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Comparing deliantra/server/common/object.C (file contents):
Revision 1.56 by root, Sun Dec 3 02:04:57 2006 UTC vs.
Revision 1.322 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 49};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 55};
50int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 61};
54 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
55static void 70static void
56write_uuid (void) 71write_uuid (uval64 skip, bool sync)
57{ 72{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
59 74 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 77 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
82 88
83 FILE *fp; 89 FILE *fp;
84 90
85 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
86 { 92 {
87 if (errno == ENOENT) 93 if (errno == ENOENT)
88 { 94 {
89 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 96 UUID::cur.seq = 0;
91 write_uuid (); 97 write_uuid (UUID_GAP, true);
92 return; 98 return;
93 } 99 }
94 100
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 102 _exit (1);
97 } 103 }
98 104
99 int version; 105 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 106 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
102 { 110 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 112 _exit (1);
105 } 113 }
106 114
107 uuid.seq = uid;
108 write_uuid ();
109 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);
110 fclose (fp); 118 fclose (fp);
111} 119}
112 120
113UUID 121UUID
114gen_uuid () 122UUID::gen ()
115{ 123{
116 UUID uid; 124 UUID uid;
117 125
118 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
119 127
120 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
122 134
123 return uid; 135 return uid;
124} 136}
125 137
126void 138void
127init_uuid () 139UUID::init ()
128{ 140{
129 read_uuid (); 141 read_uuid ();
130} 142}
131 143
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
132/* 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. */
133static int 210static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
135{ 212{
136 key_value *wants_field;
137
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
141 */ 216 */
142 217
143 /* For each field in wants, */ 218 /* For each field in wants, */
144 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)
145 { 220 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 221 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 222
167 /* 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. */
168 return TRUE; 224 return true;
169} 225}
170 226
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 228static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 230{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
177 */ 233 */
178 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);
179} 236}
180 237
181/* 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
182 * they can be merged together. 239 * they can be merged together.
183 * 240 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
187 * 244 *
188 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
189 * 246 *
190 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
191 * check weight 248 * check weight
192 */ 249 */
193
194bool object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
195{ 251{
196 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
197 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)
198 return 0; 258 return 0;
199 259
200 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)
201 return 0; 263 return 0;
202 264
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 269 * flags lose any meaning.
215 */ 270 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
218 273
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
221 276
222 277 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 278 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 281 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 282 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
243 (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
244 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 296 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
266 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 */
267 324
268 /* 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
269 * if it is valid. 326 * if it is valid.
270 */ 327 */
271 } 328 }
272 329
273 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
276 */ 333 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 335 return 0;
279 336
280 /* 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
281 * 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
282 * check? 339 * check?
283 */ 340 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 342 return 0;
286 343
287 switch (ob1->type) 344 switch (ob1->type)
288 { 345 {
289 case SCROLL: 346 case SCROLL:
290 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
291 return 0; 348 return 0;
292 break; 349 break;
293 } 350 }
294 351
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
296 { 353 {
297 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 359 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 360 }
304 361
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
308 ob1->optimise (); 364 ob1->optimise ();
309 ob2->optimise (); 365 ob2->optimise ();
310 366
311 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)
312 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 }
313 } 381 }
314 382
315 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
316 return 1; 384 return 1;
317} 385}
318 386
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
323 */ 464 */
324long 465void
325sum_weight (object *op) 466object::update_weight ()
326{ 467{
327 long sum; 468 sint32 sum = 0;
328 object *inv;
329 469
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
331 { 471 {
332 if (inv->inv) 472 if (op->inv)
333 sum_weight (inv); 473 op->update_weight ();
334 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)
335 } 481 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 492 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 493char *
380dump_object (object *op) 494dump_object (object *op)
381{ 495{
382 if (!op) 496 if (!op)
383 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
384 498
385 object_freezer freezer; 499 object_freezer freezer;
386 save_object (freezer, op, 3); 500 op->write (freezer);
387 return freezer.as_string (); 501 return freezer.as_string ();
388} 502}
389 503
390/* 504char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 506{
399 object *tmp, *closest; 507 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 508}
409 509
410/* 510/*
411 * 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.
