = inv;
1915 op->x = 0, op->y = 0; 1722 op->env = this;
1916 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:
1917 /* 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 */
1918 if ((op->glow_radius != 0) && where->map) 1738 if (op->glow_radius && is_on_map ())
1919 {
1920#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map))
1924 update_all_los (where->map, where->x, where->y);
1925 } 1739 {
1926 1740 update_stats ();
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1741 update_all_los (map, x, y);
1928 * It sure simplifies this function...
1929 */
1930 if (where->inv == NULL)
1931 where->inv = op;
1932 else
1933 { 1742 }
1934 op->below = where->inv; 1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1935 op->below->above = op; 1744 // if this is a player's inventory, update stats
1936 where->inv = op; 1745 update_stats ();
1937 } 1746
1747 INVOKE_OBJECT (INSERT, this);
1748
1938 return op; 1749 return op;
1939} 1750}
1940 1751
1941/* 1752/*
1942 * Checks if any objects has a move_type that matches objects 1753 * Checks if any objects has a move_type that matches objects
1956 * 1767 *
1957 * 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
1958 * 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
1959 * on top. 1770 * on top.
1960 */ 1771 */
1961
1962int 1772int
1963check_move_on (object *op, object *originator) 1773check_move_on (object *op, object *originator)
1964{ 1774{
1965 object *
1966 tmp;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y;
1973
1974 MoveType
1975 move_on,
1976 move_slow,
1977 move_block;
1978
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1776 return 0;
1981 1777
1982 tag = op->count; 1778 object *tmp;
1779 maptile *m = op->map;
1780 int x = op->x, y = op->y;
1983 1781
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1782 mapspace &ms = m->at (x, y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1783
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1784 ms.update ();
1785
1786 MoveType move_on = ms.move_on;
1787 MoveType move_slow = ms.move_slow;
1788 MoveType move_block = ms.move_block;
1987 1789
1988 /* 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,
1989 * 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
1990 * 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
1991 * as walking. 1793 * as walking.
2002 return 0; 1804 return 0;
2003 1805
2004 /* The objects have to be checked from top to bottom. 1806 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1807 * Hence, we first go to the top:
2006 */ 1808 */
2007 1809 for (object *next, *tmp = ms.top; tmp; tmp = next)
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2009 {
2010 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them.
2013 */
2014 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2015 break;
2016 } 1810 {
1811 next = tmp->below;
2017 1812
2018 for (; tmp; tmp = tmp->below)
2019 {
2020 if (tmp == op) 1813 if (tmp == op)
2021 continue; /* Can't apply yourself */ 1814 continue; /* Can't apply yourself */
2022 1815
2023 /* 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.
2024 * Second check makes sure that the movement types not being slowed 1817 * Second check makes sure that the movement types not being slowed
2029 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2030 { 1823 {
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((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))
2033 { 1826 {
2034
2035 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed); 1827 float diff = tmp->move_slow_penalty * fabs (op->speed);
2037 1828
2038 if (op->type == PLAYER) 1829 if (op->is_player ())
2039 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)) ||
2040 (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)))
2041 diff /= 4.0; 1832 diff /= 4.0;
2042 1833
2043 op->speed_left -= diff; 1834 op->speed_left -= diff;
2044 } 1835 }
2045 } 1836 }
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1840 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1841 {
2051 move_apply (tmp, op, originator); 1842 move_apply (tmp, op, originator);
2052 1843
2053 if (was_destroyed (op, tag)) 1844 if (op->destroyed ())
2054 return 1; 1845 return 1;
2055 1846
2056 /* what the person/creature stepped onto has moved the object 1847 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1848 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1849 * have a feeling strange problems would result.
