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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.305 by root, Wed Nov 11 04:45:22 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <skills.h>
35#include <loader.h> 31#include <loader.h>
36 32
37int nrofallocobjects = 0; 33#include <bitset>
38 34
39object *objects; /* Pointer to the list of used objects */ 35UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 40objectvec objects;
41activevec actives;
42
43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 50};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 56};
51int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 62};
55 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 char buf [UUID::MAX_LEN];
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 211static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
59{ 213{
60 key_value *wants_field;
61
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
65 */ 217 */
66 218
67 /* For each field in wants, */ 219 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
69 { 221 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 222 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 223
91 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 225 return true;
93} 226}
94 227
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 229static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 231{
99 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
101 */ 234 */
102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
103} 237}
104 238
105/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
106 * they can be merged together. 240 * they can be merged together.
107 * 241 *
108 * Note that this function appears a lot longer than the macro it 242 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
111 * 245 *
112 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
113 * 247 *
114 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
115 * check weight 249 * check weight
116 */ 250 */
117
118bool object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
119{ 252{
120 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 254 if (ob1 == ob2
255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
122 return 0; 259 return 0;
123 260
124 if (ob1->speed != ob2->speed) 261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
125 return 0; 264 return 0;
126 265
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 270 * flags lose any meaning.
139 */ 271 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 274
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 277
146 278 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 279 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 282 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 283 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
168 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 291 || ob1->material != ob2->material
170 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 298 || ob1->move_off != ob2->move_off
299 || ob1->move_slow != ob2->move_slow
300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 303 return 0;
178 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
179 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
181 */ 314 */
182 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
183 { 316 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 317 if (!(ob1->inv && ob2->inv))
190 return 0; 318 return 0; /* inventories differ in length */
319
320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
323 if (!object::can_merge (ob1->inv, ob2->inv))
324 return 0; /* inventory objects differ */
191 325
192 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 327 * if it is valid.
194 */ 328 */
195 } 329 }
203 337
204 /* Note sure why the following is the case - either the object has to 338 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 339 * be animated or have a very low speed. Is this an attempted monster
206 * check? 340 * check?
207 */ 341 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 343 return 0;
210 344
211 switch (ob1->type) 345 switch (ob1->type)
212 { 346 {
213 case SCROLL: 347 case SCROLL:
214 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
215 return 0; 349 return 0;
216 break; 350 break;
217 } 351 }
218 352
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
220 { 354 {
221 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
224 return 0; 360 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 361 }
228 362
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
231 { 364 {
232 ob1->optimise (); 365 ob1->optimise ();
233 ob2->optimise (); 366 ob2->optimise ();
234 367
235 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
236 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
237 } 382 }
238 383
239 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
240 return 1; 385 return 1;
241} 386}
242 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
243/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
244 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
247 */ 465 */
248long 466void
249sum_weight (object *op) 467object::update_weight ()
250{ 468{
251 long sum; 469 sint32 sum = 0;
252 object *inv;
253 470
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
255 { 472 {
256 if (inv->inv) 473 if (op->inv)
257 sum_weight (inv); 474 op->update_weight ();
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
259 } 482 {
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum; 483 carrying = sum;
264 return sum;
265}
266 484
267/** 485 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 486 if (pl != this) // player is handled lazily
269 */ 487 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 488 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 489}
349 490
350/* 491/*
351 * Dumps an object. Returns output in the static global errmsg array. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 493 */
353 494char *
354void
355dump_object (object *op) 495dump_object (object *op)
356{ 496{
357 if (op == NULL) 497 if (!op)
358 { 498 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 499
366void 500 object_freezer freezer;
367dump_all_objects (void) 501 op->write (freezer);
368{ 502 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 503}
377 504
378/* 505char *
379 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
380 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned.
382 */
383
384object *
385get_nearest_part (object *op, const object *pl)
386{ 507{
387 object *tmp, *closest; 508 return dump_object (this);
388 int last_dist, i;
389
390 if (op->more == NULL)
391 return op;
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i;
395 return closest;
396} 509}
397 510
398/* 511/*
399 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
400 */ 514 */
401
402object * 515object *
403find_object (tag_t i) 516find_object (tag_t i)
404{ 517{
405 object *op; 518 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 519 if (op->count == i)
409 break;
410 return op; 520 return op;
521
522 return 0;
411} 523}
412 524
413/* 525/*
414 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
417 */ 529 */
418
419object * 530object *
420find_object_name (const char *str) 531find_object_name (const char *str)
421{ 532{
422 const char *name = shstr::find (str); 533 shstr_cmp str_ (str);
423 object *op;
424 534
425 for (op = objects; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
426 if (&op->name == name) 537 if (op->name == str_)
427 break; 538 return op;
428 539
429 return op; 540 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 541}
458 542
459/* 543/*
460 * 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
461 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
462 */ 547 */
463void 548void
464object::set_owner (object *owner) 549object::set_owner (object *owner)
465{ 550{
551 // allow objects which own objects
466 if (!owner) 552 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 553 while (owner->owner)
477 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 }
478 561
479 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;
480} 630}
481 631
482/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 633 * refcounts and freeing the links.
484 */ 634 */
485static void 635static void
486free_key_values (object *op) 636free_key_values (object *op)
487{ 637{
488 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
489 { 639 {
490 key_value *next = i->next; 640 key_value *next = i->next;
491 delete i; 641 delete i;
492 642
493 i = next; 643 i = next;
494 } 644 }
495 645
496 op->key_values = 0; 646 op->key_values = 0;
497} 647}
498 648
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 649/*
552 * copy object first frees everything allocated by the second object, 650 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
555 * 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,
556 * 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
557 * will point at garbage. 655 * will point at garbage.
558 */ 656 */
559void 657void
560copy_object (object *op2, object *op) 658object::copy_to (object *dst)
561{ 659{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 660 dst->remove ();
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 661 *(object_copy *)dst = *this;
564 662 dst->flag [FLAG_REMOVED] = true;
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 663
575 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
576 if (op2->key_values) 665 if (key_values)
577 { 666 {
578 key_value *tail = 0; 667 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 668 dst->key_values = 0;
582 669
583 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
584 { 671 {
585 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
586 673
587 new_link->next = 0; 674 new_link->next = 0;
588 new_link->key = i->key; 675 new_link->key = i->key;
589 new_link->value = i->value; 676 new_link->value = i->value;
590 677
591 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
592 if (!op->key_values) 679 if (!dst->key_values)
593 { 680 {
594 op->key_values = new_link; 681 dst->key_values = new_link;
595 tail = new_link; 682 tail = new_link;
596 } 683 }
597 else 684 else
598 { 685 {
599 tail->next = new_link; 686 tail->next = new_link;
600 tail = new_link; 687 tail = new_link;
601 } 688 }
602 } 689 }
603 } 690 }
604 691
605 update_ob_speed (op); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
715}
716
717object *
718object::clone ()
719{
720 object *neu = create ();
721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
723 return neu;
606} 724}
607 725
608/* 726/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 728 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 729 * be called to update the face variable, _and_ how it looks on the map.
612 */ 730 */
613
614void 731void
615update_turn_face (object *op) 732update_turn_face (object *op)
616{ 733{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 735 return;
736
619 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
621} 739}
622 740
623/* 741/*
624 * Updates the speed of an object. If the speed changes from 0 to another 742 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 743 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
627 */ 745 */
628void 746void
629update_ob_speed (object *op) 747object::set_speed (float speed)
630{ 748{
631 extern int arch_init; 749 this->speed = speed;
632 750
633 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
634 * since they never really need to be updated. 752 activate ();
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655
656 /* process_events() expects us to insert the object at the beginning
657 * of the list. */
658 op->active_next = active_objects;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = op;
662
663 active_objects = op;
664 }
665 else 753 else
666 { 754 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 755}
690 756
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 757/*
723 * update_object() updates the array which represents the map. 758 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 760 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 761 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 762 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 763 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 764 * updating that window, though, since update_object() is called _often_)
730 * 765 *
731 * action is a hint of what the caller believes need to be done. 766 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 767 * current action are:
737 * UP_OBJ_INSERT: op was inserted 768 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 769 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 771 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
742 */ 773 */
743
744void 774void
745update_object (object *op, int action) 775update_object (object *op, int action)
746{ 776{
747 int update_now = 0, flags; 777 if (!op)
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL)
751 { 778 {
752 /* this should never happen */ 779 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 781 return;
755 } 782 }
756 783
757 if (op->env != NULL) 784 if (!op->is_on_map ())
758 { 785 {
759 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
760 * to do in this case. 787 * to do in this case.