412 */ 513 */
413
414object * 514object *
415find_object (tag_t i) 515find_object (tag_t i)
416{ 516{
417 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
418 if (op->count == i) 518 if (op->count == i)
419 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;
420 535
421 return 0; 536 return 0;
422} 537}
423 538
424/* 539/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
428 */ 543 */
429
430object * 544object *
431find_object_name (const char *str) 545find_object_name (const char *str)
432{ 546{
433 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
434 object *op;
435 548
436 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
437 if (op->name == str_) 551 if (op->name == str_)
438 break; 552 return op;
439 553
440 return op; 554 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 555}
448 556
449/* 557/*
450 * 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
451 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
452 */ 561 */
453void 562void
454object::set_owner (object *owner) 563object::set_owner (object *owner)
455{ 564{
565 // allow objects which own objects
456 if (!owner) 566 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 567 while (owner->owner)
467 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 }
468 575
469 this->owner = owner; 576 this->owner = owner;
470} 577}
471 578
472/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 580 * refcounts and freeing the links.
474 */ 581 */
475static void 582static void
476free_key_values (object *op) 583free_key_values (object *op)
477{ 584{
478 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
479 { 586 {
480 key_value *next = i->next; 587 key_value *next = i->next;
481 delete i; 588 delete i;
482 589
483 i = next; 590 i = next;
484 } 591 }
485 592
486 op->key_values = 0; 593 op->key_values = 0;
487} 594}
488 595
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 596/*
541 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 602 * will point at garbage.
547 */ 603 */
548void 604void
549copy_object (object *op2, object *op) 605object::copy_to (object *dst)
550{ 606{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
553 609 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 610
564 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
565 if (op2->key_values) 612 if (key_values)
566 { 613 {
567 key_value *tail = 0; 614 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 615 dst->key_values = 0;
571 616
572 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
573 { 618 {
574 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
575 620
576 new_link->next = 0; 621 new_link->next = 0;
577 new_link->key = i->key; 622 new_link->key = i->key;
578 new_link->value = i->value; 623 new_link->value = i->value;
579 624
580 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
581 if (!op->key_values) 626 if (!dst->key_values)
582 { 627 {
583 op->key_values = new_link; 628 dst->key_values = new_link;
584 tail = new_link; 629 tail = new_link;
585 } 630 }
586 else 631 else
587 { 632 {
588 tail->next = new_link; 633 tail->next = new_link;
589 tail = new_link; 634 tail = new_link;
590 } 635 }
591 } 636 }
592 } 637 }
593 638
594 update_ob_speed (op); 639 dst->activate ();
640}
641
642void
643object::instantiate ()
644{
645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
652 speed_left = -1.;
653
654 /* copy the body_info to the body_used - this is only really
655 * need for monsters, but doesn't hurt to do it for everything.
656 * by doing so, when a monster is created, it has good starting
657 * values for the body_used info, so when items are created
658 * for it, they can be properly equipped.
659 */
660 for (int i = NUM_BODY_LOCATIONS; i--; )
661 slot[i].used = slot[i].info;
662
663 attachable::instantiate ();
664}
665
666object *
667object::clone ()
668{
669 object *neu = create ();
670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
676 neu->map = map; // not copied by copy_to
677 return neu;
595} 678}
596 679
597/* 680/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 682 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
601 */ 684 */
602
603void 685void
604update_turn_face (object *op) 686update_turn_face (object *op)
605{ 687{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
607 return; 689 return;
690
608 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
610} 693}
611 694
612/* 695/*
613 * Updates the speed of an object. If the speed changes from 0 to another 696 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 697 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
616 */ 699 */
617void 700void
618update_ob_speed (object *op) 701object::set_speed (float speed)
619{ 702{
620 extern int arch_init; 703 this->speed = speed;
621 704
622 /* No reason putting the archetypes objects on the speed list, 705 if (has_active_speed ())
623 * since they never really need to be updated. 706 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 707 else
655 { 708 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 709}
679 710
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 711/*
712 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 715 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
719 * 719 *
720 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 721 * current action are:
726 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
731 */ 727 */
732
733void 728void
734update_object (object *op, int action) 729update_object (object *op, int action)
735{ 730{
736 int update_now = 0, flags; 731 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 732 {
741 /* this should never happen */ 733 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 735 return;
744 } 736 }
745 737
746 if (op->env != NULL) 738 if (!op->is_on_map ())
747 { 739 {
748 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
749 * to do in this case. 741 * to do in this case.
