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Comparing deliantra/server/common/object.C (file contents):
Revision 1.36 by root, Tue Sep 12 19:20:06 2006 UTC vs.
Revision 1.307 by root, Sun Nov 29 10:55:18 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36int nrofallocobjects = 0; 33#include <bitset>
37 34
38object *objects; /* Pointer to the list of used objects */ 35UUID UUID::cur;
39object *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;
40 39
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 50};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 56};
50int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 62};
54 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
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 ()
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
55/* 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. */
56static int 211static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
58{ 213{
59 key_value *wants_field;
60
61 /* 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
62 * 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
63 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
64 */ 217 */
65 218
66 /* For each field in wants, */ 219 /* For each field in wants, */
67 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)
68 { 221 if (has->kv_get (kv->key) != kv->value)
69 key_value *has_field; 222 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 223
90 /* 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. */
91 return TRUE; 225 return true;
92} 226}
93 227
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 229static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 231{
98 /* 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,
99 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
100 */ 234 */
101 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);
102} 237}
103 238
104/* 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
105 * they can be merged together. 240 * they can be merged together.
106 * 241 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
110 * 245 *
111 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
112 * 247 *
113 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
114 * check weight 249 * check weight
115 */ 250 */
116
117bool object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
118{ 252{
119 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
120 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)
121 return 0; 259 return 0;
122 260
123 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)
124 return 0; 264 return 0;
125 265
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * 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
135 * 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
136 * 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
137 * flags lose any meaning. 270 * flags lose any meaning.
138 */ 271 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 274
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 277
145 278 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 279 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 282 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 283 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
166 (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
167 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 291 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
175 (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)))
176 return 0; 303 return 0;
177 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
178 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
180 */ 314 */
181 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
182 { 316 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 317 if (!(ob1->inv && ob2->inv))
189 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 */
190 325
191 /* 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
192 * if it is valid. 327 * if it is valid.
193 */ 328 */
194 } 329 }
202 337
203 /* 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
204 * 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
205 * check? 340 * check?
206 */ 341 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 343 return 0;
209 344
210 switch (ob1->type) 345 switch (ob1->type)
211 { 346 {
212 case SCROLL: 347 case SCROLL:
213 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
214 return 0; 349 return 0;
215 break; 350 break;
216 } 351 }
217 352
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
219 { 354 {
220 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
222 /* 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))
223 return 0; 360 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 361 }
227 362
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
230 { 364 {
231 ob1->optimise (); 365 ob1->optimise ();
232 ob2->optimise (); 366 ob2->optimise ();
233 367
234 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)
235 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 }
236 } 382 }
237 383
238 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
239 return 1; 385 return 1;
240} 386}
241 387
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
242/* 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/*
243 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
244 * 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
245 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
246 */ 465 */
247long 466void
248sum_weight (object *op) 467object::update_weight ()
249{ 468{
250 long sum; 469 sint32 sum = 0;
251 object *inv;
252 470
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
254 { 472 {
255 if (inv->inv) 473 if (op->inv)
256 sum_weight (inv); 474 op->update_weight ();
257 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)
258 } 482 {
259 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100;
261 if (op->carrying != sum)
262 op->carrying = sum; 483 carrying = sum;
263 return sum;
264}
265 484
266/** 485 if (object *pl = visible_to ())
267 * Return the outermost environment object for a given object. 486 if (pl != this) // player is handled lazily
268 */ 487 esrv_update_item (UPD_WEIGHT, pl, this);
269
270object *
271object_get_env_recursive (object *op)
272{
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276}
277
278/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array.
297 */
298
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 { 488 }
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347} 489}
348 490
349/* 491/*
350 * Dumps an object. Returns output in the static global errmsg array. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
351 */ 493 */
352 494char *
353void
354dump_object (object *op) 495dump_object (object *op)
355{ 496{
356 if (op == NULL) 497 if (!op)
357 { 498 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 499
365void 500 object_freezer freezer;
366dump_all_objects (void) 501 op->write (freezer);
367{ 502 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 503}
376 504
377/* 505char *
378 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
379 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned.
381 */
382
383object *
384get_nearest_part (object *op, const object *pl)
385{ 507{
386 object *tmp, *closest; 508 return dump_object (this);
387 int last_dist, i;
388
389 if (op->more == NULL)
390 return op;
391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
392 if ((i = distance (tmp, pl)) < last_dist)
393 closest = tmp, last_dist = i;
394 return closest;
395} 509}
396 510
397/* 511/*
398 * 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.
399 */ 514 */
400
401object * 515object *
402find_object (tag_t i) 516find_object (tag_t i)
403{ 517{
404 object *op; 518 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 519 if (op->count == i)
408 break;
409 return op; 520 return op;
521
522 return 0;
410} 523}
411 524
412/* 525/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
416 */ 529 */
417
418object * 530object *
419find_object_name (const char *str) 531find_object_name (const char *str)
420{ 532{
421 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
422 object *op;
423 534
424 for (op = objects; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
425 if (op->name == str_) 537 if (op->name == str_)
426 break; 538 return op;
427 539
428 return op; 540 return 0;
429}
430
431void
432free_all_object_data ()
433{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 541}
457 542
458/* 543/*
459 * 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
460 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
461 */ 547 */
462void 548void
463object::set_owner (object *owner) 549object::set_owner (object *owner)
464{ 550{
551 // allow objects which own objects
465 if (!owner) 552 if (owner)
466 return;
467
468 /* next line added to allow objects which own objects */
469 /* Add a check for ownercounts in here, as I got into an endless loop
470 * with the fireball owning a poison cloud which then owned the
471 * fireball. I believe that was caused by one of the objects getting
472 * freed and then another object replacing it. Since the ownercounts
473 * didn't match, this check is valid and I believe that cause is valid.
474 */
475 while (owner->owner) 553 while (owner->owner)
476 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
477 561
478 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
479} 630}
480 631
481/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
482 * refcounts and freeing the links. 633 * refcounts and freeing the links.
483 */ 634 */
484static void 635static void
485free_key_values (object *op) 636free_key_values (object *op)
486{ 637{
487 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
488 { 639 {
489 key_value *next = i->next; 640 key_value *next = i->next;
490 delete i; 641 delete i;
491 642
492 i = next; 643 i = next;
493 } 644 }
494 645
495 op->key_values = 0; 646 op->key_values = 0;
496} 647}
497 648
498void object::clear ()
499{
500 attachable_base::clear ();
501
502 free_key_values (this);
503
504 owner = 0;
505 name = 0;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/* 649/*
551 * copy object first frees everything allocated by the second object, 650 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
554 * 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,
555 * 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
556 * will point at garbage. 655 * will point at garbage.
557 */ 656 */
558void 657void
559copy_object (object *op2, object *op) 658object::copy_to (object *dst)
560{ 659{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 660 dst->remove ();
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 661 *(object_copy *)dst = *this;
563 662 dst->flag [FLAG_REMOVED] = true;
564 op2->clone (op);
565
566 if (is_freed)
567 SET_FLAG (op, FLAG_FREED);
568 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED);
570
571 if (op2->speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
573 663
574 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
575 if (op2->key_values) 665 if (key_values)
576 { 666 {
577 key_value *tail = 0; 667 key_value *tail = 0;
578 key_value *i;
579
580 op->key_values = 0; 668 dst->key_values = 0;
581 669
582 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
583 { 671 {
584 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
585 673
586 new_link->next = 0; 674 new_link->next = 0;
587 new_link->key = i->key; 675 new_link->key = i->key;
588 new_link->value = i->value; 676 new_link->value = i->value;
589 677
590 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
591 if (!op->key_values) 679 if (!dst->key_values)
592 { 680 {
593 op->key_values = new_link; 681 dst->key_values = new_link;
594 tail = new_link; 682 tail = new_link;
595 } 683 }
596 else 684 else
597 { 685 {
598 tail->next = new_link; 686 tail->next = new_link;
599 tail = new_link; 687 tail = new_link;
600 } 688 }
601 } 689 }
602 } 690 }
603 691
604 update_ob_speed (op); 692 dst->activate ();
693}
694
695void
696object::instantiate ()
697{
698 if (!uuid.seq) // HACK
699 uuid = UUID::gen ();
700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = -rndm (); // TODO animation
704 else
705 speed_left = -speed;
706
707 /* copy the body_info to the body_used - this is only really
708 * need for monsters, but doesn't hurt to do it for everything.
