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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
39 38
40object *objects; /* Pointer to the list of used objects */ 39objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 40activevec actives;
42 41
43short 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, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 49};
46short 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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int 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,
50 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
51}; 55};
52int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
53 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, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 61};
56 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid ()
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
84 88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 210static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
137{ 212{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
143 */ 216 */
144 217
145 /* For each field in wants, */ 218 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 220 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 221 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 222
169 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 224 return true;
171} 225}
172 226
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 228static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 230{
177 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
179 */ 233 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
181} 236}
182 237
183/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 239 * they can be merged together.
185 * 240 *
186 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
189 * 244 *
190 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
191 * 246 *
192 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
193 * check weight 248 * check weight
194 */ 249 */
195
196bool object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
197{ 251{
198 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
200 return 0; 258 return 0;
201 259
202 if (ob1->speed != ob2->speed) 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
203 return 0; 263 return 0;
204 264
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 269 * flags lose any meaning.
217 */ 270 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 273
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 276
224 277 if (ob1->arch->archname != ob2->arch->archname
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 278 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 281 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 282 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
246 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
248 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 296 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 297 || ob1->move_off != ob2->move_off
298 || ob1->move_slow != ob2->move_slow
299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 302 return 0;
256 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
257 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
259 */ 313 */
260 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
261 { 315 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
268 return 0; 317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
269 324
270 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 326 * if it is valid.
272 */ 327 */
273 } 328 }
281 336
282 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
284 * check? 339 * check?
285 */ 340 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 342 return 0;
288 343
289 switch (ob1->type) 344 switch (ob1->type)
290 { 345 {
291 case SCROLL: 346 case SCROLL:
292 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
293 return 0; 348 return 0;
294 break; 349 break;
295 } 350 }
296 351
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
298 { 353 {
299 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 359 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 360 }
306 361
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
309 { 363 {
310 ob1->optimise (); 364 ob1->optimise ();
311 ob2->optimise (); 365 ob2->optimise ();
312 366
313 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
314 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
315 } 381 }
316 382
317 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
318 return 1; 384 return 1;
319} 385}
320 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
321/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
322 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
325 */ 464 */
326long 465void
327sum_weight (object *op) 466object::update_weight ()
328{ 467{
329 long sum; 468 sint32 sum = 0;
330 object *inv;
331 469
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
333 { 471 {
334 if (inv->inv) 472 if (op->inv)
335 sum_weight (inv); 473 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
337 } 481 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 482 carrying = sum;
344 483
345 return sum; 484 if (object *pl = visible_to ())
346} 485 if (pl != this) // player is handled lazily
347 486 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 487 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 488}
430 489
431/* 490/*
432 * Dumps an object. Returns output in the static global errmsg array. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 492 */
434 493char *
435void
436dump_object (object *op) 494dump_object (object *op)
437{ 495{
438 if (op == NULL) 496 if (!op)
439 { 497 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 498
447void 499 object_freezer freezer;
448dump_all_objects (void) 500 op->write (freezer);
449{ 501 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 502}
458 503
459/* 504char *
460 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
461 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned.
463 */
464
465object *
466get_nearest_part (object *op, const object *pl)
467{ 506{
468 object *tmp, *closest; 507 return dump_object (this);
469 int last_dist, i;
470
471 if (op->more == NULL)
472 return op;
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i;
476 return closest;
477} 508}
478 509
479/* 510/*
480 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
481 */ 513 */
482
483object * 514object *
484find_object (tag_t i) 515find_object (tag_t i)
485{ 516{
486 object *op; 517 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 518 if (op->count == i)
490 break;
491 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
492} 537}
493 538
494/* 539/*
495 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
498 */ 543 */
499
500object * 544object *
501find_object_name (const char *str) 545find_object_name (const char *str)
502{ 546{
503 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
504 object *op;
505 548
506 for (op = objects; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
507 if (op->name == str_) 551 if (op->name == str_)
508 break; 552 return op;
509 553
510 return op; 554 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 555}
539 556
540/* 557/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
543 */ 561 */
544void 562void
545object::set_owner (object *owner) 563object::set_owner (object *owner)
546{ 564{
565 // allow objects which own objects
547 if (!owner) 566 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 567 while (owner->owner)
558 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
559 575
560 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
561} 594}
562 595
563/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 597 * refcounts and freeing the links.
565 */ 598 */
566static void 599static void
567free_key_values (object *op) 600free_key_values (object *op)
568{ 601{
569 for (key_value *i = op->key_values; i != 0;) 602 for (key_value *i = op->key_values; i; )
570 { 603 {
571 key_value *next = i->next; 604 key_value *next = i->next;
572 delete i; 605 delete i;
573 606
574 i = next; 607 i = next;
575 } 608 }
576 609
577 op->key_values = 0; 610 op->key_values = 0;
578} 611}
579 612
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 613/*
633 * copy object first frees everything allocated by the second object, 614 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 615 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 616 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 617 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 618 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 619 * will point at garbage.
639 */ 620 */
640void 621void
641copy_object (object *op2, object *op) 622object::copy_to (object *dst)
642{ 623{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 624 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 625 *(object_copy *)dst = *this;
645 626 dst->flag [FLAG_REMOVED] = true;
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 627
656 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
657 if (op2->key_values) 629 if (key_values)
658 { 630 {
659 key_value *tail = 0; 631 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 632 dst->key_values = 0;
663 633
664 for (i = op2->key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
665 { 635 {
666 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
667 637
668 new_link->next = 0; 638 new_link->next = 0;
669 new_link->key = i->key; 639 new_link->key = i->key;
670 new_link->value = i->value; 640 new_link->value = i->value;
671 641
672 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
673 if (!op->key_values) 643 if (!dst->key_values)
674 { 644 {
675 op->key_values = new_link; 645 dst->key_values = new_link;
676 tail = new_link; 646 tail = new_link;
677 } 647 }
678 else 648 else
679 { 649 {
680 tail->next = new_link; 650 tail->next = new_link;
681 tail = new_link; 651 tail = new_link;
682 } 652 }
683 } 653 }
684 } 654 }
685 655
686 update_ob_speed (op); 656 dst->activate ();
657}
658
659void
660object::instantiate ()
661{
662 if (!uuid.seq) // HACK
663 uuid = UUID::gen ();
664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
669 speed_left = -1.;
670
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
681}
682
683object *
684object::clone ()
685{
686 object *neu = create ();
687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
693 neu->map = map; // not copied by copy_to
694 return neu;
687} 695}
688 696
689/* 697/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 699 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 700 * be called to update the face variable, _and_ how it looks on the map.