750 */ 742 */
751 return; 743 return;
752 } 744 }
753 745
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 748 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 750#ifdef MANY_CORES
765 abort (); 751 abort ();
766#endif 752#endif
767 return; 753 return;
768 } 754 }
769 755
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
777 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
778 { 761 {
762#if 0
763 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1; 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
781 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 update_now = 1; 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 if ((move_on | op->move_on) != move_on) 770 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 771 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 772 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 774 * have move_allow right now.
802 */ 775 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 777 m.invalidate ();
805 778#else
806 if ((move_slow | op->move_slow) != move_slow) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 780 m.invalidate ();
781#endif
808 } 782 }
809 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 785 * that is being removed.
812 */ 786 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 788 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
817 else 791 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 793
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 794 if (op->more)
827 update_object (op->more, action); 795 update_object (op->more, action);
828} 796}
829 797
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object () 798object::object ()
855{ 799{
856 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
857 801
858 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
859 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
860} 805}
861 806
862object::~object () 807object::~object ()
863{ 808{
809 unlink ();
810
864 free_key_values (this); 811 free_key_values (this);
865} 812}
866 813
814static int object_count;
815
867void object::link () 816void object::link ()
868{ 817{
818 assert (!index);//D
819 uuid = UUID::gen ();
869 count = ++ob_count; 820 count = ++object_count;
870 uuid = gen_uuid ();
871 821
872 prev = 0; 822 refcnt_inc ();
873 next = object::first; 823 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 824}
880 825
881void object::unlink () 826void object::unlink ()
882{ 827{
883 if (this == object::first) 828 if (!index)
884 object::first = next; 829 return;
885 830
886 /* Remove this object from the list of used objects */ 831 objects.erase (this);
887 if (prev) prev->next = next; 832 refcnt_dec ();
888 if (next) next->prev = prev; 833}
889 834
890 prev = 0; 835void
891 next = 0; 836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
847 actives.insert (this);
848 }
849}
850
851void
852object::activate_recursive ()
853{
854 activate ();
855
856 for (object *op = inv; op; op = op->below)
857 op->activate_recursive ();
858}
859
860/* This function removes object 'op' from the list of active
861 * objects.
862 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object.
867 */
868void
869object::deactivate ()
870{
871 /* If not on the active list, nothing needs to be done */
872 if (!active)
873 return;
874
875 actives.erase (this);
876}
877
878void
879object::deactivate_recursive ()
880{
881 for (object *op = inv; op; op = op->below)
882 op->deactivate_recursive ();
883
884 deactivate ();
885}
886
887void
888object::set_flag_inv (int flag, int value)
889{
890 for (object *op = inv; op; op = op->below)
891 {
892 op->flag [flag] = value;
893 op->set_flag_inv (flag, value);
894 }
895}
896
897/*
898 * Remove and free all objects in the inventory of the given object.
899 * object.c ?
900 */
901void
902object::destroy_inv (bool drop_to_ground)
903{
904 // need to check first, because the checks below might segfault
905 // as we might be on an invalid mapspace and crossfire code
906 // is too buggy to ensure that the inventory is empty.