709 * by doing so, when a monster is created, it has good starting
710 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped.
712 */
713 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info;
715
716 attachable::instantiate ();
717}
718
719object *
720object::clone ()
721{
722 object *neu = create ();
723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = -rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
730 return neu;
605} 731}
606 732
607/* 733/*
608 * If an object with the IS_TURNABLE() flag needs to be turned due 734 * If an object with the IS_TURNABLE() flag needs to be turned due
609 * to the closest player being on the other side, this function can 735 * to the closest player being on the other side, this function can
610 * be called to update the face variable, _and_ how it looks on the map. 736 * be called to update the face variable, _and_ how it looks on the map.
611 */ 737 */
612
613void 738void
614update_turn_face (object *op) 739update_turn_face (object *op)
615{ 740{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 742 return;
743
618 SET_ANIMATION (op, op->direction); 744 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 745 update_object (op, UP_OBJ_FACE);
620} 746}
621 747
622/* 748/*
623 * Updates the speed of an object. If the speed changes from 0 to another 749 * Updates the speed of an object. If the speed changes from 0 to another
624 * value, or vice versa, then add/remove the object from the active list. 750 * value, or vice versa, then add/remove the object from the active list.
625 * This function needs to be called whenever the speed of an object changes. 751 * This function needs to be called whenever the speed of an object changes.
626 */ 752 */
627void 753void
628update_ob_speed (object *op) 754object::set_speed (float speed)
629{ 755{
630 extern int arch_init; 756 this->speed = speed;
631 757
632 /* No reason putting the archetypes objects on the speed list, 758 if (has_active_speed ())
633 * since they never really need to be updated. 759 activate ();
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 {
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654
655 /* process_events() expects us to insert the object at the beginning
656 * of the list. */
657 op->active_next = active_objects;
658
659 if (op->active_next != NULL)
660 op->active_next->active_prev = op;
661
662 active_objects = op;
663 }
664 else 760 else
665 { 761 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 762}
689 763
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 764/*
722 * update_object() updates the array which represents the map. 765 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 766 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 767 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 768 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 769 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of 770 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 771 * updating that window, though, since update_object() is called _often_)
729 * 772 *
730 * action is a hint of what the caller believes need to be done. 773 * action is a hint of what the caller believes need to be done.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 774 * current action are:
736 * UP_OBJ_INSERT: op was inserted 775 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 776 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 777 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739 * as that is easier than trying to look at what may have changed. 778 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 779 * UP_OBJ_FACE: only the objects face has changed.
741 */ 780 */
742
743void 781void
744update_object (object *op, int action) 782update_object (object *op, int action)
745{ 783{
746 int update_now = 0, flags; 784 if (!op)
747 MoveType move_on, move_off, move_block, move_slow;
748
749 if (op == NULL)
750 { 785 {
751 /* this should never happen */ 786 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 788 return;
754 } 789 }
755 790
756 if (op->env != NULL) 791 if (!op->is_on_map ())
757 { 792 {
758 /* Animation is currently handled by client, so nothing 793 /* Animation is currently handled by client, so nothing
759 * to do in this case. 794 * to do in this case.
760 */ 795 */
761 return; 796 return;
762 } 797 }
763 798
764 /* If the map is saving, don't do anything as everything is
765 * going to get freed anyways.
766 */
767 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return;
769
770 /* make sure the object is within map boundaries */ 799 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 800 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 801 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 802 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 803#ifdef MANY_CORES
775 abort (); 804 abort ();
776#endif 805#endif
777 return; 806 return;
778 } 807 }
779 808
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 809 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 810
811 if (!(m.flags_ & P_UPTODATE))
812 /* nop */;
787 if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
788 { 814 {
815#if 0
816 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
794 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 823 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 824 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 825 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 827 * have move_allow right now.
812 */ 828 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 830 m.invalidate ();
815 831#else
816 if ((move_slow | op->move_slow) != move_slow) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
817 update_now = 1; 833 m.invalidate ();
834#endif
818 } 835 }
819 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 838 * that is being removed.
822 */ 839 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 841 m.invalidate ();
825 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
827 else 844 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 846
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 847 if (op->more)
837 update_object (op->more, action); 848 update_object (op->more, action);
838} 849}
839 850
840static unordered_vector<object *> mortals;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size() && 0)//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858
859object::object () 851object::object ()
860{ 852{
861 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
862 854
863 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
864 face = blank_face; 856 face = blank_face;
865 attacked_by_count = -1; 857 material = MATERIAL_NULL;
866} 858}
867 859
868object::~object () 860object::~object ()
869{ 861{
862 unlink ();
863
870 free_key_values (this); 864 free_key_values (this);
871} 865}
872 866
867static int object_count;
868
873void object::link () 869void object::link ()
874{ 870{
871 assert (!index);//D
872 uuid = UUID::gen ();
875 count = ++ob_count; 873 count = ++object_count;
876 874
877 prev = 0; 875 refcnt_inc ();
878 next = objects; 876 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 877}
885 878
886void object::unlink () 879void object::unlink ()
887{ 880{
888 count = 0;
889
890 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next;
894 prev = 0;
895 }
896
897 if (next) 881 if (!index)
898 { 882 return;
899 next->prev = prev; 883
900 next = 0; 884 objects.erase (this);
885 refcnt_dec ();
886}
887
888void
889object::activate ()
890{
891 /* If already on active list, don't do anything */
892 if (active)
893 return;
894
895 if (has_active_speed ())
901 } 896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
902 899
903 if (this == objects) 900 actives.insert (this);
904 objects = next; 901 }
902}
903
904void
905object::activate_recursive ()
906{
907 activate ();
908
909 for (object *op = inv; op; op = op->below)
910 op->activate_recursive ();
911}
912
913/* This function removes object 'op' from the list of active
914 * objects.
915 * This should only be used for style maps or other such
916 * reference maps where you don't want an object that isn't
917 * in play chewing up cpu time getting processed.
918 * The reverse of this is to call update_ob_speed, which
919 * will do the right thing based on the speed of the object.
920 */
921void
922object::deactivate ()
923{
924 /* If not on the active list, nothing needs to be done */
925 if (!active)
926 return;
927
928 actives.erase (this);
929}
930
931void
932object::deactivate_recursive ()
933{
934 for (object *op = inv; op; op = op->below)
935 op->deactivate_recursive ();
936
937 deactivate ();
938}
939
940void
941object::set_flag_inv (int flag, int value)
942{
943 for (object *op = inv; op; op = op->below)
944 {
945 op->flag [flag] = value;
946 op->set_flag_inv (flag, value);
947 }
948}
949
950/*
951 * Remove and free all objects in the inventory of the given object.
952 * object.c ?
953 */
954void
955object::destroy_inv (bool drop_to_ground)
956{
957 // need to check first, because the checks below might segfault
958 // as we might be on an invalid mapspace and crossfire code
959 // is too buggy to ensure that the inventory is empty.
960 // corollary: if you create arrows etc. with stuff in its inventory,
961 // cf will crash below with off-map x and y
962 if (!inv)
963 return;
964
965 /* Only if the space blocks everything do we not process -
966 * if some form of movement is allowed, let objects
967 * drop on that space.