761 */ 788 */
762 return; 789 return;
763 } 790 }
764 791
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770
771 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 794 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 796#ifdef MANY_CORES
776 abort (); 797 abort ();
777#endif 798#endif
778 return; 799 return;
779 } 800 }
780 801
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 802 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
788 if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
789 { 807 {
808#if 0
809 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
795 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 816 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 817 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 818 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 820 * have move_allow right now.
813 */ 821 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 823 m.invalidate ();
816 824#else
817 if ((move_slow | op->move_slow) != move_slow) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
818 update_now = 1; 826 m.invalidate ();
827#endif
819 } 828 }
820 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 831 * that is being removed.
823 */ 832 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 834 m.invalidate ();
826 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
828 else 837 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 839
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 840 if (op->more)
838 update_object (op->more, action); 841 update_object (op->more, action);
839} 842}
840 843
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859
860object::object () 844object::object ()
861{ 845{
862 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
863 847
864 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
865 face = blank_face; 849 face = blank_face;
866 attacked_by_count = -1; 850 material = MATERIAL_NULL;
867} 851}
868 852
869object::~object () 853object::~object ()
870{ 854{
855 unlink ();
856
871 free_key_values (this); 857 free_key_values (this);
872} 858}
873 859
860static int object_count;
861
874void object::link () 862void object::link ()
875{ 863{
864 assert (!index);//D
865 uuid = UUID::gen ();
876 count = ++ob_count; 866 count = ++object_count;
877 867
878 prev = 0; 868 refcnt_inc ();
879 next = objects; 869 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 870}
886 871
887void object::unlink () 872void object::unlink ()
888{ 873{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 874 if (!index)
899 { 875 return;
900 next->prev = prev; 876
901 next = 0; 877 objects.erase (this);
878 refcnt_dec ();
879}
880
881void
882object::activate ()
883{
884 /* If already on active list, don't do anything */
885 if (active)
886 return;
887
888 if (has_active_speed ())
902 } 889 {
890 if (flag [FLAG_FREED])
891 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
903 892
904 if (this == objects) 893 actives.insert (this);
905 objects = next; 894 }
895}
896
897void
898object::activate_recursive ()
899{
900 activate ();
901
902 for (object *op = inv; op; op = op->below)
903 op->activate_recursive ();
904}
905
906/* This function removes object 'op' from the list of active
907 * objects.
908 * This should only be used for style maps or other such
909 * reference maps where you don't want an object that isn't
910 * in play chewing up cpu time getting processed.
911 * The reverse of this is to call update_ob_speed, which
912 * will do the right thing based on the speed of the object.
913 */
914void
915object::deactivate ()
916{
917 /* If not on the active list, nothing needs to be done */
918 if (!active)
919 return;
920
921 actives.erase (this);
922}
923
924void
925object::deactivate_recursive ()
926{
927 for (object *op = inv; op; op = op->below)
928 op->deactivate_recursive ();
929
930 deactivate ();
931}
932
933void
934object::set_flag_inv (int flag, int value)
935{
936 for (object *op = inv; op; op = op->below)
937 {
938 op->flag [flag] = value;
939 op->set_flag_inv (flag, value);
940 }
941}
942
943/*
944 * Remove and free all objects in the inventory of the given object.
945 * object.c ?
946 */
947void
948object::destroy_inv (bool drop_to_ground)
949{
950 // need to check first, because the checks below might segfault
951 // as we might be on an invalid mapspace and crossfire code
952 // is too buggy to ensure that the inventory is empty.
953 // corollary: if you create arrows etc. with stuff in its inventory,
954 // cf will crash below with off-map x and y
955 if (!inv)
956 return;
957
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (!drop_to_ground
963 || !map
964 || map->in_memory != MAP_ACTIVE
965 || map->no_drop
966 || ms ().move_block == MOVE_ALL)
967 {
968 while (inv)
969 inv->destroy ();
970 }
971 else
972 { /* Put objects in inventory onto this space */
973 while (inv)
974 {
975 object *op = inv;
976
977 if (op->flag [FLAG_STARTEQUIP]
978 || op->flag [FLAG_NO_DROP]
979 || op->type == RUNE
980 || op->type == TRAP
981 || op->flag [FLAG_IS_A_TEMPLATE]
982 || op->flag [FLAG_DESTROY_ON_DEATH])
983 op->destroy ();
984 else
985 map->insert (op, x, y);
986 }
987 }
906} 988}
907 989
908object *object::create () 990object *object::create ()
909{ 991{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 992 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 993 op->link ();
925 return op; 994 return op;
926} 995}
927 996
928/* 997static struct freed_map : maptile
929 * free_object() frees everything allocated by an object, removes
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 998{
940 if (QUERY_FLAG (this, FLAG_FREED)) 999 freed_map ()
1000 {
1001 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1;
1006 no_reset = 1;
1007
1008 alloc ();
1009 in_memory = MAP_ACTIVE;
1010 }
1011
1012 ~freed_map ()
1013 {
1014 destroy ();
1015 }
1016} freed_map; // freed objects are moved here to avoid crashes
1017
1018void
1019object::do_destroy ()
1020{
1021 if (flag [FLAG_IS_LINKED])
1022 remove_link ();
1023
1024 if (flag [FLAG_FRIENDLY])
1025 remove_friendly_object (this);
1026
1027 remove ();
1028
1029 attachable::do_destroy ();
1030
1031 deactivate ();
1032 unlink ();
1033
1034 flag [FLAG_FREED] = 1;
1035
1036 // hack to ensure that freed objects still have a valid map
1037 map = &freed_map;
1038 x = 1;
1039 y = 1;
1040
1041 if (more)
1042 {
1043 more->destroy ();
1044 more = 0;
1045 }
1046
1047 head = 0;
1048
1049 // clear those pointers that likely might cause circular references
1050 owner = 0;
1051 enemy = 0;
1052 attacked_by = 0;
1053 current_weapon = 0;
1054}
1055
1056void
1057object::destroy ()
1058{
1059 if (destroyed ())
941 return; 1060 return;
942 1061
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1062 if (!is_head () && !head->destroyed ())
944 remove_ob (this);
945
946 if (QUERY_FLAG (this, FLAG_FRIENDLY))
947 remove_friendly_object (this);
948
949 SET_FLAG (this, FLAG_FREED);
950
951 if (more)
952 {
953 more->free (free_inventory);
954 more = 0;
955 } 1063 {
956 1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
957 if (inv) 1065 head->destroy ();
1066 return;
958 { 1067 }
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966 1068
967 while (op) 1069 destroy_inv (false);
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977 1070
978 while (op) 1071 if (is_head ())
979 { 1072 if (sound_destroy)
980 object *tmp = op->below; 1073 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER])
1075 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
981 1076
982 remove_ob (op); 1077 attachable::destroy ();
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0;
1000
1001 /* Remove object from the active list */
1002 speed = 0;
1003 update_ob_speed (this);
1004
1005 unlink ();
1006
1007 mortals.push_back (this);
1008} 1078}
1009 1079
1010/* 1080/* op->remove ():
1011 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)).
1013 */
1014
1015void
1016sub_weight (object *op, signed long weight)
1017{
1018 while (op != NULL)
1019 {
1020 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 }
1024 op->carrying -= weight;
1025 op = op->env;
1026 }
1027}
1028
1029/* remove_ob(op):
1030 * This function removes the object op from the linked list of objects 1081 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 1082 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 1083 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 1084 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 1085 * the previous environment.
1035 * Beware: This function is called from the editor as well!