693 */ 701 */
694
695void 702void
696update_turn_face (object *op) 703update_turn_face (object *op)
697{ 704{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 705 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 706 return;
707
700 SET_ANIMATION (op, op->direction); 708 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 709 update_object (op, UP_OBJ_FACE);
702} 710}
703 711
704/* 712/*
705 * Updates the speed of an object. If the speed changes from 0 to another 713 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 714 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
708 */ 716 */
709void 717void
710update_ob_speed (object *op) 718object::set_speed (float speed)
711{ 719{
712 extern int arch_init; 720 this->speed = speed;
713 721
714 /* No reason putting the archetypes objects on the speed list, 722 if (has_active_speed ())
715 * since they never really need to be updated. 723 activate ();
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 {
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736
737 /* process_events() expects us to insert the object at the beginning
738 * of the list. */
739 op->active_next = active_objects;
740
741 if (op->active_next != NULL)
742 op->active_next->active_prev = op;
743
744 active_objects = op;
745 }
746 else 724 else
747 { 725 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 726}
771 727
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 728/*
804 * update_object() updates the array which represents the map. 729 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 731 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 732 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 733 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 734 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 735 * updating that window, though, since update_object() is called _often_)
811 * 736 *
812 * action is a hint of what the caller believes need to be done. 737 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 738 * current action are:
818 * UP_OBJ_INSERT: op was inserted 739 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 740 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
823 */ 744 */
824
825void 745void
826update_object (object *op, int action) 746update_object (object *op, int action)
827{ 747{
828 int update_now = 0, flags; 748 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 749 {
833 /* this should never happen */ 750 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 752 return;
836 } 753 }
837 754
838 if (op->env != NULL) 755 if (!op->is_on_map ())
839 { 756 {
840 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
841 * to do in this case. 758 * to do in this case.
842 */ 759 */
843 return; 760 return;
844 } 761 }
845 762
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 765 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 767#ifdef MANY_CORES
857 abort (); 768 abort ();
858#endif 769#endif
859 return; 770 return;
860 } 771 }
861 772
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 773 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 774
775 if (!(m.flags_ & P_UPTODATE))
776 /* nop */;
869 if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
870 { 778 {
779#if 0
780 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
876 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 787 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 788 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 789 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 791 * have move_allow right now.
894 */ 792 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 794 m.invalidate ();
897 795#else
898 if ((move_slow | op->move_slow) != move_slow) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
899 update_now = 1; 797 m.invalidate ();
798#endif
900 } 799 }
901 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 802 * that is being removed.
904 */ 803 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 805 m.invalidate ();
907 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
909 else 808 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 810
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 811 if (op->more)
919 update_object (op->more, action); 812 update_object (op->more, action);
920} 813}
921 814
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940
941object::object () 815object::object ()
942{ 816{
943 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
944 818
945 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
946 face = blank_face; 820 face = blank_face;
947 attacked_by_count = -1; 821 material = MATERIAL_NULL;
948} 822}
949 823
950object::~object () 824object::~object ()
951{ 825{
826 unlink ();
827
952 free_key_values (this); 828 free_key_values (this);
953} 829}
954 830
831static int object_count;
832
955void object::link () 833void object::link ()
956{ 834{
835 assert (!index);//D
836 uuid = UUID::gen ();
957 count = ++ob_count; 837 count = ++object_count;
958 838
959 prev = 0; 839 refcnt_inc ();
960 next = objects; 840 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 841}
967 842
968void object::unlink () 843void object::unlink ()
969{ 844{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next) 845 if (!index)
846 return;
847
848 objects.erase (this);
849 refcnt_dec ();
850}
851
852void
853object::activate ()
854{
855 /* If already on active list, don't do anything */
856 if (active)
857 return;
858
859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
864 actives.insert (this);
984 { 865 }
985 next->prev = prev; 866}
986 next = 0; 867
868void
869object::activate_recursive ()
870{
871 activate ();
872
873 for (object *op = inv; op; op = op->below)
874 op->activate_recursive ();
875}
876
877/* This function removes object 'op' from the list of active
878 * objects.
879 * This should only be used for style maps or other such
880 * reference maps where you don't want an object that isn't
881 * in play chewing up cpu time getting processed.
882 * The reverse of this is to call update_ob_speed, which
883 * will do the right thing based on the speed of the object.
884 */
885void
886object::deactivate ()
887{
888 /* If not on the active list, nothing needs to be done */
889 if (!active)
890 return;
891
892 actives.erase (this);
893}
894
895void
896object::deactivate_recursive ()
897{
898 for (object *op = inv; op; op = op->below)
899 op->deactivate_recursive ();
900
901 deactivate ();
902}
903
904void
905object::set_flag_inv (int flag, int value)
906{
907 for (object *op = inv; op; op = op->below)
908 {
909 op->flag [flag] = value;
910 op->set_flag_inv (flag, value);
911 }
912}
913
914/*
915 * Remove and free all objects in the inventory of the given object.
916 * object.c ?
917 */
918void
919object::destroy_inv (bool drop_to_ground)
920{
921 // need to check first, because the checks below might segfault
922 // as we might be on an invalid mapspace and crossfire code
923 // is too buggy to ensure that the inventory is empty.
924 // corollary: if you create arrows etc. with stuff in its inventory,
925 // cf will crash below with off-map x and y
926 if (!inv)
927 return;
928
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (!drop_to_ground
934 || !map
935 || map->in_memory != MAP_ACTIVE
936 || map->no_drop
937 || ms ().move_block == MOVE_ALL)
938 {
939 while (inv)
940 inv->destroy ();
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 while (inv)
945 {
946 object *op = inv;
947
948 if (op->flag [FLAG_STARTEQUIP]
949 || op->flag [FLAG_NO_DROP]
950 || op->type == RUNE
951 || op->type == TRAP
952 || op->flag [FLAG_IS_A_TEMPLATE]
953 || op->flag [FLAG_DESTROY_ON_DEATH])
954 op->destroy ();
955 else
956 map->insert (op, x, y);
957 }
987 } 958 }
988} 959}
989 960
990object *object::create () 961object *object::create ()
991{ 962{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 963 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 964 op->link ();
1006 return op; 965 return op;
1007} 966}
1008 967
1009/* 968static struct freed_map : maptile
1010 * free_object() frees everything allocated by an object, removes
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 969{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
989void
990object::do_destroy ()
991{
992 if (flag [FLAG_IS_LINKED])
993 remove_link ();
994
995 if (flag [FLAG_FRIENDLY])
996 remove_friendly_object (this);
997
998 remove ();
999
1000 attachable::do_destroy ();
1001
1002 deactivate ();
1003 unlink ();
1004
1005 flag [FLAG_FREED] = 1;
1006
1007 // hack to ensure that freed objects still have a valid map
1008 map = &freed_map;
1009 x = 1;
1010 y = 1;
1011
1012 if (more)
1013 {
1014 more->destroy ();
1015 more = 0;
1016 }
1017
1018 head = 0;
1019
1020 // clear those pointers that likely might cause circular references
1021 owner = 0;
1022 enemy = 0;
1023 attacked_by = 0;
1024 current_weapon = 0;
1025}
1026
1027void
1028object::destroy ()
1029{
1030 if (destroyed ())
1022 return; 1031 return;
1023 1032
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1033 if (!is_head () && !head->destroyed ())
1025 remove_friendly_object (this);
1026
1027 if (!QUERY_FLAG (this, FLAG_REMOVED))
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 } 1034 {
1037 1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1038 if (inv) 1036 head->destroy ();
1037 return;
1039 { 1038 }
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047 1039
1048 while (op) 1040 destroy_inv (false);
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058 1041
1059 while (op) 1042 if (is_head ())
1060 { 1043 if (sound_destroy)
1061 object *tmp = op->below; 1044 play_sound (sound_destroy);
1045 else if (flag [FLAG_MONSTER])
1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1062 1047
1063 remove_ob (op); 1048 attachable::destroy ();
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089} 1049}
1090 1050
1091/* 1051/* op->remove ():
1092 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)).