968 */
969 if (!drop_to_ground
970 || !map
971 || map->in_memory != MAP_ACTIVE
972 || map->no_drop
973 || ms ().move_block == MOVE_ALL)
974 {
975 while (inv)
976 inv->destroy ();
977 }
978 else
979 { /* Put objects in inventory onto this space */
980 while (inv)
981 {
982 object *op = inv;
983
984 if (op->flag [FLAG_STARTEQUIP]
985 || op->flag [FLAG_NO_DROP]
986 || op->type == RUNE
987 || op->type == TRAP
988 || op->flag [FLAG_IS_A_TEMPLATE]
989 || op->flag [FLAG_DESTROY_ON_DEATH])
990 op->destroy ();
991 else
992 map->insert (op, x, y);
993 }
994 }
905} 995}
906 996
907object *object::create () 997object *object::create ()
908{ 998{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 999 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 1000 op->link ();
923 return op; 1001 return op;
924} 1002}
925 1003
926/* 1004static struct freed_map : maptile
927 * free_object() frees everything allocated by an object, removes
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 1005{
938 if (QUERY_FLAG (this, FLAG_FREED)) 1006 freed_map ()
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014
1015 alloc ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018
1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023} freed_map; // freed objects are moved here to avoid crashes
1024
1025void
1026object::do_destroy ()
1027{
1028 if (flag [FLAG_IS_LINKED])
1029 remove_link ();
1030
1031 if (flag [FLAG_FRIENDLY])
1032 remove_friendly_object (this);
1033
1034 remove ();
1035
1036 attachable::do_destroy ();
1037
1038 deactivate ();
1039 unlink ();
1040
1041 flag [FLAG_FREED] = 1;
1042
1043 // hack to ensure that freed objects still have a valid map
1044 map = &freed_map;
1045 x = 1;
1046 y = 1;
1047
1048 if (more)
1049 {
1050 more->destroy ();
1051 more = 0;
1052 }
1053
1054 head = 0;
1055
1056 // clear those pointers that likely might cause circular references
1057 owner = 0;
1058 enemy = 0;
1059 attacked_by = 0;
1060 current_weapon = 0;
1061}
1062
1063void
1064object::destroy ()
1065{
1066 if (destroyed ())
939 return; 1067 return;
940 1068
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1069 if (!is_head () && !head->destroyed ())
942 remove_friendly_object (this);
943
944 if (!QUERY_FLAG (this, FLAG_REMOVED))
945 remove_ob (this);
946
947 SET_FLAG (this, FLAG_FREED);
948
949 if (more)
950 {
951 more->free (free_inventory);
952 more = 0;
953 } 1070 {
954 1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
955 if (inv) 1072 head->destroy ();
1073 return;
956 { 1074 }
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964 1075
965 while (op) 1076 destroy_inv (false);
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975 1077
976 while (op) 1078 if (is_head ())
977 { 1079 if (sound_destroy)
978 object *tmp = op->below; 1080 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER])
1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979 1083
980 remove_ob (op); 1084 attachable::destroy ();
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006} 1085}
1007 1086
1008/* 1087/* op->remove ():
1009 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)).
1011 */
1012
1013void
1014sub_weight (object *op, signed long weight)
1015{
1016 while (op != NULL)
1017 {
1018 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 }
1022 op->carrying -= weight;
1023 op = op->env;
1024 }
1025}
1026
1027/* remove_ob(op):
1028 * This function removes the object op from the linked list of objects 1088 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 1089 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 1090 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 1091 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 1092 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 1093 */
1035
1036void 1094void
1037remove_ob (object *op) 1095object::do_remove ()
1038{ 1096{
1039 object * 1097 if (flag [FLAG_REMOVED])
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044
1045 tag_t
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED))
1057 return; 1098 return;
1058 1099
1059 SET_FLAG (op, FLAG_REMOVED); 1100 INVOKE_OBJECT (REMOVE, this);
1060 1101
1061 if (op->more != NULL) 1102 flag [FLAG_REMOVED] = true;
1062 remove_ob (op->more); 1103
1104 if (more)
1105 more->remove ();
1063 1106
1064 /* 1107 /*
1065 * In this case, the object to be removed is in someones 1108 * In this case, the object to be removed is in someones
1066 * inventory. 1109 * inventory.
1067 */ 1110 */
1068 if (op->env != NULL) 1111 if (env)
1069 { 1112 {
1070 if (op->nrof) 1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 sub_weight (op->env, op->weight * op->nrof); 1114 if (object *pl = visible_to ())
1072 else 1115 esrv_del_item (pl->contr, count);
1073 sub_weight (op->env, op->weight + op->carrying); 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074 1117
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1118 adjust_weight (env, -total_weight ());
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp);
1081 1119
1082 if (op->above != NULL) 1120 object *pl = in_player ();
1083 op->above->below = op->below;
1084 else
1085 op->env->inv = op->below;
1086
1087 if (op->below != NULL)
1088 op->below->above = op->above;
1089 1121
1090 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1093 */ 1125 */
1094 op->x = op->env->x, op->y = op->env->y;
1095 op->map = op->env->map; 1126 map = env->map;
1096 op->above = NULL, op->below = NULL;
1097 op->env = NULL;
1098 }
1099 else if (op->map)
1100 {
1101 x = op->x; 1127 x = env->x;
1102 y = op->y; 1128 y = env->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104 1129
1105 if (!m) 1130 // make sure cmov optimisation is applicable
1131 *(above ? &above->below : &env->inv) = below;
1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1133
1134 above = 0;
1135 below = 0;
1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1106 { 1139 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1140 pl->contr->queue_stats_update ();
1108 op->map->path, op->x, op->y); 1141
1109 /* in old days, we used to set x and y to 0 and continue. 1142 if (glow_radius && pl->is_on_map ())
1110 * it seems if we get into this case, something is probablye 1143 update_all_los (pl->map, pl->x, pl->y);
1111 * screwed up and should be fixed.
1112 */
1113 abort ();
1114 } 1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1115 1150
1116 if (op->map != m) 1151 if (object *pl = ms.player ())
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */ 1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1123 1175
1124 /* link the object above us */ 1176 /* link the object above us */
1125 if (op->above) 1177 // re-link, make sure compiler can easily use cmove
1126 op->above->below = op->below; 1178 *(above ? &above->below : &ms.top) = below;
1127 else 1179 *(below ? &below->above : &ms.bot) = above;
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1129 1180
1130 /* Relink the object below us, if there is one */ 1181 above = 0;
1131 if (op->below) 1182 below = 0;
1132 op->below->above = op->above; 1183
1133 else 1184 ms.invalidate ();
1185
1186 if (map->in_memory == MAP_SAVING)
1187 return;
1188
1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1190
1191 if (object *pl = ms.player ())
1134 { 1192 {
1135 /* Nothing below, which means we need to relink map object for this space 1193 if (pl->container_ () == this)
1136 * use translated coordinates in case some oddness with map tiling is 1194 /* If a container that the player is currently using somehow gets
1137 * evident 1195 * removed (most likely destroyed), update the player view
1196 * appropriately.
1138 */ 1197 */
1139 if (GET_MAP_OB (m, x, y) != op) 1198 pl->close_container ();
1140 {
1141 dump_object (op);
1142 LOG (llevError,
1143 "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);
1144 dump_object (GET_MAP_OB (m, x, y));
1145 LOG (llevError, "%s\n", errmsg);
1146 }
1147 1199
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1200 //TODO: the floorbox prev/next might need updating
1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1204 pl->contr->ns->floorbox_update ();
1149 } 1205 }
1150 1206
1151 op->above = 0; 1207 if (check_walk_off)
1152 op->below = 0; 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1153
1154 if (op->map->in_memory == MAP_SAVING)
1155 return;
1156
1157 tag = op->count;
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1161 { 1209 {
1210 above = tmp->above;
1211
1162 /* No point updating the players look faces if he is the object 1212 /* No point updating the players look faces if he is the object
1163 * being removed. 1213 * being removed.