1036 */ 1086 */
1037
1038void 1087void
1039remove_ob (object *op) 1088object::do_remove ()
1040{ 1089{
1041 object * 1090 if (flag [FLAG_REMOVED])
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046
1047 tag_t
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED))
1059 return; 1091 return;
1060 1092
1061 SET_FLAG (op, FLAG_REMOVED); 1093 INVOKE_OBJECT (REMOVE, this);
1062 1094
1063 if (op->more != NULL) 1095 flag [FLAG_REMOVED] = true;
1064 remove_ob (op->more); 1096
1097 if (more)
1098 more->remove ();
1065 1099
1066 /* 1100 /*
1067 * In this case, the object to be removed is in someones 1101 * In this case, the object to be removed is in someones
1068 * inventory. 1102 * inventory.
1069 */ 1103 */
1070 if (op->env != NULL) 1104 if (env)
1071 { 1105 {
1072 if (op->nrof) 1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1073 sub_weight (op->env, op->weight * op->nrof); 1107 if (object *pl = visible_to ())
1074 else 1108 esrv_del_item (pl->contr, count);
1075 sub_weight (op->env, op->weight + op->carrying); 1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076 1110
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1111 adjust_weight (env, -total_weight ());
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp);
1083 1112
1084 if (op->above != NULL) 1113 object *pl = in_player ();
1085 op->above->below = op->below;
1086 else
1087 op->env->inv = op->below;
1088
1089 if (op->below != NULL)
1090 op->below->above = op->above;
1091 1114
1092 /* we set up values so that it could be inserted into 1115 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up 1116 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do. 1117 * to the caller to decide what we want to do.
1095 */ 1118 */
1096 op->x = op->env->x, op->y = op->env->y;
1097 op->map = op->env->map; 1119 map = env->map;
1098 op->above = NULL, op->below = NULL;
1099 op->env = NULL;
1100 }
1101 else if (op->map)
1102 {
1103 x = op->x; 1120 x = env->x;
1104 y = op->y; 1121 y = env->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106 1122
1107 if (!m) 1123 // make sure cmov optimisation is applicable
1124 *(above ? &above->below : &env->inv) = below;
1125 *(below ? &below->above : &above ) = above; // &above is just a dummy
1126
1127 above = 0;
1128 below = 0;
1129 env = 0;
1130
1131 if (pl && pl->is_player ())
1108 { 1132 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1133 pl->contr->queue_stats_update ();
1110 op->map->path, op->x, op->y); 1134
1111 /* in old days, we used to set x and y to 0 and continue. 1135 if (glow_radius && pl->is_on_map ())
1112 * it seems if we get into this case, something is probablye 1136 update_all_los (pl->map, pl->x, pl->y);
1113 * screwed up and should be fixed.
1114 */
1115 abort ();
1116 } 1137 }
1138 }
1139 else if (map)
1140 {
1141 map->dirty = true;
1142 mapspace &ms = this->ms ();
1117 1143
1118 if (op->map != m) 1144 if (object *pl = ms.player ())
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */ 1145 {
1146 if (is_player ())
1147 {
1148 if (!flag [FLAG_WIZPASS])
1149 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1150
1151 // leaving a spot always closes any open container on the ground
1152 if (container && !container->env)
1153 // this causes spurious floorbox updates, but it ensures
1154 // that the CLOSE event is being sent.
1155 close_container ();
1156
1157 --map->players;
1158 map->touch ();
1159 }
1160 else if (pl->container_ () == this)
1161 {
1162 // removing a container should close it
1163 close_container ();
1164 }
1165
1166 esrv_del_item (pl->contr, count);
1167 }
1125 1168
1126 /* link the object above us */ 1169 /* link the object above us */
1127 if (op->above) 1170 // re-link, make sure compiler can easily use cmove
1128 op->above->below = op->below; 1171 *(above ? &above->below : &ms.top) = below;
1129 else 1172 *(below ? &below->above : &ms.bot) = above;
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1131 1173
1132 /* Relink the object below us, if there is one */ 1174 above = 0;
1133 if (op->below) 1175 below = 0;
1134 op->below->above = op->above; 1176
1135 else 1177 ms.invalidate ();
1178
1179 if (map->in_memory == MAP_SAVING)
1180 return;
1181
1182 int check_walk_off = !flag [FLAG_NO_APPLY];
1183
1184 if (object *pl = ms.player ())
1136 { 1185 {
1137 /* Nothing below, which means we need to relink map object for this space 1186 if (pl->container_ () == this)
1138 * use translated coordinates in case some oddness with map tiling is 1187 /* If a container that the player is currently using somehow gets
1139 * evident 1188 * removed (most likely destroyed), update the player view
1189 * appropriately.
1140 */ 1190 */
1141 if (GET_MAP_OB (m, x, y) != op) 1191 pl->close_container ();
1142 {
1143 dump_object (op);
1144 LOG (llevError,
1145 "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);
1146 dump_object (GET_MAP_OB (m, x, y));
1147 LOG (llevError, "%s\n", errmsg);
1148 }
1149 1192
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1193 //TODO: the floorbox prev/next might need updating
1194 //esrv_del_item (pl->contr, count);
1195 //TODO: update floorbox to preserve ordering
1196 if (pl->contr->ns)
1197 pl->contr->ns->floorbox_update ();
1151 } 1198 }
1152 1199
1153 op->above = 0; 1200 if (check_walk_off)
1154 op->below = 0; 1201 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155
1156 if (op->map->in_memory == MAP_SAVING)
1157 return;
1158
1159 tag = op->count;
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1163 { 1202 {
1203 above = tmp->above;
1204
1164 /* No point updating the players look faces if he is the object 1205 /* No point updating the players look faces if he is the object
1165 * being removed. 1206 * being removed.
1166 */
1167
1168 if (tmp->type == PLAYER && tmp != op)
1169 {
1170 /* If a container that the player is currently using somehow gets
1171 * removed (most likely destroyed), update the player view
1172 * appropriately.
1173 */ 1207 */
1174 if (tmp->container == op)
1175 {
1176 CLEAR_FLAG (op, FLAG_APPLIED);
1177 tmp->container = NULL;
1178 }
1179 1208
1180 tmp->contr->socket.update_look = 1; 1209 /* See if object moving off should effect something */
1210 if ((move_type & tmp->move_off)
1211 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1212 move_apply (tmp, this, 0);
1181 } 1213 }
1182 1214
1183 /* See if player moving off should effect something */ 1215 if (affects_los ())
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 {
1186 move_apply (tmp, op, NULL);
1187
1188 if (was_destroyed (op, tag))
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1191 }
1192 }
1193
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195
1196 if (tmp->above == tmp)
1197 tmp->above = NULL;
1198
1199 last = tmp;
1200 }
1201
1202 /* last == NULL of there are no objects on this space */
1203 if (last == NULL)
1204 {
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else
1214 update_object (last, UP_OBJ_REMOVE);
1215
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1217 update_all_los (op->map, op->x, op->y); 1216 update_all_los (map, x, y);
1218 } 1217 }
1219} 1218}
1220 1219
1221/* 1220/*
1222 * merge_ob(op,top): 1221 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1223 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1224 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1225 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1226 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1227 */
1229
1230object * 1228object *
1231merge_ob (object *op, object *top) 1229merge_ob (object *op, object *top)
1232{ 1230{
1233 if (!op->nrof) 1231 if (!op->nrof)
1234 return 0; 1232 return 0;
1235 1233
1236 if (top == NULL) 1234 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1235 for (top = op; top && top->above; top = top->above)
1236 ;
1238 1237
1239 for (; top != NULL; top = top->below) 1238 for (; top; top = top->below)
1240 { 1239 if (object::can_merge (op, top))
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 { 1240 {
1245 top->nrof += op->nrof; 1241 top->nrof += op->nrof;
1246 1242
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1243 if (object *pl = top->visible_to ())
1248 op->weight = 0; /* Don't want any adjustements now */ 1244 esrv_update_item (UPD_NROF, pl, top);
1249 remove_ob (op); 1245
1250 free_object (op); 1246 op->weight = 0; // cancel the addition above
1247 op->carrying = 0; // must be 0 already
1248
1249 op->destroy ();
1250
1251 return top; 1251 return top;
1252 } 1252 }
1253 }
1254 1253
1255 return NULL; 1254 return 0;
1256} 1255}
1257 1256
1257void
1258object::expand_tail ()
1259{
1260 if (more)
1261 return;
1262
1263 object *prev = this;
1264
1265 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1266 {
1267 object *op = arch_to_object (at);
1268
1269 op->name = name;
1270 op->name_pl = name_pl;
1271 op->title = title;
1272
1273 op->head = this;
1274 prev->more = op;
1275
1276 prev = op;
1277 }
1278}
1279
1258/* 1280/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1281 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1282 * job preparing multi-part monsters.