1094 */
1095
1096void
1097sub_weight (object *op, signed long weight)
1098{
1099 while (op != NULL)
1100 {
1101 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 }
1105 op->carrying -= weight;
1106 op = op->env;
1107 }
1108}
1109
1110/* remove_ob(op):
1111 * This function removes the object op from the linked list of objects 1052 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 1053 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 1054 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 1055 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 1056 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 1057 */
1118
1119void 1058void
1120remove_ob (object *op) 1059object::do_remove ()
1121{ 1060{
1122 object * 1061 if (flag [FLAG_REMOVED])
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED))
1140 return; 1062 return;
1141 1063
1142 SET_FLAG (op, FLAG_REMOVED); 1064 INVOKE_OBJECT (REMOVE, this);
1143 1065
1144 if (op->more != NULL) 1066 flag [FLAG_REMOVED] = true;
1145 remove_ob (op->more); 1067
1068 if (more)
1069 more->remove ();
1146 1070
1147 /* 1071 /*
1148 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
1149 * inventory. 1073 * inventory.
1150 */ 1074 */
1151 if (op->env != NULL) 1075 if (env)
1152 { 1076 {
1153 if (op->nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1154 sub_weight (op->env, op->weight * op->nrof); 1078 if (object *pl = visible_to ())
1155 else 1079 esrv_del_item (pl->contr, count);
1156 sub_weight (op->env, op->weight + op->carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1157 1081
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
1159 * made to players inventory. If set, avoiding the call
1160 * to save cpu time.
1161 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp);
1164 1083
1165 if (op->above != NULL) 1084 object *pl = in_player ();
1166 op->above->below = op->below;
1167 else
1168 op->env->inv = op->below;
1169
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172 1085
1173 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1176 */ 1089 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map; 1090 map = env->map;
1179 op->above = NULL, op->below = NULL;
1180 op->env = NULL;
1181 }
1182 else if (op->map)
1183 {
1184 x = op->x; 1091 x = env->x;
1185 y = op->y; 1092 y = env->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187 1093
1188 if (!m) 1094 // make sure cmov optimisation is applicable
1095 *(above ? &above->below : &env->inv) = below;
1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1097
1098 above = 0;
1099 below = 0;
1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1189 { 1103 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1104 if (expect_false (pl->contr->combat_ob == this))
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */ 1105 {
1196 abort (); 1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1197 } 1122 }
1123 }
1124 else if (map)
1125 {
1126 map->dirty = true;
1127 mapspace &ms = this->ms ();
1198 1128
1199 if (op->map != m) 1129 if (object *pl = ms.player ())
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */ 1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1206 1153
1207 /* link the object above us */ 1154 /* link the object above us */
1208 if (op->above) 1155 // re-link, make sure compiler can easily use cmove
1209 op->above->below = op->below; 1156 *(above ? &above->below : &ms.top) = below;
1210 else 1157 *(below ? &below->above : &ms.bot) = above;
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1212 1158
1213 /* Relink the object below us, if there is one */ 1159 above = 0;
1214 if (op->below) 1160 below = 0;
1215 op->below->above = op->above; 1161
1216 else 1162 ms.invalidate ();
1163
1164 if (map->in_memory == MAP_SAVING)
1165 return;
1166
1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1168
1169 if (object *pl = ms.player ())
1217 { 1170 {
1218 /* Nothing below, which means we need to relink map object for this space 1171 if (pl->container_ () == this)
1219 * use translated coordinates in case some oddness with map tiling is 1172 /* If a container that the player is currently using somehow gets
1220 * evident 1173 * removed (most likely destroyed), update the player view
1174 * appropriately.
1221 */ 1175 */
1222 if (GET_MAP_OB (m, x, y) != op) 1176 pl->close_container ();
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "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);
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230 1177
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1181 if (pl->contr->ns)
1182 pl->contr->ns->floorbox_update ();
1232 } 1183 }
1233 1184
1234 op->above = 0; 1185 if (check_walk_off)
1235 op->below = 0; 1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1236
1237 if (op->map->in_memory == MAP_SAVING)
1238 return;
1239
1240 tag = op->count;
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1244 { 1187 {
1188 above = tmp->above;
1189
1245 /* No point updating the players look faces if he is the object 1190 /* No point updating the players look faces if he is the object
1246 * being removed. 1191 * being removed.
1247 */
1248
1249 if (tmp->type == PLAYER && tmp != op)
1250 {
1251 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view
1253 * appropriately.
1254 */ 1192 */
1255 if (tmp->container == op)
1256 {
1257 CLEAR_FLAG (op, FLAG_APPLIED);
1258 tmp->container = NULL;
1259 }
1260 1193
1261 tmp->contr->socket.update_look = 1; 1194 /* See if object moving off should effect something */
1195 if ((move_type & tmp->move_off)
1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1197 move_apply (tmp, this, 0);
1262 } 1198 }
1263 1199
1264 /* See if player moving off should effect something */ 1200 if (affects_los ())
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 {
1267 move_apply (tmp, op, NULL);
1268
1269 if (was_destroyed (op, tag))
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1272 }
1273 }
1274
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276
1277 if (tmp->above == tmp)
1278 tmp->above = NULL;
1279
1280 last = tmp;
1281 }
1282
1283 /* last == NULL of there are no objects on this space */
1284 if (last == NULL)
1285 {
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else
1295 update_object (last, UP_OBJ_REMOVE);
1296
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298 update_all_los (op->map, op->x, op->y); 1201 update_all_los (map, x, y);
1299 } 1202 }
1300} 1203}
1301 1204
1302/* 1205/*
1303 * merge_ob(op,top): 1206 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1312{ 1215{
1313 if (!op->nrof) 1216 if (!op->nrof)
1314 return 0; 1217 return 0;
1315 1218
1316 if (top == NULL) 1219 if (!top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1220 for (top = op; top && top->above; top = top->above)
1221 ;
1318 1222
1319 for (; top != NULL; top = top->below) 1223 for (; top; top = top->below)
1320 { 1224 if (object::can_merge (op, top))
1321 if (top == op)
1322 continue;
1323 if (CAN_MERGE (op, top))
1324 { 1225 {
1325 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1326 1227
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1328 op->weight = 0; /* Don't want any adjustements now */ 1229 esrv_update_item (UPD_NROF, pl, top);
1329 remove_ob (op); 1230
1330 free_object (op); 1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1234 op->destroy ();
1235
1331 return top; 1236 return top;
1332 } 1237 }
1333 }
1334 1238
1335 return NULL; 1239 return 0;
1336} 1240}
1337 1241
1242void
1243object::expand_tail ()
1244{
1245 if (more)
1246 return;
1247
1248 object *prev = this;
1249
1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1251 {
1252 object *op = at->instance ();
1253
1254 op->name = name;
1255 op->name_pl = name_pl;
1256 op->title = title;
1257
1258 op->head = this;
1259 prev->more = op;
1260
1261 prev = op;
1262 }
1263}
1264
1338/* 1265/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1266 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1267 * job preparing multi-part monsters.