2068/* 1859/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1860 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1861 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
2072 */ 1863 */
2073
2074object * 1864object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1865present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1866{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1867 if (!m || out_of_map (m, x, y))
2081 { 1868 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1869 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1870 return NULL;
2084 } 1871 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872
2086 if (tmp->arch == at) 1873 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->arch->archname == at->archname)
2087 return tmp; 1875 return tmp;
1876
2088 return NULL; 1877 return NULL;
2089} 1878}
2090 1879
2091/* 1880/*
2092 * present(type, map, x, y) searches for any objects with 1881 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1882 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
2095 */ 1884 */
2096
2097object * 1885object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1886present (unsigned char type, maptile *m, int x, int y)
2099{ 1887{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1888 if (out_of_map (m, x, y))
2104 { 1889 {
2105 LOG (llevError, "Present called outside map.\n"); 1890 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1891 return NULL;
2107 } 1892 }
2108 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)
2109 if (tmp->type == type) 1895 if (tmp->type == type)
2110 return tmp; 1896 return tmp;
1897
2111 return NULL; 1898 return NULL;
2112} 1899}
2113 1900
2114/* 1901/*
2115 * present_in_ob(type, object) searches for any objects with 1902 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1903 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
2118 */ 1905 */
2119
2120object * 1906object *
2121present_in_ob (unsigned char type, const object *op) 1907present_in_ob (unsigned char type, const object *op)
2122{ 1908{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1910 if (tmp->type == type)
2128 return tmp; 1911 return tmp;
1912
2129 return NULL; 1913 return NULL;
2130} 1914}
2131 1915
2132/* 1916/*
2133 * present_in_ob (type, str, object) searches for any objects with 1917 * present_in_ob (type, str, object) searches for any objects with
2141 * 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
2142 * 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
2143 * 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
2144 * to be unique. 1928 * to be unique.
2145 */ 1929 */
2146
2147object * 1930object *
2148present_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)
2149{ 1932{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1934 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1935 return tmp;
2157 } 1936
2158 return NULL; 1937 return 0;
2159} 1938}
2160 1939
2161/* 1940/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1941 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1942 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
2165 */ 1944 */
2166
2167object * 1945object *
2168present_arch_in_ob (const archetype *at, const object *op) 1946present_arch_in_ob (const archetype *at, const object *op)
2169{ 1947{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2174 if (tmp->arch == at) 1949 if (tmp->arch->archname == at->archname)
2175 return tmp; 1950 return tmp;
1951
2176 return NULL; 1952 return NULL;
2177} 1953}
2178 1954
2179/* 1955/*
2180 * activate recursively a flag on an object inventory 1956 * activate recursively a flag on an object inventory
2181 */ 1957 */
2182void 1958void
2183flag_inv (object *op, int flag) 1959flag_inv (object *op, int flag)
2184{ 1960{
2185 object *
2186 tmp;
2187
2188 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 { 1962 {
2191 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2193 } 1965 }
2194} /* 1966}
1967
1968/*
2195 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2196 */ 1970 */
2197void 1971void
2198unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2199{ 1973{
2200 object *
2201 tmp;
2202
2203 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2205 { 1975 {
2206 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2208 } 1978 }
2209}
2210
2211/*
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function.
2216 */
2217
2218void
2219set_cheat (object *op)
2220{
2221 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ);
2223} 1979}
2224 1980
2225/* 1981/*
2226 * 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
2227 * 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
2229 * to search (see the freearr_x/y[] definition). 1985 * to search (see the freearr_x/y[] definition).
2230 * It returns a random choice among the alternatives found. 1986 * It returns a random choice among the alternatives found.
2231 * 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
2232 * does all 4 immediate directions). This returns the index into the 1988 * does all 4 immediate directions). This returns the index into the
2233 * 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)
2234 * Note - this only checks to see if there is space for the head of the
2235 * object - if it is a multispace object, this should be called for all
2236 * pieces.
2237 * Note2: This function does correctly handle tiled maps, but does not 1990 * Note: This function does correctly handle tiled maps, but does not
2238 * inform the caller. However, insert_ob_in_map will update as 1991 * inform the caller. However, insert_ob_in_map will update as
2239 * 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.
2240 * 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
2241 * 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
2242 * 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
2243 * 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
2244 * customized, changed states, etc. 1997 * customized, changed states, etc.
2245 */ 1998 */
2246
2247int 1999int
2248find_free_spot (const object *ob, mapstruct *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)
2249{ 2001{
2250 int
2251 i,
2252 index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2002 int altern[SIZEOFFREE];
2003 int index = 0, flag;
2255 2004
2256 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2257 { 2006 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2259 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 {
2260 altern[index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2261 2026
2262 /* 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.
2263 * 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.
2264 * 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 -
2265 * 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
2266 * 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
2267 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2269 */ 2034 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2271 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;
2272 } 2051 }
2052
2273 if (!index) 2053 if (!index)
2274 return -1; 2054 return -1;
2055
2275 return altern[RANDOM () % index]; 2056 return altern [rndm (index)];
2276} 2057}
2277 2058
2278/* 2059/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2060 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2061 * find_free_spot(), but it will search max number of squares.