1261 */ 1283 */
1262object * 1284object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1285insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1286{
1265 object *tmp; 1287 op->remove ();
1266 1288
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1289 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1290 {
1272 tmp->x = x + tmp->arch->clone.x; 1291 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1292 tmp->y = y + tmp->arch->y;
1274 } 1293 }
1275 1294
1276 return insert_ob_in_map (op, m, originator, flag); 1295 return insert_ob_in_map (op, m, originator, flag);
1277} 1296}
1278 1297
1294 * Return value: 1313 * Return value:
1295 * new object if 'op' was merged with other object 1314 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1315 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1316 * just 'op' otherwise
1298 */ 1317 */
1299
1300object * 1318object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1319insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1320{
1303 object *tmp, *top, *floor = NULL; 1321 op->remove ();
1304 sint16 x, y;
1305 1322
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1323 if (m == &freed_map)//D TODO: remove soon
1307 { 1324 {//D
1308 LOG (llevError, "Trying to insert freed object!\n"); 1325 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1309 return NULL;
1310 } 1326 }//D
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1327
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1328 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1329 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1330 * need extra work
1375 */ 1331 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1332 maptile *newmap = m;
1377 x = op->x; 1333 if (!xy_normalise (newmap, op->x, op->y))
1378 y = op->y; 1334 {
1335 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1336 return 0;
1337 }
1338
1339 if (object *more = op->more)
1340 if (!insert_ob_in_map (more, m, originator, flag))
1341 return 0;
1342
1343 op->flag [FLAG_REMOVED] = false;
1344 op->env = 0;
1345 op->map = newmap;
1346
1347 mapspace &ms = op->ms ();
1379 1348
1380 /* this has to be done after we translate the coordinates. 1349 /* this has to be done after we translate the coordinates.
1381 */ 1350 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1351 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1352 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1353 if (object::can_merge (op, tmp))
1385 { 1354 {
1355 // TODO: we actually want to update tmp, not op,
1356 // but some caller surely breaks when we return tmp
1357 // from here :/
1386 op->nrof += tmp->nrof; 1358 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1359 tmp->destroy ();
1388 free_object (tmp);
1389 } 1360 }
1390 1361
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1362 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1363 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1364
1400 { 1371 {
1401 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1372 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1402 abort (); 1373 abort ();
1403 } 1374 }
1404 1375
1376 if (!originator->is_on_map ())
1377 {
1378 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1379 op->debug_desc (), originator->debug_desc ());
1380 abort ();
1381 }
1382
1405 op->above = originator; 1383 op->above = originator;
1406 op->below = originator->below; 1384 op->below = originator->below;
1407
1408 if (op->below)
1409 op->below->above = op;
1410 else
1411 SET_MAP_OB (op->map, op->x, op->y, op);
1412
1413 /* since *below* originator, no need to update top */
1414 originator->below = op; 1385 originator->below = op;
1386
1387 *(op->below ? &op->below->above : &ms.bot) = op;
1415 } 1388 }
1416 else 1389 else
1417 { 1390 {
1391 object *floor = 0;
1392 object *top = ms.top;
1393
1418 /* If there are other objects, then */ 1394 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1395 if (top)
1420 { 1396 {
1421 object *last = NULL;
1422
1423 /* 1397 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1430 * once we get to them. This reduces the need to traverse over all of 1404 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1405 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1406 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1434 */ 1408 */
1435 1409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1436 while (top != NULL)
1437 { 1410 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1411 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1412 floor = tmp;
1440 1413
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1442 { 1415 {
1443 /* We insert above top, so we want this object below this */ 1416 /* We insert above top, so we want this object below this */
1444 top = top->below; 1417 top = tmp->below;
1445 break; 1418 break;
1446 } 1419 }
1447 1420
1448 last = top;
1449 top = top->above; 1421 top = tmp;
1450 } 1422 }
1451
1452 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last;
1454 1423
1455 /* We let update_position deal with figuring out what the space 1424 /* We let update_position deal with figuring out what the space
1456 * looks like instead of lots of conditions here. 1425 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1426 * makes things faster, and effectively the same result.
1458 */ 1427 */
1459 1428
1460 /* Have object 'fall below' other objects that block view. 1429 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1430 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1431 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1432 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1433 * stacking is a bit odd.
1465 */ 1434 */
1466 if (!(flag & INS_ON_TOP) && 1435 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1436 && ms.flags () & P_BLOCKSVIEW
1437 && (op->face && !faces [op->face].visibility))
1468 { 1438 {
1439 object *last;
1440
1469 for (last = top; last != floor; last = last->below) 1441 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1443 break;
1444
1472 /* Check to see if we found the object that blocks view, 1445 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1446 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1447 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1448 * set top to the object below us.
1476 */ 1449 */
1477 if (last && last->below && last != floor) 1450 if (last && last->below && last != floor)
1478 top = last->below; 1451 top = last->below;
1479 } 1452 }
1480 } /* If objects on this space */ 1453 } /* If objects on this space */
1481 1454
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1455 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1456 top = floor;
1487 1457
1488 /* Top is the object that our object (op) is going to get inserted above. 1458 // insert object above top, or bottom-most if top = 0
1489 */
1490
1491 /* First object on this space */
1492 if (!top) 1459 if (!top)
1493 { 1460 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495
1496 if (op->above)
1497 op->above->below = op;
1498
1499 op->below = NULL; 1461 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1462 op->above = ms.bot;
1463 ms.bot = op;
1464
1465 *(op->above ? &op->above->below : &ms.top) = op;
1501 } 1466 }
1502 else 1467 else
1503 { /* get inserted into the stack above top */ 1468 {
1504 op->above = top->above; 1469 op->above = top->above;
1505
1506 if (op->above)
1507 op->above->below = op; 1470 top->above = op;
1508 1471
1509 op->below = top; 1472 op->below = top;
1510 top->above = op; 1473 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1474 }
1475 }
1512 1476
1513 if (op->above == NULL) 1477 if (op->is_player ())
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1478 {
1515 } /* else not INS_BELOW_ORIGINATOR */
1516
1517 if (op->type == PLAYER)
1518 op->contr->do_los = 1; 1479 op->contr->do_los = 1;
1480 ++op->map->players;
1481 op->map->touch ();
1482 }
1519 1483
1520 /* If we have a floor, we know the player, if any, will be above 1484 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1485
1522 */ 1486 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1487 //TODO: the floorbox prev/next might need updating
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 //esrv_send_item (pl, op);
1525 if (tmp->type == PLAYER) 1489 //TODO: update floorbox to preserve ordering
1526 tmp->contr->socket.update_look = 1; 1490 if (pl->contr->ns)
1491 pl->contr->ns->floorbox_update ();
1527 1492
1528 /* If this object glows, it may affect lighting conditions that are 1493 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1494 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1495 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1496 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1497 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1498 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1499 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1500 * of effect may be sufficient.
1536 */ 1501 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1502 if (op->affects_los ())
1503 {
1504 op->ms ().invalidate ();
1538 update_all_los (op->map, op->x, op->y); 1505 update_all_los (op->map, op->x, op->y);
1506 }
1539 1507
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1508 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1509 update_object (op, UP_OBJ_INSERT);
1542 1510
1511 INVOKE_OBJECT (INSERT, op);
1512
1543 /* Don't know if moving this to the end will break anything. However, 1513 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1514 * we want to have floorbox_update called before calling this.
1545 * 1515 *
1546 * check_move_on() must be after this because code called from 1516 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1517 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1518 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1519 * update_object().