1341 */ 1268 */
1342object * 1269object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1271{
1345 object *tmp; 1272 op->remove ();
1346 1273
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1275 {
1352 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1353 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1354 } 1278 }
1355 1279
1356 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1357} 1281}
1358 1282
1371 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1372 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1373 * 1297 *
1374 * Return value: 1298 * Return value:
1375 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1377 * just 'op' otherwise 1301 * just 'op' otherwise
1378 */ 1302 */
1379
1380object * 1303object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1305{
1383 object *tmp, *top, *floor = NULL; 1306 op->remove ();
1384 sint16 x, y;
1385 1307
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1308 if (m == &freed_map)//D TODO: remove soon
1387 { 1309 {//D
1388 LOG (llevError, "Trying to insert freed object!\n"); 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1389 return NULL;
1390 } 1311 }//D
1391
1392 if (m == NULL)
1393 {
1394 dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1396 return op;
1397 }
1398
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449
1450 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1312
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1315 * need extra work
1455 */ 1316 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1317 maptile *newmap = m;
1457 x = op->x; 1318 if (!xy_normalise (newmap, op->x, op->y))
1458 y = op->y; 1319 {
1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1321 return 0;
1322 }
1323
1324 if (object *more = op->more)
1325 if (!insert_ob_in_map (more, m, originator, flag))
1326 return 0;
1327
1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1330 op->map = newmap;
1331
1332 mapspace &ms = op->ms ();
1459 1333
1460 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1461 */ 1335 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1338 if (object::can_merge (op, tmp))
1465 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1466 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1344 tmp->destroy ();
1468 free_object (tmp);
1469 } 1345 }
1470 1346
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1348 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1349
1480 { 1356 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1358 abort ();
1483 } 1359 }
1484 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1485 op->above = originator; 1368 op->above = originator;
1486 op->below = originator->below; 1369 op->below = originator->below;
1487
1488 if (op->below)
1489 op->below->above = op;
1490 else
1491 SET_MAP_OB (op->map, op->x, op->y, op);
1492
1493 /* since *below* originator, no need to update top */
1494 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1495 } 1373 }
1496 else 1374 else
1497 { 1375 {
1376 object *floor = 0;
1377 object *top = ms.top;
1378
1498 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1380 if (top)
1500 { 1381 {
1501 object *last = NULL;
1502
1503 /* 1382 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1507 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1510 * once we get to them. This reduces the need to traverse over all of 1389 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1390 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1391 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1514 */ 1393 */
1515 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1516 while (top != NULL)
1517 { 1395 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1397 floor = tmp;
1520 1398
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1522 { 1400 {
1523 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1524 top = top->below; 1402 top = tmp->below;
1525 break; 1403 break;
1526 } 1404 }
1527 1405
1528 last = top;
1529 top = top->above; 1406 top = tmp;
1530 } 1407 }
1531
1532 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last;
1534 1408
1535 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1536 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1538 */ 1412 */
1539 1413
1540 /* Have object 'fall below' other objects that block view. 1414 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1415 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1416 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1417 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1418 * stacking is a bit odd.
1545 */ 1419 */
1546 if (!(flag & INS_ON_TOP) && 1420 if (!(flag & INS_ON_TOP)
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1421 && ms.flags () & P_BLOCKSVIEW
1422 && (op->face && !faces [op->face].visibility))
1548 { 1423 {
1424 object *last;
1425
1549 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1428 break;
1429
1552 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1431 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1432 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1433 * set top to the object below us.
1556 */ 1434 */
1557 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1558 top = last->below; 1436 top = last->below;
1559 } 1437 }
1560 } /* If objects on this space */ 1438 } /* If objects on this space */
1561 1439
1562 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y);
1564
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1441 top = floor;
1567 1442
1568 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1569 */
1570
1571 /* First object on this space */
1572 if (!top) 1444 if (!top)
1573 { 1445 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y);
1575
1576 if (op->above)
1577 op->above->below = op;
1578
1579 op->below = NULL; 1446 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1447 op->above = ms.bot;
1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1581 } 1451 }
1582 else 1452 else
1583 { /* get inserted into the stack above top */ 1453 {
1584 op->above = top->above; 1454 op->above = top->above;
1585
1586 if (op->above)
1587 op->above->below = op; 1455 top->above = op;
1588 1456
1589 op->below = top; 1457 op->below = top;
1590 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1591 } 1459 }
1460 }
1592 1461
1593 if (op->above == NULL) 1462 if (op->is_player ())
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1463 {
1595 } /* else not INS_BELOW_ORIGINATOR */
1596
1597 if (op->type == PLAYER)
1598 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1465 ++op->map->players;
1466 op->map->touch ();
1467 }
1599 1468
1600 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1601 * it, so save a few ticks and start from there. 1470
1602 */ 1471 if (object *pl = ms.player ())
1603 if (!(flag & INS_MAP_LOAD)) 1472 //TODO: the floorbox prev/next might need updating
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1473 //esrv_send_item (pl, op);
1605 if (tmp->type == PLAYER) 1474 //TODO: update floorbox to preserve ordering
1606 tmp->contr->socket.update_look = 1; 1475 if (pl->contr->ns)
1476 pl->contr->ns->floorbox_update ();
1607 1477
1608 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1485 * of effect may be sufficient.
1616 */ 1486 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1618 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1619 1492
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1622 1495
1496 INVOKE_OBJECT (INSERT, op);
1497
1623 /* Don't know if moving this to the end will break anything. However, 1498 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1499 * we want to have floorbox_update called before calling this.
1625 * 1500 *
1626 * check_move_on() must be after this because code called from 1501 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1502 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1504 * update_object().
1630 */ 1505 */
1631 1506
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1634 { 1509 {
1635 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1636 return NULL; 1511 return 0;
1637 1512
1638 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1514 * walk on's.