2281 * 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.
2282 * 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.
2283 */ 2064 */
2284
2285int 2065int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2066find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2067{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2068 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 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]))
2294 return i; 2070 return i;
2295 } 2071
2296 return -1; 2072 return -1;
2297} 2073}
2298 2074
2299/* 2075/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2076 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2077 * arr[begin..end-1].
2078 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2079 */
2303static void 2080static void
2304permute (int *arr, int begin, int end) 2081permute (int *arr, int begin, int end)
2305{ 2082{
2306 int 2083 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2084 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2085
2317 tmp = arr[i]; 2086 while (--end)
2318 arr[i] = arr[j]; 2087 swap (arr [end], arr [rndm (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2088}
2322 2089
2323/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2091 * This basically returns a randomized array (in the passed pointer) of
2325 * 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
2328 * 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.
2329 */ 2096 */
2330void 2097void
2331get_search_arr (int *search_arr) 2098get_search_arr (int *search_arr)
2332{ 2099{
2333 int 2100 int i;
2334 i;
2335 2101
2336 for (i = 0; i < SIZEOFFREE; i++) 2102 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2103 search_arr[i] = i;
2339 }
2340 2104
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2105 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2106 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2107 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2108}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2117 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * 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
2355 * 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
2356 * there is capable of. 2120 * there is capable of.
2357 */ 2121 */
2358
2359int 2122int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2123find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2124{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2125 int max = SIZEOFFREE, mflags;
2365
2366 sint16 nx, ny;
2367 object *
2368 tmp;
2369 mapstruct *
2370 mp;
2371
2372 MoveType blocked, move_type; 2126 MoveType move_type;
2373 2127
2374 if (exclude && exclude->head) 2128 if (exclude && exclude->head_ () != exclude)
2375 { 2129 {
2376 exclude = exclude->head; 2130 exclude = exclude->head;
2377 move_type = exclude->move_type; 2131 move_type = exclude->move_type;
2378 } 2132 }
2379 else 2133 else
2380 { 2134 {
2381 /* 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. */
2382 move_type = MOVE_ALL; 2136 move_type = MOVE_ALL;
2383 } 2137 }
2384 2138
2385 for (i = 1; i < max; i++) 2139 for (int i = 1; i < max; i++)
2386 { 2140 {
2387 mp = m; 2141 mapxy pos (m, x, y);
2388 nx = x + freearr_x[i]; 2142 pos.move (i);
2389 ny = y + freearr_y[i];
2390 2143
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 if (!pos.normalise ())
2392 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2145 max = maxfree[i];
2395 }
2396 else 2146 else
2397 { 2147 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2148 mapspace &ms = *pos;
2399 2149
2400 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)
2401 { 2153 {
2402 max = maxfree[i]; 2154 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2403 } 2155 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2404 else if (mflags & P_IS_ALIVE) 2156 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2405 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2407 {
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break;
2411 }
2412 }
2413 if (tmp)
2414 {
2415 return freedir[i]; 2157 return freedir [i];
2416 }
2417 } 2158 }
2418 } 2159 }
2419 } 2160 }
2161
2420 return 0; 2162 return 0;
2421} 2163}
2422 2164
2423/* 2165/*
2424 * distance(object 1, object 2) will return the square of the 2166 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2167 * distance between the two given objects.
2426 */ 2168 */
2427
2428int 2169int
2429distance (const object *ob1, const object *ob2) 2170distance (const object *ob1, const object *ob2)
2430{ 2171{
2431 int
2432 i;
2433
2434 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);
2435 return i;
2436} 2173}
2437 2174
2438/* 2175/*
2439 * 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
2440 * 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
2441 * object, needs to travel toward it. 2178 * object, needs to travel toward it.
2442 */ 2179 */
2443
2444int 2180int
2445find_dir_2 (int x, int y) 2181find_dir_2 (int x, int y)
2446{ 2182{
2447 int 2183 int q;
2448 q;
2449 2184
2450 if (y) 2185 if (y)
2451 q = x * 100 / y; 2186 q = x * 100 / y;
2452 else if (x) 2187 else if (x)
2453 q = -300 * x; 2188 q = -300 * x;
2478 2213
2479 return 3; 2214 return 3;
2480} 2215}
2481 2216
2482/* 2217/*
2483 * absdir(int): Returns a number between 1 and 8, which represent
2484 * the "absolute" direction of a number (it actually takes care of
2485 * "overflow" in previous calculations of a direction).