1550 */ 1520 */
1551 1521
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1522 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1523 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1554 { 1524 {
1555 if (check_move_on (op, originator)) 1525 if (check_move_on (op, originator))
1556 return NULL; 1526 return 0;
1557 1527
1558 /* If we are a multi part object, lets work our way through the check 1528 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1529 * walk on's.
1560 */ 1530 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1531 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1532 if (check_move_on (tmp, originator))
1563 return NULL; 1533 return 0;
1564 } 1534 }
1565 1535
1566 return op; 1536 return op;
1567} 1537}
1568 1538
1569/* this function inserts an object in the map, but if it 1539/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1540 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1541 * op is the object to insert it under: supplies x and the map.
1572 */ 1542 */
1573void 1543void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1544replace_insert_ob_in_map (shstr_tmp archname, object *op)
1575{ 1545{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1546 /* first search for itself and remove any old instances */
1582 1547
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1548 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1549 if (tmp->arch->archname == archname) /* same archetype */
1586 { 1550 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1551
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1552 object *tmp = arch_to_object (archetype::find (archname));
1593 1553
1594 tmp1->x = op->x; 1554 tmp->x = op->x;
1595 tmp1->y = op->y; 1555 tmp->y = op->y;
1556
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1557 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1558}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1559
1607object * 1560object *
1608get_split_ob (object *orig_ob, uint32 nr) 1561object::insert_at (object *where, object *originator, int flags)
1609{ 1562{
1610 object * 1563 if (where->env)
1611 newob; 1564 return where->env->insert (this);
1612 int 1565 else
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1566 return where->map->insert (this, where->x, where->y, originator, flags);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644} 1567}
1645 1568
1569// check whether we can put this into the map, respect max_volume, max_items
1570bool
1571object::can_drop_at (maptile *m, int x, int y, object *originator)
1572{
1573 mapspace &ms = m->at (x, y);
1574
1575 int items = ms.items ();
1576
1577 if (!items // testing !items ensures we can drop at least one item
1578 || (items < m->max_items
1579 && ms.volume () < m->max_volume))
1580 return true;
1581
1582 if (originator && originator->is_player ())
1583 originator->contr->failmsg (format (
1584 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1585 query_name ()
1586 ));
1587
1588 return false;
1589}
1590
1646/* 1591/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1592 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1593 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1594 * is subsequently removed and freed.
1650 * 1595 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1596 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1597 */
1598bool
1599object::decrease (sint32 nr)
1600{
1601 if (!nr)
1602 return true;
1653 1603
1604 nr = min (nr, nrof);
1605
1606 if (nrof > nr)
1607 {
1608 nrof -= nr;
1609 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1610
1611 if (object *pl = visible_to ())
1612 esrv_update_item (UPD_NROF, pl, this);
1613
1614 return true;
1615 }
1616 else
1617 {
1618 destroy ();
1619 return false;
1620 }
1621}
1622
1623/*
1624 * split(ob,nr) splits up ob into two parts. The part which
1625 * is returned contains nr objects, and the remaining parts contains
1626 * the rest (or is removed and returned if that number is 0).
1627 * On failure, NULL is returned.
1628 */
1654object * 1629object *
1655decrease_ob_nr (object *op, uint32 i) 1630object::split (sint32 nr)
1656{ 1631{
1657 object *tmp; 1632 int have = number_of ();
1658 player *pl;
1659 1633
1660 if (i == 0) /* objects with op->nrof require this check */ 1634 if (have < nr)
1661 return op; 1635 return 0;
1662 1636 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1637 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1638 remove ();
1703 op->nrof = 0; 1639 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1640 }
1710 else 1641 else
1711 { 1642 {
1712 object *above = op->above; 1643 decrease (nr);
1713 1644
1714 if (i < op->nrof) 1645 object *op = deep_clone ();
1715 op->nrof -= i; 1646 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1647 return op;
1735 else
1736 { 1648 }
1737 free_object (op); 1649}
1650
1651object *
1652insert_ob_in_ob (object *op, object *where)
1653{
1654 if (!where)
1655 {
1656 char *dump = dump_object (op);
1657 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1658 free (dump);
1738 return NULL; 1659 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1660 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1661
1755 op->carrying += weight; 1662 if (where->head_ () != where)
1756 op = op->env;
1757 } 1663 {
1758} 1664 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1665 where = where->head;
1666 }
1759 1667
1668 return where->insert (op);
1669}
1670
1760/* 1671/*
1761 * insert_ob_in_ob(op,environment): 1672 * env->insert (op)
1762 * This function inserts the object op in the linked list 1673 * This function inserts the object op in the linked list
1763 * inside the object environment. 1674 * inside the object environment.
1764 * 1675 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1676 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1677 * be != op, if items are merged. -Tero
1772 */ 1678 */
1773
1774object * 1679object *
1775insert_ob_in_ob (object *op, object *where) 1680object::insert (object *op)
1776{ 1681{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1682 if (op->more)
1802 { 1683 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1685 return op;
1805 } 1686 }
1806 1687
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1689
1690 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1691
1809 if (op->nrof) 1692 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1693 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1694 if (object::can_merge (tmp, op))
1813 { 1695 {
1814 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1697 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1699
1818 * tmp->nrof, we need to increase the weight. 1700 if (object *pl = tmp->visible_to ())
1819 */ 1701 esrv_update_item (UPD_NROF, pl, tmp);
1820 add_weight (where, op->weight * op->nrof); 1702
1821 SET_FLAG (op, FLAG_REMOVED); 1703 adjust_weight (this, op->total_weight ());
1822 free_object (op); /* free the inserted object */ 1704
1705 op->destroy ();
1823 op = tmp; 1706 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1707 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1708 }
1828 1709
1829 /* I assume combined objects have no inventory 1710 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1711 op->map = 0;
1848 op->env = where; 1712 op->x = 0;
1713 op->y = 0;
1714
1849 op->above = NULL; 1715 op->above = 0;
1850 op->below = NULL; 1716 op->below = inv;
1851 op->x = 0, op->y = 0; 1717 op->env = this;
1852 1718
1719 if (inv)
1720 inv->above = op;
1721
1722 inv = op;
1723
1724 op->flag [FLAG_REMOVED] = 0;
1725
1726 if (object *pl = op->visible_to ())
1727 esrv_send_item (pl, op);
1728
1729 adjust_weight (this, op->total_weight ());
1730
1731inserted:
1853 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1733 if (op->glow_radius && is_on_map ())
1855 {
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 } 1734 {
1862 1735 update_stats ();
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1736 update_all_los (map, x, y);
1864 * It sure simplifies this function...
1865 */
1866 if (where->inv == NULL)
1867 where->inv = op;
1868 else
1869 { 1737 }
1870 op->below = where->inv; 1738 else if (is_player ())
1871 op->below->above = op; 1739 // if this is a player's inventory, update stats
1872 where->inv = op; 1740 contr->queue_stats_update ();
1873 } 1741
1742 INVOKE_OBJECT (INSERT, this);
1743
1874 return op; 1744 return op;
1875} 1745}
1876 1746
1877/* 1747/*
1878 * Checks if any objects has a move_type that matches objects 1748 * Checks if any objects has a move_type that matches objects
1892 * 1762 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1763 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1764 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1765 * on top.
1896 */ 1766 */
1897
1898int 1767int
1899check_move_on (object *op, object *originator) 1768check_move_on (object *op, object *originator)
1900{ 1769{
1901 object *
1902 tmp;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y;
1909
1910 MoveType
1911 move_on,
1912 move_slow,
1913 move_block;
1914
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1771 return 0;
1917 1772
1918 tag = op->count; 1773 object *tmp;
1774 maptile *m = op->map;
1775 int x = op->x, y = op->y;
1919 1776
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1777 mapspace &ms = m->at (x, y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1778
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1779 ms.update ();
1780
1781 MoveType move_on = ms.move_on;
1782 MoveType move_slow = ms.move_slow;
1783 MoveType move_block = ms.move_block;
1923 1784
1924 /* if nothing on this space will slow op down or be applied, 1785 /* if nothing on this space will slow op down or be applied,
1925 * no need to do checking below. have to make sure move_type 1786 * no need to do checking below. have to make sure move_type
1926 * is set, as lots of objects don't have it set - we treat that 1787 * is set, as lots of objects don't have it set - we treat that
1927 * as walking. 1788 * as walking.