1640 */ 1515 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1643 return NULL; 1518 return 0;
1644 } 1519 }
1645 1520
1646 return op; 1521 return op;
1647} 1522}
1648 1523
1649/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1652 */ 1527 */
1653void 1528void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1655{ 1530{
1656 object *
1657 tmp;
1658 object *
1659 tmp1;
1660
1661 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1662 1532
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1666 { 1535 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1536
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1673 1538
1674 tmp1->x = op->x; 1539 tmp->x = op->x;
1675 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1677} 1543}
1678
1679/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array.
1685 */
1686 1544
1687object * 1545object *
1688get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1689{ 1547{
1690 object * 1548 if (where->env)
1691 newob; 1549 return where->env->insert (this);
1692 int 1550 else
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1694
1695 if (orig_ob->nrof < nr)
1696 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL;
1699 }
1700
1701 newob = object_create_clone (orig_ob);
1702
1703 if ((orig_ob->nrof -= nr) < 1)
1704 {
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed)
1710 {
1711 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 {
1715 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1716 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1717 return NULL;
1718 }
1719 }
1720
1721 newob->nrof = nr;
1722
1723 return newob;
1724} 1552}
1725 1553
1554// check whether we can put this into the map, respect max_volume, max_items
1555bool
1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1559
1560 int items = ms.items ();
1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1574}
1575
1726/* 1576/*
1727 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1728 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1730 * 1580 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1582 */
1583bool
1584object::decrease (sint32 nr)
1585{
1586 if (!nr)
1587 return true;
1733 1588
1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1734object * 1614object *
1735decrease_ob_nr (object *op, uint32 i) 1615object::split (sint32 nr)
1736{ 1616{
1737 object *tmp; 1617 int have = number_of ();
1738 player *pl;
1739 1618
1740 if (i == 0) /* objects with op->nrof require this check */ 1619 if (have < nr)
1741 return op; 1620 return 0;
1742 1621 else if (have == nr)
1743 if (i > op->nrof)
1744 i = op->nrof;
1745
1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i;
1748 else if (op->env != NULL)
1749 { 1622 {
1750 /* is this object in the players inventory, or sub container
1751 * therein?
1752 */
1753 tmp = is_player_inv (op->env);
1754 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player.
1759 */
1760 if (!tmp)
1761 {
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env)
1764 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 }
1770
1771 if (i < op->nrof)
1772 {
1773 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i;
1775 if (tmp)
1776 {
1777 esrv_send_item (tmp, op);
1778 }
1779 }
1780 else
1781 {
1782 remove_ob (op); 1623 remove ();
1783 op->nrof = 0; 1624 return this;
1784 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count);
1787 }
1788 }
1789 } 1625 }
1790 else 1626 else
1791 { 1627 {
1792 object *above = op->above; 1628 decrease (nr);
1793 1629
1794 if (i < op->nrof) 1630 object *op = deep_clone ();
1795 op->nrof -= i; 1631 op->nrof = nr;
1796 else
1797 {
1798 remove_ob (op);
1799 op->nrof = 0;
1800 }
1801
1802 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above)
1804 if (tmp->type == PLAYER)
1805 {
1806 if (op->nrof)
1807 esrv_send_item (tmp, op);
1808 else
1809 esrv_del_item (tmp->contr, op->count);
1810 }
1811 }
1812
1813 if (op->nrof)
1814 return op; 1632 return op;
1815 else
1816 { 1633 }
1817 free_object (op); 1634}
1635
1636object *
1637insert_ob_in_ob (object *op, object *where)
1638{
1639 if (!where)
1640 {
1641 char *dump = dump_object (op);
1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1643 free (dump);
1818 return NULL; 1644 return op;
1819 }
1820}
1821
1822/*
1823 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying.
1825 */
1826
1827void
1828add_weight (object *op, signed long weight)
1829{
1830 while (op != NULL)
1831 { 1645 }
1832 if (op->type == CONTAINER)
1833 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1834 1646
1835 op->carrying += weight; 1647 if (where->head_ () != where)
1836 op = op->env;
1837 } 1648 {
1838} 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1650 where = where->head;
1651 }
1839 1652
1653 return where->insert (op);
1654}
1655
1840/* 1656/*
1841 * insert_ob_in_ob(op,environment): 1657 * env->insert (op)
1842 * This function inserts the object op in the linked list 1658 * This function inserts the object op in the linked list
1843 * inside the object environment. 1659 * inside the object environment.
1844 * 1660 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1852 */ 1663 */
1853
1854object * 1664object *
1855insert_ob_in_ob (object *op, object *where) 1665object::insert (object *op)
1856{ 1666{
1857 object *
1858 tmp, *
1859 otmp;
1860
1861 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 {
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880
1881 if (op->more) 1667 if (op->more)
1882 { 1668 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1670 return op;
1885 } 1671 }
1886 1672
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 op->remove ();
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1889 if (op->nrof) 1677 if (op->nrof)
1890 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1679 if (object::can_merge (tmp, op))
1893 { 1680 {
1894 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1682 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1684
1898 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1899 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1900 add_weight (where, op->weight * op->nrof); 1687
1901 SET_FLAG (op, FLAG_REMOVED); 1688 adjust_weight (this, op->total_weight ());
1902 free_object (op); /* free the inserted object */ 1689
1690 op->destroy ();
1903 op = tmp; 1691 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1692 goto inserted;
1905 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break;
1907 } 1693 }
1908 1694
1909 /* I assume combined objects have no inventory 1695 op->owner = 0; // it's his/hers now. period.
1910 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do
1913 * the linking below
1914 */
1915 add_weight (where, op->weight * op->nrof);
1916 }
1917 else
1918 add_weight (where, (op->weight + op->carrying));
1919
1920 otmp = is_player_inv (where);
1921 if (otmp && otmp->contr != NULL)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp);
1925 }
1926
1927 op->map = NULL; 1696 op->map = 0;
1928 op->env = where; 1697 op->x = 0;
1698 op->y = 0;
1699
1929 op->above = NULL; 1700 op->above = 0;
1930 op->below = NULL; 1701 op->below = inv;
1931 op->x = 0, op->y = 0; 1702 op->env = this;
1932 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1933 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1718 if (op->glow_radius && is_on_map ())
1935 {
1936#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map))
1940 update_all_los (where->map, where->x, where->y);
1941 } 1719 {
1942 1720 update_stats ();
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1721 update_all_los (map, x, y);
1944 * It sure simplifies this function...
1945 */
1946 if (where->inv == NULL)
1947 where->inv = op;
1948 else
1949 { 1722 }
1950 op->below = where->inv; 1723 else if (is_player ())
1951 op->below->above = op; 1724 // if this is a player's inventory, update stats
1952 where->inv = op; 1725 contr->queue_stats_update ();
1953 } 1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1954 return op; 1729 return op;
1955} 1730}
1956 1731
1957/* 1732/*
1958 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1972 * 1747 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1750 * on top.