2486 */
2487
2488int
2489absdir (int d)
2490{
2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2495 return d;
2496}
2497
2498/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500 * between two directions (which are expected to be absolute (see absdir()) 2219 * between two directions (which are expected to be absolute (see absdir())
2501 */ 2220 */
2502
2503int 2221int
2504dirdiff (int dir1, int dir2) 2222dirdiff (int dir1, int dir2)
2505{ 2223{
2506 int 2224 int d;
2507 d;
2508 2225
2509 d = abs (dir1 - dir2); 2226 d = abs (dir1 - dir2);
2510 if (d > 4) 2227 if (d > 4)
2511 d = 8 - d; 2228 d = 8 - d;
2229
2512 return d; 2230 return d;
2513} 2231}
2514 2232
2515/* peterm: 2233/* peterm:
2516 * 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.
2519 * 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
2520 * 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.
2521 * 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
2522 * functions. 2240 * functions.
2523 */ 2241 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2242static const int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2243 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2244 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2245 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2246 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2247 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2295 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2296 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2297 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2298 * Modified to be map tile aware -.MSW
2583 */ 2299 */
2584
2585
2586int 2300int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2301can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2302{
2589 sint16 dx, dy; 2303 sint16 dx, dy;
2590 int
2591 mflags; 2304 int mflags;
2592 2305
2593 if (dir < 0) 2306 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2307 return 0; /* exit condition: invalid direction */
2595 2308
2596 dx = x + freearr_x[dir]; 2309 dx = x + freearr_x[dir];
2609 return 0; 2322 return 0;
2610 2323
2611 /* yes, can see. */ 2324 /* yes, can see. */
2612 if (dir < 9) 2325 if (dir < 9)
2613 return 1; 2326 return 1;
2327
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2328 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 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]);
2616} 2331}
2617
2618
2619 2332
2620/* 2333/*
2621 * 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
2622 * picked up by the picker. Returnes 1 if it can be 2335 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2336 * picked up, otherwise 0.
2625 * 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
2626 * core dumps if they do. 2339 * core dumps if they do.
2627 * 2340 *
2628 * 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)
2629 */ 2342 */
2630
2631int 2343int
2632can_pick (const object *who, const object *item) 2344can_pick (const object *who, const object *item)
2633{ 2345{
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !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));
2637} 2349}
2638
2639 2350
2640/* 2351/*
2641 * create clone from object to another 2352 * create clone from object to another
2642 */ 2353 */
2643object * 2354object *
2644object_create_clone (object *asrc) 2355object::deep_clone ()
2645{ 2356{
2646 object * 2357 assert (("deep_clone called on non-head object", is_head ()));
2647 dst = NULL, *tmp, *src, *part, *prev, *item;
2648 2358
2649 if (!asrc) 2359 object *dst = clone ();
2650 return NULL;
2651 src = asrc;
2652 if (src->head)
2653 src = src->head;
2654 2360
2655 prev = NULL; 2361 object *prev = dst;
2656 for (part = src; part; part = part->more) 2362 for (object *part = this->more; part; part = part->more)
2657 { 2363 {
2658 tmp = get_object (); 2364 object *tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x;
2661 tmp->y -= src->y;
2662 if (!part->head)
2663 {
2664 dst = tmp;
2665 tmp->head = NULL;
2666 }
2667 else
2668 {
2669 tmp->head = dst; 2365 tmp->head = dst;
2670 }
2671 tmp->more = NULL;
2672 if (prev)
2673 prev->more = tmp; 2366 prev->more = tmp;
2674 prev = tmp; 2367 prev = tmp;
2675 } 2368 }
2676 2369
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2370 for (object *item = inv; item; item = item->below)
2679 { 2371 insert_ob_in_ob (item->deep_clone (), dst);
2680 (void) insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2372
2683 return dst; 2373 return dst;
2684}
2685
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */
2706
2707object *
2708load_object_str (const char *obstr)
2709{
2710 object *
2711 op;
2712 char
2713 filename[MAX_BUF];
2714
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2718 tempfile = fopen (filename, "w");
2719
2720 if (tempfile == NULL)
2721 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL;
2724 };
2725 fprintf (tempfile, obstr);
2726 fclose (tempfile);
2727
2728 op = get_object ();
2729
2730 object_thawer thawer (filename);
2731
2732 if (thawer)
2733 load_object (thawer, op, 0);
2734
2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736 CLEAR_FLAG (op, FLAG_REMOVED);
2737
2738 return op;
2739} 2374}
2740 2375
2741/* This returns the first object in who's inventory that 2376/* This returns the first object in who's inventory that
2742 * has the same type and subtype match. 2377 * has the same type and subtype match.