1938 return 0; 1799 return 0;
1939 1800
1940 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1942 */ 1803 */
1943 1804 for (object *next, *tmp = ms.top; tmp; tmp = next)
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1945 {
1946 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them.
1949 */
1950 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1951 break;
1952 } 1805 {
1806 next = tmp->below;
1953 1807
1954 for (; tmp; tmp = tmp->below)
1955 {
1956 if (tmp == op) 1808 if (tmp == op)
1957 continue; /* Can't apply yourself */ 1809 continue; /* Can't apply yourself */
1958 1810
1959 /* Check to see if one of the movement types should be slowed down. 1811 /* Check to see if one of the movement types should be slowed down.
1960 * Second check makes sure that the movement types not being slowed 1812 * Second check makes sure that the movement types not being slowed
1965 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1817 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1966 { 1818 {
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1821 {
1970
1971 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 float diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1823
1974 if (op->type == PLAYER) 1824 if (op->is_player ())
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1827 diff /= 4.0;
1978 1828
1979 op->speed_left -= diff; 1829 op->speed_left -= diff;
1980 } 1830 }
1981 } 1831 }
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1834 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1835 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1836 {
1987 move_apply (tmp, op, originator); 1837 move_apply (tmp, op, originator);
1988 1838
1989 if (was_destroyed (op, tag)) 1839 if (op->destroyed ())
1990 return 1; 1840 return 1;
1991 1841
1992 /* what the person/creature stepped onto has moved the object 1842 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1843 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1844 * have a feeling strange problems would result.
2004/* 1854/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1855 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1856 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
2008 */ 1858 */
2009
2010object * 1859object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1860present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1861{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1862 if (!m || out_of_map (m, x, y))
2017 { 1863 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1865 return NULL;
2020 } 1866 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
2022 if (tmp->arch == at) 1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 if (tmp->arch->archname == at->archname)
2023 return tmp; 1870 return tmp;
1871
2024 return NULL; 1872 return NULL;
2025} 1873}
2026 1874
2027/* 1875/*
2028 * present(type, map, x, y) searches for any objects with 1876 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1877 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2031 */ 1879 */
2032
2033object * 1880object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1881present (unsigned char type, maptile *m, int x, int y)
2035{ 1882{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1883 if (out_of_map (m, x, y))
2040 { 1884 {
2041 LOG (llevError, "Present called outside map.\n"); 1885 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1886 return NULL;
2043 } 1887 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1890 if (tmp->type == type)
2046 return tmp; 1891 return tmp;
1892
2047 return NULL; 1893 return NULL;
2048} 1894}
2049 1895
2050/* 1896/*
2051 * present_in_ob(type, object) searches for any objects with 1897 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1898 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2054 */ 1900 */
2055
2056object * 1901object *
2057present_in_ob (unsigned char type, const object *op) 1902present_in_ob (unsigned char type, const object *op)
2058{ 1903{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1905 if (tmp->type == type)
2064 return tmp; 1906 return tmp;
1907
2065 return NULL; 1908 return NULL;
2066} 1909}
2067 1910
2068/* 1911/*
2069 * present_in_ob (type, str, object) searches for any objects with 1912 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1920 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1921 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1922 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1923 * to be unique.
2081 */ 1924 */
2082
2083object * 1925object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1926present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1927{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1929 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1930 return tmp;
2093 } 1931
2094 return NULL; 1932 return 0;
2095} 1933}
2096 1934
2097/* 1935/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1936 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1937 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
2101 */ 1939 */
2102
2103object * 1940object *
2104present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
2105{ 1942{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 if (tmp->arch == at) 1944 if (tmp->arch->archname == at->archname)
2111 return tmp; 1945 return tmp;
1946
2112 return NULL; 1947 return NULL;
2113} 1948}
2114 1949
2115/* 1950/*
2116 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
2117 */ 1952 */
2118void 1953void
2119flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
2120{ 1955{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1957 {
2127 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2129 } 1960 }
2130} /* 1961}
1962
1963/*
2131 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2132 */ 1965 */
2133void 1966void
2134unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2135{ 1968{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1969 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 1970 {
2142 CLEAR_FLAG (tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1972 unflag_inv (tmp, flag);
2144 } 1973 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1974}
2160 1975
2161/* 1976/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1977 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1978 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 1980 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 1981 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 1982 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 1983 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1984 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 1985 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 1986 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 1987 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 1988 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1989 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1990 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1991 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1992 * customized, changed states, etc.
2181 */ 1993 */
2182
2183int 1994int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1995find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1996{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1998 int index = 0, flag;
2191 1999
2192 for (i = start; i < stop; i++) 2000 for (int i = start; i < stop; i++)
2193 { 2001 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2002 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 2003
2004 if (!pos.normalise ())
2005 continue;
2006
2007 mapspace &ms = *pos;
2008
2009 if (ms.flags () & P_IS_ALIVE)
2010 continue;
2011
2012 /* However, often
2013 * ob doesn't have any move type (when used to place exits)
2014 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2015 */
2016 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2017 {
2196 altern[index++] = i; 2018 altern [index++] = i;
2019 continue;
2020 }
2197 2021
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2205 */ 2029 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2031 {
2207 stop = maxfree[i]; 2032 stop = maxfree[i];
2033 continue;
2034 }
2035
2036 /* Note it is intentional that we check ob - the movement type of the
2037 * head of the object should correspond for the entire object.
2038 */
2039 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2040 continue;
2041
2042 if (ob->blocked (pos.m, pos.x, pos.y))
2043 continue;
2044
2045 altern [index++] = i;
2208 } 2046 }
2047
2209 if (!index) 2048 if (!index)
2210 return -1; 2049 return -1;
2050
2211 return altern[RANDOM () % index]; 2051 return altern [rndm (index)];
2212} 2052}
2213 2053
2214/* 2054/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2055 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2056 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2057 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2058 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2059 */
2220
2221int 2060int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2061find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2062{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2063 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2064 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2065 return i;
2231 } 2066
2232 return -1; 2067 return -1;
2233} 2068}
2234 2069
2235/* 2070/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2071 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2072 * arr[begin..end-1].
2073 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2074 */
2239static void 2075static void
2240permute (int *arr, int begin, int end) 2076permute (int *arr, int begin, int end)
2241{ 2077{
2242 int 2078 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2079 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2080
2253 tmp = arr[i]; 2081 while (--end)
2254 arr[i] = arr[j]; 2082 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2083}
2258 2084
2259/* new function to make monster searching more efficient, and effective! 2085/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2086 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2087 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2090 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2091 */
2266void 2092void
2267get_search_arr (int *search_arr) 2093get_search_arr (int *search_arr)
2268{ 2094{
2269 int 2095 int i;
2270 i;
2271 2096
2272 for (i = 0; i < SIZEOFFREE; i++) 2097 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2098 search_arr[i] = i;
2275 }
2276 2099
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2100 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2101 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2102 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2103}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2112 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2113 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2114 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2115 * there is capable of.