1976 */ 1751 */
1977
1978int 1752int
1979check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1980{ 1754{
1981 object *
1982 tmp;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y;
1989
1990 MoveType
1991 move_on,
1992 move_slow,
1993 move_block;
1994
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1756 return 0;
1997 1757
1998 tag = op->count; 1758 object *tmp;
1759 maptile *m = op->map;
1760 int x = op->x, y = op->y;
1999 1761
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1762 mapspace &ms = m->at (x, y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1763
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1764 ms.update ();
1765
1766 MoveType move_on = ms.move_on;
1767 MoveType move_slow = ms.move_slow;
1768 MoveType move_block = ms.move_block;
2003 1769
2004 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
2005 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
2006 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
2007 * as walking. 1773 * as walking.
2018 return 0; 1784 return 0;
2019 1785
2020 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
2022 */ 1788 */
2023 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2025 {
2026 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them.
2029 */
2030 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2031 break;
2032 } 1790 {
1791 next = tmp->below;
2033 1792
2034 for (; tmp; tmp = tmp->below)
2035 {
2036 if (tmp == op) 1793 if (tmp == op)
2037 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
2038 1795
2039 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
2040 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
2045 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2046 { 1803 {
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1806 {
2050
2051 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1808
2054 if (op->type == PLAYER) 1809 if (op->is_player ())
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1812 diff /= 4.0;
2058 1813
2059 op->speed_left -= diff; 1814 op->speed_left -= diff;
2060 } 1815 }
2061 } 1816 }
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1821 {
2067 move_apply (tmp, op, originator); 1822 move_apply (tmp, op, originator);
2068 1823
2069 if (was_destroyed (op, tag)) 1824 if (op->destroyed ())
2070 return 1; 1825 return 1;
2071 1826
2072 /* what the person/creature stepped onto has moved the object 1827 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1828 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1829 * have a feeling strange problems would result.
2084/* 1839/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1840 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1841 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
2088 */ 1843 */
2089
2090object * 1844object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1845present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1846{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1847 if (!m || out_of_map (m, x, y))
2097 { 1848 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1850 return NULL;
2100 } 1851 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
2102 if (tmp->arch == at) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch->archname == at->archname)
2103 return tmp; 1855 return tmp;
1856
2104 return NULL; 1857 return NULL;
2105} 1858}
2106 1859
2107/* 1860/*
2108 * present(type, map, x, y) searches for any objects with 1861 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1862 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2111 */ 1864 */
2112
2113object * 1865object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1866present (unsigned char type, maptile *m, int x, int y)
2115{ 1867{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1868 if (out_of_map (m, x, y))
2120 { 1869 {
2121 LOG (llevError, "Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1871 return NULL;
2123 } 1872 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1873
1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1875 if (tmp->type == type)
2126 return tmp; 1876 return tmp;
1877
2127 return NULL; 1878 return NULL;
2128} 1879}
2129 1880
2130/* 1881/*
2131 * present_in_ob(type, object) searches for any objects with 1882 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1883 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2134 */ 1885 */
2135
2136object * 1886object *
2137present_in_ob (unsigned char type, const object *op) 1887present_in_ob (unsigned char type, const object *op)
2138{ 1888{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1890 if (tmp->type == type)
2144 return tmp; 1891 return tmp;
1892
2145 return NULL; 1893 return NULL;
2146} 1894}
2147 1895
2148/* 1896/*
2149 * present_in_ob (type, str, object) searches for any objects with 1897 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1905 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1906 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1907 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1908 * to be unique.
2161 */ 1909 */
2162
2163object * 1910object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1911present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1912{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1914 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1915 return tmp;
2173 } 1916
2174 return NULL; 1917 return 0;
2175} 1918}
2176 1919
2177/* 1920/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1921 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1922 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2181 */ 1924 */
2182
2183object * 1925object *
2184present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
2185{ 1927{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
2191 return tmp; 1930 return tmp;
1931
2192 return NULL; 1932 return NULL;
2193} 1933}
2194 1934
2195/* 1935/*
2196 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
2197 */ 1937 */
2198void 1938void
2199flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
2200{ 1940{
2201 object *
2202 tmp;
2203
2204 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2206 { 1942 {
2207 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
2209 } 1945 }
2210} /* 1946}
1947
1948/*
2211 * desactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
2212 */ 1950 */
2213void 1951void
2214unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
2215{ 1953{
2216 object *
2217 tmp;
2218
2219 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2221 { 1955 {
2222 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
2224 } 1958 }
2225}
2226
2227/*
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function.
2232 */
2233
2234void
2235set_cheat (object *op)
2236{
2237 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ);
2239} 1959}
2240 1960
2241/* 1961/*
2242 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
2243 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
2245 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
2246 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
2247 * start and stop are where to start relative to the free_arr array (1,9 1967 * start and stop are where to start relative to the free_arr array (1,9
2248 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
2249 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1969 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2250 * Note - this only checks to see if there is space for the head of the
2251 * object - if it is a multispace object, this should be called for all
2252 * pieces.
2253 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
2254 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
2255 * necessary, so the caller shouldn't need to do any special work. 1972 * necessary, so the caller shouldn't need to do any special work.
2256 * Note - updated to take an object instead of archetype - this is necessary 1973 * Note - updated to take an object instead of archetype - this is necessary
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1976 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1977 * customized, changed states, etc.
2261 */ 1978 */
2262
2263int 1979int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1981{
2266 int
2267 i,
2268 index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1982 int altern[SIZEOFFREE];
1983 int index = 0, flag;
2271 1984
2272 for (i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2273 { 1986 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2275 if (!flag) 1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2276 altern[index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2277 2006
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2008 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2009 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2010 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2011 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2285 */ 2014 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2287 stop = maxfree[i]; 2017 stop = maxfree[i];
2018 continue;
2019 }
2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2288 } 2031 }
2032
2289 if (!index) 2033 if (!index)
2290 return -1; 2034 return -1;
2035
2291 return altern[RANDOM () % index]; 2036 return altern [rndm (index)];
2292} 2037}
2293 2038
2294/* 2039/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2040 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2041 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2042 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2043 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2044 */
2300
2301int 2045int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2047{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2050 return i;
2311 } 2051
2312 return -1; 2052 return -1;
2313} 2053}
2314 2054
2315/* 2055/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2056 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2057 * arr[begin..end-1].