907 // corollary: if you create arrows etc. with stuff in its inventory,
908 // cf will crash below with off-map x and y
909 if (!inv)
910 return;
911
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (!drop_to_ground
917 || !map
918 || map->in_memory != MAP_ACTIVE
919 || map->no_drop
920 || ms ().move_block == MOVE_ALL)
921 {
922 while (inv)
923 inv->destroy ();
924 }
925 else
926 { /* Put objects in inventory onto this space */
927 while (inv)
928 {
929 object *op = inv;
930
931 if (op->flag [FLAG_STARTEQUIP]
932 || op->flag [FLAG_NO_DROP]
933 || op->type == RUNE
934 || op->type == TRAP
935 || op->flag [FLAG_IS_A_TEMPLATE]
936 || op->flag [FLAG_DESTROY_ON_DEATH])
937 op->destroy ();
938 else
939 map->insert (op, x, y);
940 }
941 }
942}
943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
892} 963}
893 964
894object *object::create () 965object *object::create ()
895{ 966{
896 object *op = new object; 967 object *op = new object;
897 op->link (); 968 op->link ();
898 return op; 969 return op;
899} 970}
900 971
901/* 972static struct freed_map : maptile
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 973{
913 if (QUERY_FLAG (this, FLAG_FREED)) 974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
982
983 alloc ();
984 in_memory = MAP_ACTIVE;
985 }
986
987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
993void
994object::do_destroy ()
995{
996 if (flag [FLAG_IS_LINKED])
997 remove_link ();
998
999 if (flag [FLAG_FRIENDLY])
1000 remove_friendly_object (this);
1001
1002 remove ();
1003
1004 attachable::do_destroy ();
1005
1006 deactivate ();
1007 unlink ();
1008
1009 flag [FLAG_FREED] = 1;
1010
1011 // hack to ensure that freed objects still have a valid map
1012 map = &freed_map;
1013 x = 1;
1014 y = 1;
1015
1016 if (more)
1017 {
1018 more->destroy ();
1019 more = 0;
1020 }
1021
1022 head = 0;
1023
1024 // clear those pointers that likely might cause circular references
1025 owner = 0;
1026 enemy = 0;
1027 attacked_by = 0;
1028 current_weapon = 0;
1029}
1030
1031void
1032object::destroy ()
1033{
1034 if (destroyed ())
914 return; 1035 return;
915 1036
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1037 if (!is_head () && !head->destroyed ())
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 // hack to ensure that freed objects still have a valid map
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 { 1038 {
930 freed_map = new maptile; 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
931 1040 head->destroy ();
932 freed_map->name = "/internal/freed_objects_map"; 1041 return;
933 freed_map->width = 3;
934 freed_map->height = 3;
935
936 freed_map->allocate ();
937 } 1042 }
938 1043
939 map = freed_map; 1044 destroy_inv_fast ();
940 x = 1;
941 y = 1;
942 }
943 1045
944 if (more) 1046 if (is_head ())
945 { 1047 if (sound_destroy)
946 more->destroy (destroy_inventory); 1048 play_sound (sound_destroy);
947 more = 0; 1049 else if (flag [FLAG_MONSTER])
948 } 1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
949 1051
950 if (inv) 1052 attachable::destroy ();
951 {
952 /* Only if the space blocks everything do we not process -
953 * if some form of movement is allowed, let objects
954 * drop on that space.
955 */
956 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
957 {
958 object *op = inv;
959
960 while (op)
961 {
962 object *tmp = op->below;
963 op->destroy (destroy_inventory);
964 op = tmp;
965 }
966 }
967 else
968 { /* Put objects in inventory onto this space */
969 object *op = inv;
970
971 while (op)
972 {
973 object *tmp = op->below;
974
975 remove_ob (op);
976
977 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
978 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
979 free_object (op);
980 else
981 {
982 op->x = x;
983 op->y = y;
984 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
985 }
986
987 op = tmp;
988 }
989 }
990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 1053}
1008 1054
1009/* 1055/* op->remove ():
1010 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)).