2743 * returns NULL if no match. 2378 * returns NULL if no match.
2744 */ 2379 */
2745object * 2380object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2381find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2382{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2383 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2384 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2385 return tmp;
2754 2386
2755 return NULL; 2387 return 0;
2756} 2388}
2757 2389
2758/* If ob has a field named key, return the link from the list, 2390shstr_tmp
2759 * otherwise return NULL. 2391object::kv_get (shstr_tmp key) const
2760 *
2761 * key must be a passed in shared string - otherwise, this won't
2762 * do the desired thing.
2763 */
2764key_value *
2765get_ob_key_link (const object *ob, const char *key)
2766{ 2392{
2767 key_value * 2393 for (key_value *kv = key_values; kv; kv = kv->next)
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next)
2771 {
2772 if (link->key == key) 2394 if (kv->key == key)
2395 return kv->value;
2396
2397 return shstr ();
2398}
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)
2405 {
2406 kv->value = value;
2407 return;
2408 }
2409
2410 key_value *kv = new key_value;
2411
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)
2424 {
2425 key_value *kv = *kvp;
2426 *kvp = (*kvp)->next;
2427 delete kv;
2428 return;
2429 }
2430}
2431
2432object::depth_iterator::depth_iterator (object *container)
2433: iterator_base (container)
2434{
2435 while (item->inv)
2436 item = item->inv;
2437}
2438
2439void
2440object::depth_iterator::next ()
2441{
2442 if (item->below)
2443 {
2444 item = item->below;
2445
2446 while (item->inv)
2447 item = item->inv;
2448 }
2449 else
2450 item = item->env;
2451}
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!
2773 { 2464 {
2774 return link; 2465 snprintf (p, len, ",...");
2466 break;
2775 } 2467 }
2776 }
2777 2468
2778 return NULL; 2469 if (flag [i])
2779} 2470 {
2471 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2472 len -= cnt;
2473 p += cnt;
2474 first = false;
2475 }
2476 }
2780 2477
2781/* 2478 return desc;
2782 * Returns the value of op has an extra_field for key, or NULL. 2479}
2783 * 2480
2784 * The argument doesn't need to be a shared string. 2481// return a suitable string describing an object in enough detail to find it
2785 *
2786 * The returned string is shared.
2787 */
2788const char * 2482const char *
2789get_ob_key_value (const object *op, const char *const key) 2483object::debug_desc (char *info) const
2790{ 2484{
2791 key_value * 2485 char flagdesc[512];
2792 link; 2486 char info2[256 * 4];
2487 char *p = info;
2488
2489 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2490 count,
2491 uuid.c_str (),
2492 &name,
2493 title ? ",title:\"" : "",
2494 title ? (const char *)title : "",
2495 title ? "\"" : "",
2496 flag_desc (flagdesc, 512), type);
2497
2498 if (!flag[FLAG_REMOVED] && env)
2499 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2500
2501 if (map)
2502 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2503
2504 return info;
2505}
2506
2793 const char * 2507const char *
2794 canonical_key; 2508object::debug_desc () const
2509{
2510 static char info[3][256 * 4];
2511 static int info_idx;
2795 2512
2796 canonical_key = shstr::find (key); 2513 return debug_desc (info [++info_idx % 3]);
2514}
2797 2515
2798 if (canonical_key == NULL) 2516struct region *
2799 { 2517object::region () const
2800 /* 1. There being a field named key on any object 2518{
2801 * implies there'd be a shared string to find. 2519 return map ? map->region (x, y)
2802 * 2. Since there isn't, no object has this field. 2520 : region::default_region ();
2803 * 3. Therefore, *this* object doesn't have this field. 2521}
2804 */ 2522
2523void
2524object::open_container (object *new_container)
2525{
2526 if (container == new_container)
2805 return NULL; 2527 return;
2528
2529 object *old_container = container;
2530
2531 if (old_container)
2806 } 2532 {
2533 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2534 return;
2807 2535
2808 /* This is copied from get_ob_key_link() above - 2536#if 0
2809 * only 4 lines, and saves the function call overhead. 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
2810 */ 2594 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2595 for (object *tmp = inv; tmp; tmp = tmp->below)
2812 { 2596 if (tmp->type == FORCE && tmp->slaying == name)
2813 if (link->key == canonical_key) 2597 return splay (tmp);
2814 { 2598
2815 return link->value;
2816 }
2817 }
2818 return NULL; 2599 return 0;
2819} 2600}
2820 2601
2602//-GPL
2821 2603
2822/* 2604void
2823 * Updates the canonical_key in op to value. 2605object::force_set_timer (int duration)
2824 *
2825 * canonical_key is a shared string (value doesn't have to be).