2058 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2059 */
2319static void 2060static void
2320permute (int *arr, int begin, int end) 2061permute (int *arr, int begin, int end)
2321{ 2062{
2322 int 2063 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2064 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2065
2333 tmp = arr[i]; 2066 while (--end)
2334 arr[i] = arr[j]; 2067 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2068}
2338 2069
2339/* new function to make monster searching more efficient, and effective! 2070/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2071 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2072 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2075 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2076 */
2346void 2077void
2347get_search_arr (int *search_arr) 2078get_search_arr (int *search_arr)
2348{ 2079{
2349 int 2080 int i;
2350 i;
2351 2081
2352 for (i = 0; i < SIZEOFFREE; i++) 2082 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2083 search_arr[i] = i;
2355 }
2356 2084
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2085 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2086 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2087 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2088}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2097 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2098 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2099 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2100 * there is capable of.
2373 */ 2101 */
2374
2375int 2102int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2104{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2381
2382 sint16 nx, ny;
2383 object *
2384 tmp;
2385 mapstruct *
2386 mp;
2387
2388 MoveType blocked, move_type; 2106 MoveType move_type;
2389 2107
2390 if (exclude && exclude->head) 2108 if (exclude && exclude->head_ () != exclude)
2391 { 2109 {
2392 exclude = exclude->head; 2110 exclude = exclude->head;
2393 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2394 } 2112 }
2395 else 2113 else
2396 { 2114 {
2397 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2398 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2399 } 2117 }
2400 2118
2401 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2402 { 2120 {
2403 mp = m; 2121 mapxy pos (m, x, y);
2404 nx = x + freearr_x[i]; 2122 pos.move (i);
2405 ny = y + freearr_y[i];
2406 2123
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2408 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2125 max = maxfree[i];
2411 }
2412 else 2126 else
2413 { 2127 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = *pos;
2415 2129
2416 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree [i];
2132 else if (ms.flags () & P_IS_ALIVE)
2417 { 2133 {
2418 max = maxfree[i]; 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2419 } 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2420 else if (mflags & P_IS_ALIVE) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2421 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2423 {
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break;
2427 }
2428 }
2429 if (tmp)
2430 {
2431 return freedir[i]; 2137 return freedir [i];
2432 }
2433 } 2138 }
2434 } 2139 }
2435 } 2140 }
2141
2436 return 0; 2142 return 0;
2437} 2143}
2438 2144
2439/* 2145/*
2440 * distance(object 1, object 2) will return the square of the 2146 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2147 * distance between the two given objects.
2442 */ 2148 */
2443
2444int 2149int
2445distance (const object *ob1, const object *ob2) 2150distance (const object *ob1, const object *ob2)
2446{ 2151{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2152 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2153}
2453 2154
2454/* 2155/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2156 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2157 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2158 * object, needs to travel toward it.
2458 */ 2159 */
2459
2460int 2160int
2461find_dir_2 (int x, int y) 2161find_dir_2 (int x, int y)
2462{ 2162{
2463 int 2163 int q;
2464 q;
2465 2164
2466 if (y) 2165 if (y)
2467 q = x * 100 / y; 2166 q = x * 100 / y;
2468 else if (x) 2167 else if (x)
2469 q = -300 * x; 2168 q = -300 * x;
2494 2193
2495 return 3; 2194 return 3;
2496} 2195}
2497 2196
2498/* 2197/*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504int
2505absdir (int d)
2506{
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512}
2513
2514/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2200 */
2518
2519int 2201int
2520dirdiff (int dir1, int dir2) 2202dirdiff (int dir1, int dir2)
2521{ 2203{
2522 int 2204 int d;
2523 d;
2524 2205
2525 d = abs (dir1 - dir2); 2206 d = abs (dir1 - dir2);
2526 if (d > 4) 2207 if (d > 4)
2527 d = 8 - d; 2208 d = 8 - d;
2209
2528 return d; 2210 return d;
2529} 2211}
2530 2212
2531/* peterm: 2213/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2220 * functions.
2539 */ 2221 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2275 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2276 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2277 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2278 * Modified to be map tile aware -.MSW
2599 */ 2279 */
2600
2601
2602int 2280int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2281can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2282{
2605 sint16 dx, dy; 2283 sint16 dx, dy;
2606 int
2607 mflags; 2284 int mflags;
2608 2285
2609 if (dir < 0) 2286 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2287 return 0; /* exit condition: invalid direction */
2611 2288
2612 dx = x + freearr_x[dir]; 2289 dx = x + freearr_x[dir];
2625 return 0; 2302 return 0;
2626 2303
2627 /* yes, can see. */ 2304 /* yes, can see. */
2628 if (dir < 9) 2305 if (dir < 9)
2629 return 1; 2306 return 1;
2307
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2308 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2309 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2310 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2311}
2633
2634
2635 2312
2636/* 2313/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2314 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2315 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2316 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2319 * core dumps if they do.
2643 * 2320 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2322 */
2646
2647int 2323int
2648can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2649{ 2325{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2653} 2329}
2654
2655 2330
2656/* 2331/*
2657 * create clone from object to another 2332 * create clone from object to another
2658 */ 2333 */
2659object * 2334object *
2660object_create_clone (object *asrc) 2335object::deep_clone ()
2661{ 2336{
2662 object * 2337 assert (("deep_clone called on non-head object", is_head ()));
2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2664 2338
2665 if (!asrc) 2339 object *dst = clone ();
2666 return NULL;
2667 src = asrc;
2668 if (src->head)
2669 src = src->head;
2670 2340
2671 prev = NULL; 2341 object *prev = dst;
2672 for (part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2673 { 2343 {
2674 tmp = get_object (); 2344 object *tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x;
2677 tmp->y -= src->y;
2678 if (!part->head)
2679 {
2680 dst = tmp;
2681 tmp->head = NULL;
2682 }
2683 else
2684 {
2685 tmp->head = dst; 2345 tmp->head = dst;
2686 }
2687 tmp->more = NULL;
2688 if (prev)
2689 prev->more = tmp; 2346 prev->more = tmp;
2690 prev = tmp; 2347 prev = tmp;
2691 } 2348 }
2692 2349
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2695 { 2351 insert_ob_in_ob (item->deep_clone (), dst);
2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2352
2699 return dst; 2353 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2354}
2756 2355
2757/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2357 * has the same type and subtype match.
2759 * returns NULL if no match. 2358 * returns NULL if no match.
2760 */ 2359 */
2761object * 2360object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2362{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2365 return tmp;
2770 2366
2771 return NULL;
2772}
2773
2774/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL.
2776 *
2777 * key must be a passed in shared string - otherwise, this won't
2778 * do the desired thing.
2779 */
2780key_value *
2781get_ob_key_link (const object *ob, const char *key)
2782{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2788 if (link->key == key)
2789 {
2790 return link;
2791 }
2792 }
2793
2794 return NULL;
2795}
2796
2797/*
2798 * Returns the value of op has an extra_field for key, or NULL.
2799 *
2800 * The argument doesn't need to be a shared string.
2801 *
2802 * The returned string is shared.