1164 */
1165
1166 if (tmp->type == PLAYER && tmp != op)
1167 {
1168 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view
1170 * appropriately.
1171 */ 1214 */
1172 if (tmp->container == op)
1173 {
1174 CLEAR_FLAG (op, FLAG_APPLIED);
1175 tmp->container = NULL;
1176 }
1177 1215
1178 tmp->contr->socket.update_look = 1; 1216 /* See if object moving off should effect something */
1217 if ((move_type & tmp->move_off)
1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1219 move_apply (tmp, this, 0);
1179 } 1220 }
1180 1221
1181 /* See if player moving off should effect something */ 1222 if (affects_los ())
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 {
1184 move_apply (tmp, op, NULL);
1185
1186 if (was_destroyed (op, tag))
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1189 }
1190 }
1191
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193
1194 if (tmp->above == tmp)
1195 tmp->above = NULL;
1196
1197 last = tmp;
1198 }
1199
1200 /* last == NULL of there are no objects on this space */
1201 if (last == NULL)
1202 {
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else
1212 update_object (last, UP_OBJ_REMOVE);
1213
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1215 update_all_los (op->map, op->x, op->y); 1223 update_all_los (map, x, y);
1216 } 1224 }
1217} 1225}
1218 1226
1219/* 1227/*
1220 * merge_ob(op,top): 1228 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1230 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1231 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1232 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1233 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1234 */
1227
1228object * 1235object *
1229merge_ob (object *op, object *top) 1236merge_ob (object *op, object *top)
1230{ 1237{
1231 if (!op->nrof) 1238 if (!op->nrof)
1232 return 0; 1239 return 0;
1233 1240
1234 if (top == NULL) 1241 if (!top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1242 for (top = op; top && top->above; top = top->above)
1243 ;
1236 1244
1237 for (; top != NULL; top = top->below) 1245 for (; top; top = top->below)
1238 { 1246 if (object::can_merge (op, top))
1239 if (top == op)
1240 continue;
1241 if (CAN_MERGE (op, top))
1242 { 1247 {
1243 top->nrof += op->nrof; 1248 top->nrof += op->nrof;
1244 1249
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1250 if (object *pl = top->visible_to ())
1246 op->weight = 0; /* Don't want any adjustements now */ 1251 esrv_update_item (UPD_NROF, pl, top);
1247 remove_ob (op); 1252
1248 free_object (op); 1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1256 op->destroy ();
1257
1249 return top; 1258 return top;
1250 } 1259 }
1251 }
1252 1260
1253 return NULL; 1261 return 0;
1254} 1262}
1255 1263
1264void
1265object::expand_tail ()
1266{
1267 if (more)
1268 return;
1269
1270 object *prev = this;
1271
1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1273 {
1274 object *op = arch_to_object (at);
1275
1276 op->name = name;
1277 op->name_pl = name_pl;
1278 op->title = title;
1279
1280 op->head = this;
1281 prev->more = op;
1282
1283 prev = op;
1284 }
1285}
1286
1256/* 1287/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1288 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1258 * job preparing multi-part monsters 1289 * job preparing multi-part monsters.
1259 */ 1290 */
1260object * 1291object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1293{
1263 object *tmp; 1294 op->remove ();
1264 1295
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1297 {
1270 tmp->x = x + tmp->arch->clone.x; 1298 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->clone.y; 1299 tmp->y = y + tmp->arch->y;
1272 } 1300 }
1273 1301
1274 return insert_ob_in_map (op, m, originator, flag); 1302 return insert_ob_in_map (op, m, originator, flag);
1275} 1303}
1276 1304
1292 * Return value: 1320 * Return value:
1293 * new object if 'op' was merged with other object 1321 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1322 * NULL if 'op' was destroyed
1295 * just 'op' otherwise 1323 * just 'op' otherwise
1296 */ 1324 */
1297
1298object * 1325object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1327{
1301 object *tmp, *top, *floor = NULL; 1328 op->remove ();
1302 sint16 x, y;
1303 1329
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1330 if (m == &freed_map)//D TODO: remove soon
1305 { 1331 {//D
1306 LOG (llevError, "Trying to insert freed object!\n"); 1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1307 return NULL;
1308 } 1333 }//D
1309
1310 if (m == NULL)
1311 {
1312 dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1314 return op;
1315 }
1316
1317 if (out_of_map (m, op->x, op->y))
1318 {
1319 dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1321#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted.
1325 */
1326 abort ();
1327#endif
1328 return op;
1329 }
1330
1331 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 {
1333 dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1335 return op;
1336 }
1337
1338 if (op->more != NULL)
1339 {
1340 /* The part may be on a different map. */
1341
1342 object *more = op->more;
1343
1344 /* We really need the caller to normalize coordinates - if
1345 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it.
1348 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map)
1352 {
1353 /* For backwards compatibility - when not dealing with tiled maps,
1354 * more->map should always point to the parent.
1355 */
1356 more->map = m;
1357 }
1358
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 {
1361 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363
1364 return NULL;
1365 }
1366 }
1367
1368 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1334
1370 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1371 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1372 * need extra work 1337 * need extra work
1373 */ 1338 */
1374 op->map = get_map_from_coord (m, &op->x, &op->y); 1339 maptile *newmap = m;
1375 x = op->x; 1340 if (!xy_normalise (newmap, op->x, op->y))
1376 y = op->y; 1341 {
1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1343 return 0;
1344 }
1345
1346 if (object *more = op->more)
1347 if (!insert_ob_in_map (more, m, originator, flag))
1348 return 0;
1349
1350 op->flag [FLAG_REMOVED] = false;
1351 op->env = 0;
1352 op->map = newmap;
1353
1354 mapspace &ms = op->ms ();
1377 1355
1378 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1379 */ 1357 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1360 if (object::can_merge (op, tmp))
1383 { 1361 {
1362 // TODO: we actually want to update tmp, not op,
1363 // but some caller surely breaks when we return tmp
1364 // from here :/
1384 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1366 tmp->destroy ();
1386 free_object (tmp);
1387 } 1367 }
1388 1368
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1371
1398 { 1378 {
1399 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1400 abort (); 1380 abort ();
1401 } 1381 }
1402 1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1403 op->above = originator; 1390 op->above = originator;
1404 op->below = originator->below; 1391 op->below = originator->below;
1405
1406 if (op->below)
1407 op->below->above = op;
1408 else
1409 SET_MAP_OB (op->map, op->x, op->y, op);
1410
1411 /* since *below* originator, no need to update top */
1412 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1413 } 1395 }
1414 else 1396 else
1415 { 1397 {
1398 object *floor = 0;
1399 object *top = ms.top;
1400
1416 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1402 if (top)
1418 { 1403 {
1419 object *last = NULL;
1420
1421 /* 1404 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1405 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1407 * Generally, we want to put the new object on top. But if
1425 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428 * once we get to them. This reduces the need to traverse over all of 1411 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1412 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1413 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1432 */ 1415 */
1433 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1434 while (top != NULL)
1435 { 1417 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1419 floor = tmp;
1438 1420
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1440 { 1422 {
1441 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1442 top = top->below; 1424 top = tmp->below;
1443 break; 1425 break;
1444 } 1426 }
1445 1427
1446 last = top;
1447 top = top->above; 1428 top = tmp;
1448 } 1429 }
1449
1450 /* Don't want top to be NULL, so set it to the last valid object */
1451 top = last;
1452 1430
1453 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1454 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1455 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1456 */ 1434 */
1457 1435
1458 /* Have object 'fall below' other objects that block view. 1436 /* Have object 'fall below' other objects that block view.