2293 */ 2116 */
2294
2295int 2117int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2118find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2119{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2120 int max = SIZEOFFREE, mflags;
2301
2302 sint16 nx, ny;
2303 object *
2304 tmp;
2305 mapstruct *
2306 mp;
2307
2308 MoveType blocked, move_type; 2121 MoveType move_type;
2309 2122
2310 if (exclude && exclude->head) 2123 if (exclude && exclude->head_ () != exclude)
2311 { 2124 {
2312 exclude = exclude->head; 2125 exclude = exclude->head;
2313 move_type = exclude->move_type; 2126 move_type = exclude->move_type;
2314 } 2127 }
2315 else 2128 else
2316 { 2129 {
2317 /* If we don't have anything, presume it can use all movement types. */ 2130 /* If we don't have anything, presume it can use all movement types. */
2318 move_type = MOVE_ALL; 2131 move_type = MOVE_ALL;
2319 } 2132 }
2320 2133
2321 for (i = 1; i < max; i++) 2134 for (int i = 1; i < max; i++)
2322 { 2135 {
2323 mp = m; 2136 mapxy pos (m, x, y);
2324 nx = x + freearr_x[i]; 2137 pos.move (i);
2325 ny = y + freearr_y[i];
2326 2138
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2139 if (!pos.normalise ())
2328 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2140 max = maxfree[i];
2331 }
2332 else 2141 else
2333 { 2142 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2143 mapspace &ms = *pos;
2335 2144
2336 if ((move_type & blocked) == move_type) 2145 if ((move_type & ms.move_block) == move_type)
2146 max = maxfree [i];
2147 else if (ms.flags () & P_IS_ALIVE)
2337 { 2148 {
2338 max = maxfree[i]; 2149 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2339 } 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2340 else if (mflags & P_IS_ALIVE) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2341 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2343 {
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break;
2347 }
2348 }
2349 if (tmp)
2350 {
2351 return freedir[i]; 2152 return freedir [i];
2352 }
2353 } 2153 }
2354 } 2154 }
2355 } 2155 }
2156
2356 return 0; 2157 return 0;
2357} 2158}
2358 2159
2359/* 2160/*
2360 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2162 * distance between the two given objects.
2362 */ 2163 */
2363
2364int 2164int
2365distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2366{ 2166{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2168}
2373 2169
2374/* 2170/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2378 */ 2174 */
2379
2380int 2175int
2381find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2382{ 2177{
2383 int 2178 int q;
2384 q;
2385 2179
2386 if (y) 2180 if (y)
2387 q = x * 100 / y; 2181 q = x * 100 / y;
2388 else if (x) 2182 else if (x)
2389 q = -300 * x; 2183 q = -300 * x;
2414 2208
2415 return 3; 2209 return 3;
2416} 2210}
2417 2211
2418/* 2212/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2213 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2214 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2215 */
2438
2439int 2216int
2440dirdiff (int dir1, int dir2) 2217dirdiff (int dir1, int dir2)
2441{ 2218{
2442 int 2219 int d;
2443 d;
2444 2220
2445 d = abs (dir1 - dir2); 2221 d = abs (dir1 - dir2);
2446 if (d > 4) 2222 if (d > 4)
2447 d = 8 - d; 2223 d = 8 - d;
2224
2448 return d; 2225 return d;
2449} 2226}
2450 2227
2451/* peterm: 2228/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2229 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2232 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2233 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2234 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2235 * functions.
2459 */ 2236 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2237static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2238 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2239 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2240 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2241 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2242 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2290 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2291 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2292 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2293 * Modified to be map tile aware -.MSW
2519 */ 2294 */
2520
2521
2522int 2295int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2296can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2297{
2525 sint16 dx, dy; 2298 sint16 dx, dy;
2526 int
2527 mflags; 2299 int mflags;
2528 2300
2529 if (dir < 0) 2301 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2302 return 0; /* exit condition: invalid direction */
2531 2303
2532 dx = x + freearr_x[dir]; 2304 dx = x + freearr_x[dir];
2545 return 0; 2317 return 0;
2546 2318
2547 /* yes, can see. */ 2319 /* yes, can see. */
2548 if (dir < 9) 2320 if (dir < 9)
2549 return 1; 2321 return 1;
2322
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2323 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2324 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2325 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2326}
2553
2554
2555 2327
2556/* 2328/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2329 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2330 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2331 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2334 * core dumps if they do.
2563 * 2335 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2337 */
2566
2567int 2338int
2568can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2569{ 2340{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2343 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2573} 2344}
2574
2575 2345
2576/* 2346/*
2577 * create clone from object to another 2347 * create clone from object to another
2578 */ 2348 */
2579object * 2349object *
2580object_create_clone (object *asrc) 2350object::deep_clone ()
2581{ 2351{
2582 object * 2352 assert (("deep_clone called on non-head object", is_head ()));
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584 2353
2585 if (!asrc) 2354 object *dst = clone ();
2586 return NULL;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590 2355
2591 prev = NULL; 2356 object *prev = dst;
2592 for (part = src; part; part = part->more) 2357 for (object *part = this->more; part; part = part->more)
2593 { 2358 {
2594 tmp = get_object (); 2359 object *tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x;
2597 tmp->y -= src->y;
2598 if (!part->head)
2599 {
2600 dst = tmp;
2601 tmp->head = NULL;
2602 }
2603 else
2604 {
2605 tmp->head = dst; 2360 tmp->head = dst;
2606 }
2607 tmp->more = NULL;
2608 if (prev)
2609 prev->more = tmp; 2361 prev->more = tmp;
2610 prev = tmp; 2362 prev = tmp;
2611 } 2363 }
2612 2364
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2365 for (object *item = inv; item; item = item->below)
2615 { 2366 insert_ob_in_ob (item->deep_clone (), dst);
2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2367
2619 return dst; 2368 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2369}
2676 2370
2677/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2372 * has the same type and subtype match.
2679 * returns NULL if no match. 2373 * returns NULL if no match.
2680 */ 2374 */
2681object * 2375object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2376find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2377{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2378 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2379 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2380 return tmp;
2690 2381
2691 return NULL; 2382 return 0;
2692} 2383}
2693 2384
2694/* If ob has a field named key, return the link from the list, 2385shstr_tmp
2695 * otherwise return NULL. 2386object::kv_get (shstr_tmp key) const
2696 *
2697 * key must be a passed in shared string - otherwise, this won't
2698 * do the desired thing.
2699 */
2700key_value *
2701get_ob_key_link (const object *ob, const char *key)
2702{ 2387{
2703 key_value * 2388 for (key_value *kv = key_values; kv; kv = kv->next)
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2708 if (link->key == key) 2389 if (kv->key == key)
2390 return kv->value;
2391
2392 return shstr ();
2393}
2394
2395void
2396object::kv_set (shstr_tmp key, shstr_tmp value)
2397{
2398 for (key_value *kv = key_values; kv; kv = kv->next)
2399 if (kv->key == key)
2400 {
2401 kv->value = value;
2402 return;
2403 }
2404
2405 key_value *kv = new key_value;
2406
2407 kv->next = key_values;
2408 kv->key = key;
2409 kv->value = value;
2410
2411 key_values = kv;
2412}
2413
2414void
2415object::kv_del (shstr_tmp key)
2416{
2417 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2418 if ((*kvp)->key == key)
2419 {
2420 key_value *kv = *kvp;
2421 *kvp = (*kvp)->next;
2422 delete kv;
2423 return;
2424 }
2425}
2426
2427object::depth_iterator::depth_iterator (object *container)
2428: iterator_base (container)
2429{
2430 while (item->inv)
2431 item = item->inv;
2432}
2433
2434void
2435object::depth_iterator::next ()
2436{
2437 if (item->below)
2438 {
2439 item = item->below;
2440
2441 while (item->inv)
2442 item = item->inv;
2443 }
2444 else
2445 item = item->env;
2446}
2447
2448const char *
2449object::flag_desc (char *desc, int len) const
2450{
2451 char *p = desc;
2452 bool first = true;
2453
2454 *p = 0;
2455
2456 for (int i = 0; i < NUM_FLAGS; i++)
2457 {
2458 if (len <= 10) // magic constant!
2709 { 2459 {
2710 return link; 2460 snprintf (p, len, ",...");
2461 break;
2711 } 2462 }
2712 }
2713 2463
2714 return NULL; 2464 if (flag [i])
2715} 2465 {
2466 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2467 len -= cnt;
2468 p += cnt;
2469 first = false;
2470 }
2471 }
2716 2472
2717/* 2473 return desc;
2718 * Returns the value of op has an extra_field for key, or NULL. 2474}
2719 * 2475
2720 * The argument doesn't need to be a shared string. 2476// return a suitable string describing an object in enough detail to find it
2721 *
2722 * The returned string is shared.