2803 */
2804const char *
2805get_ob_key_value (const object *op, const char *const key)
2806{
2807 key_value *link;
2808 shstr_cmp canonical_key (key);
2809
2810 if (!canonical_key)
2811 {
2812 /* 1. There being a field named key on any object
2813 * implies there'd be a shared string to find.
2814 * 2. Since there isn't, no object has this field.
2815 * 3. Therefore, *this* object doesn't have this field.
2816 */
2817 return 0;
2818 }
2819
2820 /* This is copied from get_ob_key_link() above -
2821 * only 4 lines, and saves the function call overhead.
2822 */
2823 for (link = op->key_values; link; link = link->next)
2824 if (link->key == canonical_key)
2825 return link->value;
2826
2827 return 0; 2367 return 0;
2828} 2368}
2829 2369
2830 2370shstr_tmp
2831/* 2371object::kv_get (shstr_tmp key) const
2832 * Updates the canonical_key in op to value.
2833 *
2834 * canonical_key is a shared string (value doesn't have to be).
2835 *
2836 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2837 * keys.
2838 *
2839 * Returns TRUE on success.
2840 */
2841int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2372{
2844 key_value * 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2845 field = NULL, *last = NULL; 2374 if (kv->key == key)
2375 return kv->value;
2846 2376
2847 for (field = op->key_values; field != NULL; field = field->next) 2377 return shstr ();
2848 { 2378}
2849 if (field->key != canonical_key) 2379
2380void
2381object::kv_set (shstr_tmp key, shstr_tmp value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2850 { 2385 {
2851 last = field; 2386 kv->value = value;
2852 continue; 2387 return;
2853 } 2388 }
2854 2389
2855 if (value) 2390 key_value *kv = new key_value;
2856 field->value = value; 2391
2857 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (shstr_tmp key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2858 { 2404 {
2859 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2860 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2861 * it, we save the empty value so that when we load, 2407 delete kv;
2862 * we get this value back again. 2408 return;
2863 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key))
2865 field->value = 0;
2866 else
2867 {
2868 if (last)
2869 last->next = field->next;
2870 else
2871 op->key_values = field->next;
2872
2873 delete field;
2874 }
2875 } 2409 }
2876 return TRUE;
2877 }
2878 /* IF we get here, key doesn't exist */
2879
2880 /* No field, we'll have to add it. */
2881
2882 if (!add_key)
2883 {
2884 return FALSE;
2885 }
2886 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings,
2890 * should pass in ""
2891 */
2892 if (value == NULL)
2893 return TRUE;
2894
2895 field = new key_value;
2896
2897 field->key = canonical_key;
2898 field->value = value;
2899 /* Usual prepend-addition. */
2900 field->next = op->key_values;
2901 op->key_values = field;
2902
2903 return TRUE;
2904}
2905
2906/*
2907 * Updates the key in op to value.
2908 *
2909 * If add_key is FALSE, this will only update existing keys,
2910 * and not add new ones.
2911 * In general, should be little reason FALSE is ever passed in for add_key
2912 *
2913 * Returns TRUE on success.
2914 */
2915int
2916set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2917{
2918 shstr key_ (key);
2919
2920 return set_ob_key_value_s (op, key_, value, add_key);
2921} 2410}
2922 2411
2923object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2924: iterator_base (container) 2413: iterator_base (container)
2925{ 2414{
2939 } 2428 }
2940 else 2429 else
2941 item = item->env; 2430 item = item->env;
2942} 2431}
2943 2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2447 }
2448
2449 if (flag [i])
2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2457
2458 return desc;
2459}
2460
2944// return a suitable string describing an objetc in enough detail to find it 2461// return a suitable string describing an object in enough detail to find it
2945const char * 2462const char *
2946object::debug_desc (char *info) const 2463object::debug_desc (char *info) const
2947{ 2464{
2465 char flagdesc[512];
2948 char info2[256 * 3]; 2466 char info2[256 * 4];
2949 char *p = info; 2467 char *p = info;
2950 2468
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2952 count, 2470 count,
2471 uuid.c_str (),
2953 &name, 2472 &name,
2954 title ? " " : "", 2473 title ? ",title:\"" : "",
2955 title ? (const char *)title : ""); 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2476 flag_desc (flagdesc, 512), type);
2956 2477
2957 if (env) 2478 if (!flag[FLAG_REMOVED] && env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2480
2960 if (map) 2481 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2483
2963 return info; 2484 return info;
2964} 2485}
2965 2486
2966const char * 2487const char *
2967object::debug_desc () const 2488object::debug_desc () const
2968{ 2489{
2969 static char info[256 * 3]; 2490 static char info[3][256 * 4];
2491 static int info_idx;
2492
2970 return debug_desc (info); 2493 return debug_desc (info [++info_idx % 3]);
2971} 2494}
2972 2495
2496struct region *
2497object::region () const
2498{
2499 return map ? map->region (x, y)
2500 : region::default_region ();
2501}
2502
2503void
2504object::open_container (object *new_container)
2505{
2506 if (container == new_container)
2507 return;
2508
2509 object *old_container = container;
2510
2511 if (old_container)
2512 {
2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2514 return;
2515
2516#if 0
2517 // remove the "Close old_container" object.
2518 if (object *closer = old_container->inv)
2519 if (closer->type == CLOSE_CON)
2520 closer->destroy ();
2521#endif
2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2526 old_container->flag [FLAG_APPLIED] = false;
2527 container = 0;
2528
2529 // client needs item update to make it work, client bug requires this to be separate
2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2534 }
2535
2536 if (new_container)
2537 {
2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2539 return;
2540
2541 // TODO: this does not seem to serve any purpose anymore?
2542#if 0
2543 // insert the "Close Container" object.
2544 if (archetype *closer = new_container->other_arch)
2545 {
2546 object *closer = new_container->other_arch->instance ();
2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2548 new_container->insert (closer);
2549 }
2550#endif
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2557 new_container->flag [FLAG_APPLIED] = true;
2558 container = new_container;
2559
2560 // client needs flag change
2561 esrv_update_item (UPD_FLAGS, this, new_container);
2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2564 }
2565// else if (!old_container->env && contr && contr->ns)
2566// contr->ns->floorbox_reset ();
2567}
2568
2569object *
2570object::force_find (shstr_tmp name)
2571{
2572 /* cycle through his inventory to look for the MARK we want to
2573 * place
2574 */
2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2576 if (tmp->type == FORCE && tmp->slaying == name)
2577 return splay (tmp);
2578
2579 return 0;
2580}
2581
2582//-GPL
2583
2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2594object::force_add (shstr_tmp name, int duration)
2595{
2596 if (object *force = force_find (name))
2597 force->destroy ();
2598
2599 object *force = get_archetype (FORCE_NAME);
2600
2601 force->slaying = name;
2602 force->force_set_timer (duration);
2603 force->flag [FLAG_APPLIED] = true;
2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2647 {
2648 force = archetype::get (shstr_noise_force);
2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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