1459 * Unless those objects are exits, type 66 1437 * Unless those objects are exits.
1460 * If INS_ON_TOP is used, don't do this processing 1438 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1439 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1440 * stacking is a bit odd.
1463 */ 1441 */
1464 if (!(flag & INS_ON_TOP) && 1442 if (!(flag & INS_ON_TOP)
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1443 && ms.flags () & P_BLOCKSVIEW
1444 && (op->face && !faces [op->face].visibility))
1466 { 1445 {
1446 object *last;
1447
1467 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1450 break;
1451
1470 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1471 * and make sure we have a below pointer for it so that 1453 * and make sure we have a below pointer for it so that
1472 * we can get inserted below this one, which requires we 1454 * we can get inserted below this one, which requires we
1473 * set top to the object below us. 1455 * set top to the object below us.
1474 */ 1456 */
1475 if (last && last->below && last != floor) 1457 if (last && last->below && last != floor)
1476 top = last->below; 1458 top = last->below;
1477 } 1459 }
1478 } /* If objects on this space */ 1460 } /* If objects on this space */
1479 1461
1480 if (flag & INS_MAP_LOAD)
1481 top = GET_MAP_TOP (op->map, op->x, op->y);
1482
1483 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1484 top = floor; 1463 top = floor;
1485 1464
1486 /* Top is the object that our object (op) is going to get inserted above. 1465 // insert object above top, or bottom-most if top = 0
1487 */
1488
1489 /* First object on this space */
1490 if (!top) 1466 if (!top)
1491 { 1467 {
1492 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = NULL; 1468 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1469 op->above = ms.bot;
1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1499 } 1473 }
1500 else 1474 else
1501 { /* get inserted into the stack above top */ 1475 {
1502 op->above = top->above; 1476 op->above = top->above;
1503
1504 if (op->above)
1505 op->above->below = op; 1477 top->above = op;
1506 1478
1507 op->below = top; 1479 op->below = top;
1508 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1509 } 1481 }
1482 }
1510 1483
1511 if (op->above == NULL) 1484 if (op->is_player ())
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1485 {
1513 } /* else not INS_BELOW_ORIGINATOR */
1514
1515 if (op->type == PLAYER)
1516 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1487 ++op->map->players;
1488 op->map->touch ();
1489 }
1517 1490
1518 /* If we have a floor, we know the player, if any, will be above 1491 op->map->dirty = true;
1519 * it, so save a few ticks and start from there. 1492
1520 */ 1493 if (object *pl = ms.player ())
1521 if (!(flag & INS_MAP_LOAD)) 1494 //TODO: the floorbox prev/next might need updating
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1495 //esrv_send_item (pl, op);
1523 if (tmp->type == PLAYER) 1496 //TODO: update floorbox to preserve ordering
1524 tmp->contr->socket.update_look = 1; 1497 if (pl->contr->ns)
1498 pl->contr->ns->floorbox_update ();
1525 1499
1526 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1501 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1502 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1507 * of effect may be sufficient.
1534 */ 1508 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1536 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1537 1514
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1540 1517
1518 INVOKE_OBJECT (INSERT, op);
1519
1541 /* Don't know if moving this to the end will break anything. However, 1520 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1521 * we want to have floorbox_update called before calling this.
1543 * 1522 *
1544 * check_move_on() must be after this because code called from 1523 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1524 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1526 * update_object().
1548 */ 1527 */
1549 1528
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1552 { 1531 {
1553 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1554 return NULL; 1533 return 0;
1555 1534
1556 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1536 * walk on's.
1558 */ 1537 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1538 for (object *tmp = op->more; tmp; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1539 if (check_move_on (tmp, originator))
1561 return NULL; 1540 return 0;
1562 } 1541 }
1563 1542
1564 return op; 1543 return op;
1565} 1544}
1566 1545
1567/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1570 */ 1549 */
1571void 1550void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1573{ 1552{
1574 object *
1575 tmp;
1576 object *
1577 tmp1;
1578
1579 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1580 1554
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1584 { 1557 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1558
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1559 object *tmp = arch_to_object (archetype::find (archname));
1591 1560
1592 tmp1->x = op->x; 1561 tmp->x = op->x;
1593 tmp1->y = op->y; 1562 tmp->y = op->y;
1563
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1595} 1565}
1596
1597/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array.
1603 */
1604 1566
1605object * 1567object *
1606get_split_ob (object *orig_ob, uint32 nr) 1568object::insert_at (object *where, object *originator, int flags)
1607{ 1569{
1608 object * 1570 if (where->env)
1609 newob; 1571 return where->env->insert (this);
1610 int 1572 else
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1612
1613 if (orig_ob->nrof < nr)
1614 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL;
1617 }
1618
1619 newob = object_create_clone (orig_ob);
1620
1621 if ((orig_ob->nrof -= nr) < 1)
1622 {
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed)
1628 {
1629 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1632 {
1633 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1634 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1635 return NULL;
1636 }
1637 }
1638
1639 newob->nrof = nr;
1640
1641 return newob;
1642} 1574}
1643 1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1596}
1597
1644/* 1598/*
1645 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1646 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1647 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1648 * 1602 *
1649 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1650 */ 1604 */
1605bool
1606object::decrease (sint32 nr)
1607{
1608 if (!nr)
1609 return true;
1651 1610
1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1652object * 1636object *
1653decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1654{ 1638{
1655 object *tmp; 1639 int have = number_of ();
1656 player *pl;
1657 1640
1658 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1659 return op; 1642 return 0;
1660 1643 else if (have == nr)
1661 if (i > op->nrof)
1662 i = op->nrof;
1663
1664 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i;
1666 else if (op->env != NULL)
1667 { 1644 {
1668 /* is this object in the players inventory, or sub container
1669 * therein?
1670 */
1671 tmp = is_player_inv (op->env);
1672 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player.
1677 */
1678 if (!tmp)
1679 {
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env)
1682 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 }
1688
1689 if (i < op->nrof)
1690 {
1691 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i;
1693 if (tmp)
1694 {
1695 esrv_send_item (tmp, op);
1696 }
1697 }
1698 else
1699 {
1700 remove_ob (op); 1645 remove ();
1701 op->nrof = 0; 1646 return this;
1702 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count);
1705 }
1706 }
1707 } 1647 }
1708 else 1648 else
1709 { 1649 {
1710 object *above = op->above; 1650 decrease (nr);
1711 1651
1712 if (i < op->nrof) 1652 object *op = deep_clone ();
1713 op->nrof -= i; 1653 op->nrof = nr;
1714 else
1715 {
1716 remove_ob (op);
1717 op->nrof = 0;
1718 }
1719
1720 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above)
1722 if (tmp->type == PLAYER)
1723 {
1724 if (op->nrof)
1725 esrv_send_item (tmp, op);
1726 else
1727 esrv_del_item (tmp->contr, op->count);
1728 }
1729 }
1730
1731 if (op->nrof)
1732 return op; 1654 return op;
1733 else
1734 { 1655 }
1735 free_object (op); 1656}
1657
1658object *
1659insert_ob_in_ob (object *op, object *where)
1660{
1661 if (!where)
1662 {
1663 char *dump = dump_object (op);
1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1665 free (dump);
1736 return NULL; 1666 return op;
1737 }
1738}
1739
1740/*
1741 * add_weight(object, weight) adds the specified weight to an object,
1742 * and also updates how much the environment(s) is/are carrying.
1743 */
1744
1745void
1746add_weight (object *op, signed long weight)
1747{
1748 while (op != NULL)
1749 { 1667 }
1750 if (op->type == CONTAINER)
1751 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1752 1668
1753 op->carrying += weight; 1669 if (where->head_ () != where)
1754 op = op->env;
1755 } 1670 {
1756} 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1757 1674
1675 return where->insert (op);
1676}
1677
1758/* 1678/*
1759 * insert_ob_in_ob(op,environment): 1679 * env->insert (op)
1760 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1761 * inside the object environment. 1681 * inside the object environment.