2826 *
2827 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2828 * keys.
2829 *
2830 * Returns TRUE on success.
2831 */
2832int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2606{
2835 key_value * 2607 this->duration = 1;
2836 field = NULL, *last = NULL; 2608 this->speed_left = -1.f;
2837 2609
2838 for (field = op->key_values; field != NULL; field = field->next) 2610 this->set_speed (duration ? 1.f / duration : 0.f);
2839 { 2611}
2840 if (field->key != canonical_key)
2841 {
2842 last = field;
2843 continue;
2844 }
2845 2612
2846 if (value) 2613object *
2847 field->value = value; 2614object::force_add (shstr_tmp name, int duration)
2848 else 2615{
2849 { 2616 if (object *force = force_find (name))
2850 /* Basically, if the archetype has this key set, 2617 force->destroy ();
2851 * we need to store the null value so when we save
2852 * it, we save the empty value so that when we load,
2853 * we get this value back again.
2854 */
2855 if (get_ob_key_link (&op->arch->clone, canonical_key))
2856 field->value = 0;
2857 else
2858 {
2859 if (last)
2860 last->next = field->next;
2861 else
2862 op->key_values = field->next;
2863 2618
2864 delete field; 2619 object *force = get_archetype (FORCE_NAME);
2865 }
2866 }
2867 return TRUE;
2868 }
2869 /* IF we get here, key doesn't exist */
2870 2620
2871 /* No field, we'll have to add it. */ 2621 force->slaying = name;
2622 force->force_set_timer (duration);
2623 force->flag [FLAG_APPLIED] = true;
2872 2624
2873 if (!add_key) 2625 return insert (force);
2874 { 2626}
2875 return FALSE; 2627
2876 } 2628void
2877 /* There isn't any good reason to store a null 2629object::play_sound (faceidx sound) const
2878 * value in the key/value list. If the archetype has 2630{
2879 * this key, then we should also have it, so shouldn't 2631 if (!sound)
2880 * be here. If user wants to store empty strings,
2881 * should pass in ""
2882 */
2883 if (value == NULL)
2884 return TRUE; 2632 return;
2885 2633
2886 field = new key_value; 2634 if (is_on_map ())
2887 2635 map->play_sound (sound, x, y);
2888 field->key = canonical_key; 2636 else if (object *pl = in_player ())
2889 field->value = value; 2637 pl->contr->play_sound (sound);
2890 /* Usual prepend-addition. */
2891 field->next = op->key_values;
2892 op->key_values = field;
2893
2894 return TRUE;
2895} 2638}
2896 2639
2897/* 2640void
2898 * Updates the key in op to value. 2641object::say_msg (const char *msg) const
2899 *
2900 * If add_key is FALSE, this will only update existing keys,
2901 * and not add new ones.
2902 * In general, should be little reason FALSE is ever passed in for add_key
2903 *
2904 * Returns TRUE on success.
2905 */
2906int
2907set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2908{ 2642{
2909 shstr key_ (key); 2643 if (is_on_map ())
2910 2644 map->say_msg (msg, x, y);
2911 return set_ob_key_value_s (op, key_, value, add_key); 2645 else if (object *pl = in_player ())
2646 pl->contr->play_sound (sound);
2912} 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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