2723 */
2724const char * 2477const char *
2725get_ob_key_value (const object *op, const char *const key) 2478object::debug_desc (char *info) const
2726{ 2479{
2727 key_value * 2480 char flagdesc[512];
2728 link; 2481 char info2[256 * 4];
2482 char *p = info;
2483
2484 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2485 count,
2486 uuid.c_str (),
2487 &name,
2488 title ? ",title:\"" : "",
2489 title ? (const char *)title : "",
2490 title ? "\"" : "",
2491 flag_desc (flagdesc, 512), type);
2492
2493 if (!flag[FLAG_REMOVED] && env)
2494 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2495
2496 if (map)
2497 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2498
2499 return info;
2500}
2501
2729 const char * 2502const char *
2730 canonical_key; 2503object::debug_desc () const
2504{
2505 static char info[3][256 * 4];
2506 static int info_idx;
2731 2507
2732 canonical_key = shstr::find (key); 2508 return debug_desc (info [++info_idx % 3]);
2509}
2733 2510
2734 if (canonical_key == NULL) 2511struct region *
2735 { 2512object::region () const
2736 /* 1. There being a field named key on any object 2513{
2737 * implies there'd be a shared string to find. 2514 return map ? map->region (x, y)
2738 * 2. Since there isn't, no object has this field. 2515 : region::default_region ();
2739 * 3. Therefore, *this* object doesn't have this field. 2516}
2740 */ 2517
2518void
2519object::open_container (object *new_container)
2520{
2521 if (container == new_container)
2741 return NULL; 2522 return;
2523
2524 object *old_container = container;
2525
2526 if (old_container)
2742 } 2527 {
2528 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2529 return;
2743 2530
2744 /* This is copied from get_ob_key_link() above - 2531#if 0
2745 * only 4 lines, and saves the function call overhead. 2532 // remove the "Close old_container" object.
2533 if (object *closer = old_container->inv)
2534 if (closer->type == CLOSE_CON)
2535 closer->destroy ();
2536#endif
2537
2538 // make sure the container is available
2539 esrv_send_item (this, old_container);
2540
2541 old_container->flag [FLAG_APPLIED] = false;
2542 container = 0;
2543
2544 // client needs item update to make it work, client bug requires this to be separate
2545 esrv_update_item (UPD_FLAGS, this, old_container);
2546
2547 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2548 play_sound (sound_find ("chest_close"));
2549 }
2550
2551 if (new_container)
2552 {
2553 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2554 return;
2555
2556 // TODO: this does not seem to serve any purpose anymore?
2557#if 0
2558 // insert the "Close Container" object.
2559 if (archetype *closer = new_container->other_arch)
2560 {
2561 object *closer = arch_to_object (new_container->other_arch);
2562 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2563 new_container->insert (closer);
2564 }
2565#endif
2566
2567 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2568
2569 // make sure the container is available, client bug requires this to be separate
2570 esrv_send_item (this, new_container);
2571
2572 new_container->flag [FLAG_APPLIED] = true;
2573 container = new_container;
2574
2575 // client needs flag change
2576 esrv_update_item (UPD_FLAGS, this, new_container);
2577 esrv_send_inventory (this, new_container);
2578 play_sound (sound_find ("chest_open"));
2579 }
2580// else if (!old_container->env && contr && contr->ns)
2581// contr->ns->floorbox_reset ();
2582}
2583
2584object *
2585object::force_find (shstr_tmp name)
2586{
2587 /* cycle through his inventory to look for the MARK we want to
2588 * place
2746 */ 2589 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2590 for (object *tmp = inv; tmp; tmp = tmp->below)
2748 { 2591 if (tmp->type == FORCE && tmp->slaying == name)
2749 if (link->key == canonical_key) 2592 return splay (tmp);
2750 { 2593
2751 return link->value;
2752 }
2753 }
2754 return NULL; 2594 return 0;
2755} 2595}
2756 2596
2597//-GPL
2757 2598
2758/* 2599void
2759 * Updates the canonical_key in op to value. 2600object::force_set_timer (int duration)
2760 *
2761 * canonical_key is a shared string (value doesn't have to be).
2762 *
2763 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2764 * keys.
2765 *
2766 * Returns TRUE on success.
2767 */
2768int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2601{
2771 key_value * 2602 this->duration = 1;
2772 field = NULL, *last = NULL; 2603 this->speed_left = -1.f;
2773 2604
2774 for (field = op->key_values; field != NULL; field = field->next) 2605 this->set_speed (duration ? 1.f / duration : 0.f);
2775 { 2606}
2776 if (field->key != canonical_key)
2777 {
2778 last = field;
2779 continue;
2780 }
2781 2607
2782 if (value) 2608object *
2783 field->value = value; 2609object::force_add (shstr_tmp name, int duration)
2784 else 2610{
2785 { 2611 if (object *force = force_find (name))
2786 /* Basically, if the archetype has this key set, 2612 force->destroy ();
2787 * we need to store the null value so when we save
2788 * it, we save the empty value so that when we load,
2789 * we get this value back again.
2790 */
2791 if (get_ob_key_link (&op->arch->clone, canonical_key))
2792 field->value = 0;
2793 else
2794 {
2795 if (last)
2796 last->next = field->next;
2797 else
2798 op->key_values = field->next;
2799 2613
2800 delete field; 2614 object *force = get_archetype (FORCE_NAME);
2801 }
2802 }
2803 return TRUE;
2804 }
2805 /* IF we get here, key doesn't exist */
2806 2615
2807 /* No field, we'll have to add it. */ 2616 force->slaying = name;
2617 force->force_set_timer (duration);
2618 force->flag [FLAG_APPLIED] = true;
2808 2619
2809 if (!add_key) 2620 return insert (force);
2810 { 2621}
2811 return FALSE; 2622
2812 } 2623void
2813 /* There isn't any good reason to store a null 2624object::play_sound (faceidx sound) const
2814 * value in the key/value list. If the archetype has 2625{
2815 * this key, then we should also have it, so shouldn't 2626 if (!sound)
2816 * be here. If user wants to store empty strings,
2817 * should pass in ""
2818 */
2819 if (value == NULL)
2820 return TRUE; 2627 return;
2821 2628
2822 field = new key_value; 2629 if (is_on_map ())
2823 2630 map->play_sound (sound, x, y);
2824 field->key = canonical_key; 2631 else if (object *pl = in_player ())
2825 field->value = value; 2632 pl->contr->play_sound (sound);
2826 /* Usual prepend-addition. */
2827 field->next = op->key_values;
2828 op->key_values = field;
2829
2830 return TRUE;
2831} 2633}
2832 2634
2833/*
2834 * Updates the key in op to value.
2835 *
2836 * If add_key is FALSE, this will only update existing keys,
2837 * and not add new ones.
2838 * In general, should be little reason FALSE is ever passed in for add_key
2839 *
2840 * Returns TRUE on success.
2841 */
2842int
2843set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2844{
2845 shstr key_ (key);
2846
2847 return set_ob_key_value_s (op, key_, value, add_key);
2848}
2849
2850void 2635void
2851object::deep_iterator::next () 2636object::say_msg (const char *msg) const
2852{ 2637{
2853 if (item->inv) 2638 if (is_on_map ())
2854 item = item->inv; 2639 map->say_msg (msg, x, y);
2855 else if (item->below) 2640 else if (object *pl = in_player ())
2856 item = item->below; 2641 pl->contr->play_sound (sound);
2642}
2643
2644void
2645object::make_noise ()
2646{
2647 // we do not model noise in the map, so instead put
2648 // a temporary light into the noise source
2649 // could use the map instead, but that's less reliable for our
2650 // goal, which is to make invisibility a bit harder to exploit
2651
2652 // currently only works sensibly for players
2653 if (!is_player ())
2654 return;
2655
2656 // find old force, or create new one
2657 object *force = force_find (shstr_noise_force);
2658
2659 if (force)
2660 force->speed_left = -1.f; // patch old speed up
2857 else 2661 else
2858 item = item->env->below; 2662 {
2663 force = archetype::get (shstr_noise_force);
2664
2665 force->slaying = shstr_noise_force;
2666 force->stats.food = 1;
2667 force->speed_left = -1.f;
2668
2669 force->set_speed (1.f / 4.f);
2670 force->flag [FLAG_IS_USED_UP] = true;
2671 force->flag [FLAG_APPLIED] = true;
2672
2673 insert (force);
2674 }
2859} 2675}
2676

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