1762 * 1682 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1770 */ 1685 */
1771
1772object * 1686object *
1773insert_ob_in_ob (object *op, object *where) 1687object::insert (object *op)
1774{ 1688{
1775 object *
1776 tmp, *
1777 otmp;
1778
1779 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 {
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798
1799 if (op->more) 1689 if (op->more)
1800 { 1690 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1692 return op;
1803 } 1693 }
1804 1694
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1807 if (op->nrof) 1699 if (op->nrof)
1808 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1701 if (object::can_merge (tmp, op))
1811 { 1702 {
1812 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1704 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1705 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1706
1816 * tmp->nrof, we need to increase the weight. 1707 if (object *pl = tmp->visible_to ())
1817 */ 1708 esrv_update_item (UPD_NROF, pl, tmp);
1818 add_weight (where, op->weight * op->nrof); 1709
1819 SET_FLAG (op, FLAG_REMOVED); 1710 adjust_weight (this, op->total_weight ());
1820 free_object (op); /* free the inserted object */ 1711
1712 op->destroy ();
1821 op = tmp; 1713 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1714 goto inserted;
1823 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break;
1825 } 1715 }
1826 1716
1827 /* I assume combined objects have no inventory 1717 op->owner = 0; // it's his/hers now. period.
1828 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do
1831 * the linking below
1832 */
1833 add_weight (where, op->weight * op->nrof);
1834 }
1835 else
1836 add_weight (where, (op->weight + op->carrying));
1837
1838 otmp = is_player_inv (where);
1839 if (otmp && otmp->contr != NULL)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp);
1843 }
1844
1845 op->map = NULL; 1718 op->map = 0;
1846 op->env = where; 1719 op->x = 0;
1720 op->y = 0;
1721
1847 op->above = NULL; 1722 op->above = 0;
1848 op->below = NULL; 1723 op->below = inv;
1849 op->x = 0, op->y = 0; 1724 op->env = this;
1850 1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738inserted:
1851 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1740 if (op->glow_radius && is_on_map ())
1853 {
1854#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map))
1858 update_all_los (where->map, where->x, where->y);
1859 } 1741 {
1860 1742 update_stats ();
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1743 update_all_los (map, x, y);
1862 * It sure simplifies this function...
1863 */
1864 if (where->inv == NULL)
1865 where->inv = op;
1866 else
1867 { 1744 }
1868 op->below = where->inv; 1745 else if (is_player ())
1869 op->below->above = op; 1746 // if this is a player's inventory, update stats
1870 where->inv = op; 1747 contr->queue_stats_update ();
1871 } 1748
1749 INVOKE_OBJECT (INSERT, this);
1750
1872 return op; 1751 return op;
1873} 1752}
1874 1753
1875/* 1754/*
1876 * Checks if any objects has a move_type that matches objects 1755 * Checks if any objects has a move_type that matches objects
1890 * 1769 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1770 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1771 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1772 * on top.
1894 */ 1773 */
1895
1896int 1774int
1897check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1898{ 1776{
1899 object *
1900 tmp;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y;
1907
1908 MoveType
1909 move_on,
1910 move_slow,
1911 move_block;
1912
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1778 return 0;
1915 1779
1916 tag = op->count; 1780 object *tmp;
1781 maptile *m = op->map;
1782 int x = op->x, y = op->y;
1917 1783
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1784 mapspace &ms = m->at (x, y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1785
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1786 ms.update ();
1787
1788 MoveType move_on = ms.move_on;
1789 MoveType move_slow = ms.move_slow;
1790 MoveType move_block = ms.move_block;
1921 1791
1922 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1923 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1924 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1925 * as walking. 1795 * as walking.
1936 return 0; 1806 return 0;
1937 1807
1938 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1940 */ 1810 */
1941 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1943 {
1944 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them.
1947 */
1948 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1949 break;
1950 } 1812 {
1813 next = tmp->below;
1951 1814
1952 for (; tmp; tmp = tmp->below)
1953 {
1954 if (tmp == op) 1815 if (tmp == op)
1955 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1956 1817
1957 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1958 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1963 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1964 { 1825 {
1965 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1966 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1967 { 1828 {
1968
1969 float
1970 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1971 1830
1972 if (op->type == PLAYER) 1831 if (op->is_player ())
1973 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1974 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1975 diff /= 4.0; 1834 diff /= 4.0;
1976 1835
1977 op->speed_left -= diff; 1836 op->speed_left -= diff;
1978 } 1837 }
1979 } 1838 }
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1843 {
1985 move_apply (tmp, op, originator); 1844 move_apply (tmp, op, originator);
1986 1845
1987 if (was_destroyed (op, tag)) 1846 if (op->destroyed ())
1988 return 1; 1847 return 1;
1989 1848
1990 /* what the person/creature stepped onto has moved the object 1849 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1850 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1851 * have a feeling strange problems would result.
2002/* 1861/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
2006 */ 1865 */
2007
2008object * 1866object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1868{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
2015 { 1870 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1872 return NULL;
2018 } 1873 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
2020 if (tmp->arch == at) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch->archname == at->archname)
2021 return tmp; 1877 return tmp;
1878
2022 return NULL; 1879 return NULL;
2023} 1880}
2024 1881
2025/* 1882/*
2026 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
2029 */ 1886 */
2030
2031object * 1887object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
2033{ 1889{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
2038 { 1891 {
2039 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1893 return NULL;
2041 } 1894 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1897 if (tmp->type == type)
2044 return tmp; 1898 return tmp;
1899
2045 return NULL; 1900 return NULL;
2046} 1901}
2047 1902
2048/* 1903/*
2049 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2052 */ 1907 */
2053
2054object * 1908object *
2055present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
2056{ 1910{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1912 if (tmp->type == type)
2062 return tmp; 1913 return tmp;
1914
2063 return NULL; 1915 return NULL;
2064} 1916}
2065 1917
2066/* 1918/*
2067 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1930 * to be unique.
2079 */ 1931 */
2080
2081object * 1932object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1934{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1937 return tmp;
2091 } 1938
2092 return NULL; 1939 return 0;
2093} 1940}
2094 1941
2095/* 1942/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2099 */ 1946 */
2100
2101object * 1947object *
2102present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
2103{ 1949{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2108 if (tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
2109 return tmp; 1952 return tmp;
1953
2110 return NULL; 1954 return NULL;
2111} 1955}
2112 1956
2113/* 1957/*
2114 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2115 */ 1959 */
2116void 1960void
2117flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
2118{ 1962{
2119 object *
2120 tmp;
2121
2122 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2124 { 1964 {
2125 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
2127 } 1967 }
2128} /* 1968}
1969
1970/*
2129 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2130 */ 1972 */
2131void 1973void
2132unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
2133{ 1975{
2134 object *
2135 tmp;
2136
2137 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2139 { 1977 {
2140 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2142 } 1980 }
2143}
2144
2145/*
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function.
2150 */
2151
2152void
2153set_cheat (object *op)
2154{
2155 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ);
2157} 1981}
2158 1982
2159/* 1983/*
2160 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2161 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2163 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2164 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2165 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2166 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2167 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2168 * Note - this only checks to see if there is space for the head of the
2169 * object - if it is a multispace object, this should be called for all
2170 * pieces.
2171 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2172 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2173 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2174 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1999 * customized, changed states, etc.
2179 */ 2000 */
2180
2181int 2001int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 2003{
2184 int
2185 i,
2186 index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2189 2006
2190 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2191 { 2008 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2193 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2194 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2195 2028
2196 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2203 */ 2036 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2205 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2206 } 2053 }
2054
2207 if (!index) 2055 if (!index)
2208 return -1; 2056 return -1;
2057
2209 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2210} 2059}
2211 2060
2212/* 2061/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2066 */
2218
2219int 2067int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2069{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2072 return i;
2229 } 2073
2230 return -1; 2074 return -1;
2231} 2075}
2232 2076
2233/* 2077/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2081 */
2237static void 2082static void
2238permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2239{ 2084{
2240 int 2085 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2086 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2087
2251 tmp = arr[i]; 2088 while (--end)
2252 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2090}
2256 2091
2257/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2098 */
2264void 2099void
2265get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2266{ 2101{
2267 int 2102 int i;
2268 i;
2269 2103
2270 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2105 search_arr[i] = i;
2273 }
2274 2106
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2110}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2122 * there is capable of.
2291 */ 2123 */
2292
2293int 2124int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2126{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2299
2300 sint16 nx, ny;
2301 object *
2302 tmp;
2303 mapstruct *
2304 mp;
2305
2306 MoveType blocked, move_type; 2128 MoveType move_type;
2307 2129
2308 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2309 { 2131 {
2310 exclude = exclude->head; 2132 exclude = exclude->head;
2311 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2312 } 2134 }
2313 else 2135 else
2314 { 2136 {
2315 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2316 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2317 } 2139 }
2318 2140
2319 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2320 { 2142 {
2321 mp = m; 2143 mapxy pos (m, x, y);
2322 nx = x + freearr_x[i]; 2144 pos.move (i);
2323 ny = y + freearr_y[i];
2324 2145
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2326 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2147 max = maxfree[i];
2329 }
2330 else 2148 else
2331 { 2149 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = *pos;
2333 2151
2334 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2153 max = maxfree [i];
2154 else if (ms.flags () & P_IS_ALIVE)
2335 { 2155 {
2336 max = maxfree[i]; 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2337 } 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2338 else if (mflags & P_IS_ALIVE) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2339 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2341 {
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break;
2345 }
2346 }
2347 if (tmp)
2348 {
2349 return freedir[i]; 2159 return freedir [i];
2350 }
2351 } 2160 }
2352 } 2161 }
2353 } 2162 }
2163
2354 return 0; 2164 return 0;
2355} 2165}
2356 2166
2357/* 2167/*
2358 * distance(object 1, object 2) will return the square of the 2168 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2169 * distance between the two given objects.
2360 */ 2170 */
2361
2362int 2171int
2363distance (const object *ob1, const object *ob2) 2172distance (const object *ob1, const object *ob2)
2364{ 2173{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2175}
2371 2176
2372/* 2177/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2178 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2179 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2180 * object, needs to travel toward it.
2376 */ 2181 */
2377
2378int 2182int
2379find_dir_2 (int x, int y) 2183find_dir_2 (int x, int y)
2380{ 2184{
2381 int 2185 int q;
2382 q;
2383 2186
2384 if (y) 2187 if (y)
2385 q = x * 100 / y; 2188 q = x * 100 / y;
2386 else if (x) 2189 else if (x)
2387 q = -300 * x; 2190 q = -300 * x;
2412 2215
2413 return 3; 2216 return 3;
2414} 2217}
2415 2218
2416/* 2219/*
2417 * absdir(int): Returns a number between 1 and 8, which represent
2418 * the "absolute" direction of a number (it actually takes care of
2419 * "overflow" in previous calculations of a direction).
2420 */
2421
2422int
2423absdir (int d)
2424{
2425 while (d < 1)
2426 d += 8;
2427 while (d > 8)
2428 d -= 8;
2429 return d;
2430}
2431
2432/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2434 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2435 */ 2222 */
2436
2437int 2223int
2438dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2439{ 2225{
2440 int 2226 int d;
2441 d;
2442 2227
2443 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2444 if (d > 4) 2229 if (d > 4)
2445 d = 8 - d; 2230 d = 8 - d;
2231
2446 return d; 2232 return d;
2447} 2233}
2448 2234
2449/* peterm: 2235/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2242 * functions.
2457 */ 2243 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2299 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2517 */ 2301 */
2518
2519
2520int 2302int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2304{
2523 sint16 dx, dy; 2305 sint16 dx, dy;
2524 int
2525 mflags; 2306 int mflags;
2526 2307
2527 if (dir < 0) 2308 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2529 2310
2530 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2543 return 0; 2324 return 0;
2544 2325
2545 /* yes, can see. */ 2326 /* yes, can see. */
2546 if (dir < 9) 2327 if (dir < 9)
2547 return 1; 2328 return 1;
2329
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2333}
2551
2552
2553 2334
2554/* 2335/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2559 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2560 * core dumps if they do. 2341 * core dumps if they do.
2561 * 2342 *
2562 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2563 */ 2344 */
2564
2565int 2345int
2566can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2567{ 2347{
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2571} 2351}
2572
2573 2352
2574/* 2353/*
2575 * create clone from object to another 2354 * create clone from object to another
2576 */ 2355 */
2577object * 2356object *
2578object_create_clone (object *asrc) 2357object::deep_clone ()
2579{ 2358{
2580 object * 2359 assert (("deep_clone called on non-head object", is_head ()));
2581 dst = NULL, *tmp, *src, *part, *prev, *item;
2582 2360
2583 if (!asrc) 2361 object *dst = clone ();
2584 return NULL;
2585 src = asrc;
2586 if (src->head)
2587 src = src->head;
2588 2362
2589 prev = NULL; 2363 object *prev = dst;
2590 for (part = src; part; part = part->more) 2364 for (object *part = this->more; part; part = part->more)
2591 { 2365 {
2592 tmp = get_object (); 2366 object *tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x;
2595 tmp->y -= src->y;
2596 if (!part->head)
2597 {
2598 dst = tmp;
2599 tmp->head = NULL;
2600 }
2601 else
2602 {
2603 tmp->head = dst; 2367 tmp->head = dst;
2604 }
2605 tmp->more = NULL;
2606 if (prev)
2607 prev->more = tmp; 2368 prev->more = tmp;
2608 prev = tmp; 2369 prev = tmp;
2609 } 2370 }
2610 2371
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2372 for (object *item = inv; item; item = item->below)
2613 { 2373 insert_ob_in_ob (item->deep_clone (), dst);
2614 (void) insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2374
2617 return dst; 2375 return dst;
2618}
2619
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */
2640
2641object *
2642load_object_str (const char *obstr)
2643{
2644 object *
2645 op;
2646 char
2647 filename[MAX_BUF];
2648
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650
2651 FILE *
2652 tempfile = fopen (filename, "w");
2653
2654 if (tempfile == NULL)
2655 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL;
2658 };
2659 fprintf (tempfile, obstr);
2660 fclose (tempfile);
2661
2662 op = get_object ();
2663
2664 object_thawer thawer (filename);
2665
2666 if (thawer)
2667 load_object (thawer, op, 0);
2668
2669 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2670 CLEAR_FLAG (op, FLAG_REMOVED);
2671
2672 return op;
2673} 2376}
2674 2377
2675/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2676 * has the same type and subtype match. 2379 * has the same type and subtype match.
2677 * returns NULL if no match. 2380 * returns NULL if no match.
2678 */ 2381 */
2679object * 2382object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2383find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2384{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2385 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2386 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2387 return tmp;
2688 2388
2689 return NULL;
2690}
2691
2692/* If ob has a field named key, return the link from the list,
2693 * otherwise return NULL.
2694 *
2695 * key must be a passed in shared string - otherwise, this won't
2696 * do the desired thing.
2697 */
2698key_value *
2699get_ob_key_link (const object *ob, const char *key)
2700{
2701 key_value *
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next)
2705 {
2706 if (link->key == key)
2707 {
2708 return link;
2709 }
2710 }
2711
2712 return NULL;
2713}
2714
2715/*
2716 * Returns the value of op has an extra_field for key, or NULL.
2717 *
2718 * The argument doesn't need to be a shared string.
2719 *
2720 * The returned string is shared.
2721 */
2722const char *
2723get_ob_key_value (const object *op, const char *const key)
2724{
2725 key_value *link;
2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2729 {
2730 /* 1. There being a field named key on any object
2731 * implies there'd be a shared string to find.
2732 * 2. Since there isn't, no object has this field.
2733 * 3. Therefore, *this* object doesn't have this field.
2734 */
2735 return 0;
2736 }
2737
2738 /* This is copied from get_ob_key_link() above -
2739 * only 4 lines, and saves the function call overhead.
2740 */
2741 for (link = op->key_values; link; link = link->next)
2742 if (link->key == canonical_key)
2743 return link->value;
2744
2745 return 0; 2389 return 0;
2746} 2390}
2747 2391
2748 2392shstr_tmp
2749/* 2393object::kv_get (shstr_tmp key) const
2750 * Updates the canonical_key in op to value.
2751 *
2752 * canonical_key is a shared string (value doesn't have to be).
2753 *
2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2755 * keys.
2756 *
2757 * Returns TRUE on success.
2758 */
2759int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2394{
2762 key_value * 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2763 field = NULL, *last = NULL; 2396 if (kv->key == key)
2397 return kv->value;
2764 2398
2765 for (field = op->key_values; field != NULL; field = field->next) 2399 return shstr ();
2766 { 2400}
2767 if (field->key != canonical_key) 2401
2402void
2403object::kv_set (shstr_tmp key, shstr_tmp value)
2404{
2405 for (key_value *kv = key_values; kv; kv = kv->next)
2406 if (kv->key == key)
2768 { 2407 {
2769 last = field; 2408 kv->value = value;
2770 continue; 2409 return;
2771 } 2410 }
2772 2411
2773 if (value) 2412 key_value *kv = new key_value;
2774 field->value = value; 2413
2775 else 2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419}
2420
2421void
2422object::kv_del (shstr_tmp key)
2423{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2776 { 2426 {
2777 /* Basically, if the archetype has this key set, 2427 key_value *kv = *kvp;
2778 * we need to store the null value so when we save 2428 *kvp = (*kvp)->next;
2779 * it, we save the empty value so that when we load, 2429 delete kv;
2780 * we get this value back again. 2430 return;
2781 */
2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2788 else
2789 op->key_values = field->next;
2790
2791 delete field;
2792 }
2793 } 2431 }
2794 return TRUE;
2795 }
2796 /* IF we get here, key doesn't exist */
2797
2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2801 {
2802 return FALSE;
2803 }
2804 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings,
2808 * should pass in ""
2809 */
2810 if (value == NULL)
2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2822}
2823
2824/*
2825 * Updates the key in op to value.
2826 *
2827 * If add_key is FALSE, this will only update existing keys,
2828 * and not add new ones.
2829 * In general, should be little reason FALSE is ever passed in for add_key
2830 *
2831 * Returns TRUE on success.
2832 */
2833int
2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2835{
2836 shstr key_ (key);
2837
2838 return set_ob_key_value_s (op, key_, value, add_key);
2839} 2432}
2840 2433
2841object::depth_iterator::depth_iterator (object *container) 2434object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container) 2435: iterator_base (container)
2843{ 2436{
2857 } 2450 }
2858 else 2451 else
2859 item = item->env; 2452 item = item->env;
2860} 2453}
2861 2454
2455const char *
2456object::flag_desc (char *desc, int len) const
2457{
2458 char *p = desc;
2459 bool first = true;
2460
2461 *p = 0;
2462
2463 for (int i = 0; i < NUM_FLAGS; i++)
2464 {
2465 if (len <= 10) // magic constant!
2466 {
2467 snprintf (p, len, ",...");
2468 break;
2469 }
2470
2471 if (flag [i])
2472 {
2473 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2474 len -= cnt;
2475 p += cnt;
2476 first = false;
2477 }
2478 }
2479
2480 return desc;
2481}
2482
2862// return a suitable string describing an objetc in enough detail to find it 2483// return a suitable string describing an object in enough detail to find it
2863const char * 2484const char *
2864object::debug_desc (char *info) const 2485object::debug_desc (char *info) const
2865{ 2486{
2487 char flagdesc[512];
2866 char info2[256 * 3]; 2488 char info2[256 * 4];
2867 char *p = info; 2489 char *p = info;
2868 2490
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2870 count, 2492 count,
2493 uuid.c_str (),
2871 &name, 2494 &name,
2872 title ? " " : "", 2495 title ? ",title:\"" : "",
2873 title ? (const char *)title : ""); 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2498 flag_desc (flagdesc, 512), type);
2874 2499
2875 if (env) 2500 if (!flag[FLAG_REMOVED] && env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2502
2878 if (map) 2503 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2505
2881 return info; 2506 return info;
2882} 2507}
2883 2508
2884const char * 2509const char *
2885object::debug_desc () const 2510object::debug_desc () const
2886{ 2511{
2887 static char info[256 * 3]; 2512 static char info[3][256 * 4];
2513 static int info_idx;
2514
2888 return debug_desc (info); 2515 return debug_desc (info [++info_idx % 3]);
2889} 2516}
2890 2517
2518struct region *
2519object::region () const
2520{
2521 return map ? map->region (x, y)
2522 : region::default_region ();
2523}
2524
2525void
2526object::open_container (object *new_container)
2527{
2528 if (container == new_container)
2529 return;
2530
2531 object *old_container = container;
2532
2533 if (old_container)
2534 {
2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2536 return;
2537
2538#if 0
2539 // remove the "Close old_container" object.
2540 if (object *closer = old_container->inv)
2541 if (closer->type == CLOSE_CON)
2542 closer->destroy ();
2543#endif
2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2548 old_container->flag [FLAG_APPLIED] = false;
2549 container = 0;
2550
2551 // client needs item update to make it work, client bug requires this to be separate
2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2555 play_sound (sound_find ("chest_close"));
2556 }
2557
2558 if (new_container)
2559 {
2560 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2561 return;
2562
2563 // TODO: this does not seem to serve any purpose anymore?
2564#if 0
2565 // insert the "Close Container" object.
2566 if (archetype *closer = new_container->other_arch)
2567 {
2568 object *closer = arch_to_object (new_container->other_arch);
2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2570 new_container->insert (closer);
2571 }
2572#endif
2573
2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2579 new_container->flag [FLAG_APPLIED] = true;
2580 container = new_container;
2581
2582 // client needs flag change
2583 esrv_update_item (UPD_FLAGS, this, new_container);
2584 esrv_send_inventory (this, new_container);
2585 play_sound (sound_find ("chest_open"));
2586 }
2587// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset ();
2589}
2590
2591object *
2592object::force_find (shstr_tmp name)
2593{
2594 /* cycle through his inventory to look for the MARK we want to
2595 * place
2596 */
2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2598 if (tmp->type == FORCE && tmp->slaying == name)
2599 return splay (tmp);
2600
2601 return 0;
2602}
2603
2604//-GPL
2605
2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2616object::force_add (shstr_tmp name, int duration)
2617{
2618 if (object *force = force_find (name))
2619 force->destroy ();
2620
2621 object *force = get_archetype (FORCE_NAME);
2622
2623 force->slaying = name;
2624 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 return insert (force);
2628}
2629
2630void
2631object::play_sound (faceidx sound) const
2632{
2633 if (!sound)
2634 return;
2635
2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2661 return;
2662
2663 // find old force, or create new one
2664 object *force = force_find (shstr_noise_force);
2665
2666 if (force)
2667 force->speed_left = -1.f; // patch old speed up
2668 else
2669 {
2670 force = archetype::get (shstr_noise_force);
2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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