1012 */
1013
1014void
1015sub_weight (object *op, signed long weight)
1016{
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021
1022 op->carrying -= weight;
1023 op = op->env;
1024 }
1025}
1026
1027/* remove_ob(op):
1028 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 1058 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 1059 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 1060 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 1061 */
1035
1036void 1062void
1037remove_ob (object *op) 1063object::do_remove ()
1038{ 1064{
1039 object *tmp, *last = 0; 1065 if (flag [FLAG_REMOVED])
1040 object *otmp;
1041
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1048 return; 1066 return;
1049 1067
1050 SET_FLAG (op, FLAG_REMOVED); 1068 INVOKE_OBJECT (REMOVE, this);
1051 1069
1052 if (op->more != NULL) 1070 flag [FLAG_REMOVED] = true;
1053 remove_ob (op->more); 1071
1072 if (more)
1073 more->remove ();
1054 1074
1055 /* 1075 /*
1056 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
1057 * inventory. 1077 * inventory.
1058 */ 1078 */
1059 if (op->env != NULL) 1079 if (env)
1060 { 1080 {
1061 if (op->nrof) 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 sub_weight (op->env, op->weight * op->nrof); 1082 if (object *pl = visible_to ())
1063 else 1083 esrv_del_item (pl->contr, count);
1064 sub_weight (op->env, op->weight + op->carrying); 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1085
1066 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
1067 * made to players inventory. If set, avoiding the call
1068 * to save cpu time.
1069 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp);
1072 1087
1073 if (op->above != NULL) 1088 object *pl = in_player ();
1074 op->above->below = op->below;
1075 else
1076 op->env->inv = op->below;
1077
1078 if (op->below != NULL)
1079 op->below->above = op->above;
1080 1089
1081 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1084 */ 1093 */
1085 op->x = op->env->x, op->y = op->env->y;
1086 op->map = op->env->map; 1094 map = env->map;
1087 op->above = NULL, op->below = NULL;
1088 op->env = NULL;
1089 }
1090 else if (op->map)
1091 {
1092 x = op->x; 1095 x = env->x;
1093 y = op->y; 1096 y = env->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095 1097
1096 if (!m) 1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1102 above = 0;
1103 below = 0;
1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1097 { 1107 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1108 if (expect_false (pl->contr->combat_ob == this))
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */ 1109 {
1104 abort (); 1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1105 } 1126 }
1127 }
1128 else if (map)
1129 {
1130 map->dirty = true;
1131 mapspace &ms = this->ms ();
1106 1132
1107 if (op->map != m) 1133 if (object *pl = ms.player ())
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */ 1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1114 1157
1115 /* link the object above us */ 1158 /* link the object above us */
1116 if (op->above) 1159 // re-link, make sure compiler can easily use cmove
1117 op->above->below = op->below; 1160 *(above ? &above->below : &ms.top) = below;
1118 else 1161 *(below ? &below->above : &ms.bot) = above;
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120 1162
1121 /* Relink the object below us, if there is one */ 1163 above = 0;
1122 if (op->below) 1164 below = 0;
1123 op->below->above = op->above; 1165
1124 else 1166 ms.invalidate ();
1167
1168 if (map->in_memory == MAP_SAVING)
1169 return;
1170
1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1172
1173 if (object *pl = ms.player ())
1125 { 1174 {
1126 /* Nothing below, which means we need to relink map object for this space 1175 if (pl->container_ () == this)
1127 * use translated coordinates in case some oddness with map tiling is 1176 /* If a container that the player is currently using somehow gets
1128 * evident 1177 * removed (most likely destroyed), update the player view
1178 * appropriately.
1129 */ 1179 */
1130 if (GET_MAP_OB (m, x, y) != op) 1180 pl->close_container ();
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140 1181
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1185 if (pl->contr->ns)
1186 pl->contr->ns->floorbox_update ();
1142 } 1187 }
1143 1188
1144 op->above = 0; 1189 if (check_walk_off)
1145 op->below = 0; 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1146
1147 if (op->map->in_memory == MAP_SAVING)
1148 return;
1149
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 { 1191 {
1192 above = tmp->above;
1193
1154 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1155 * being removed. 1195 * being removed.
1156 */
1157
1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1160 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view
1162 * appropriately.
1163 */ 1196 */
1164 if (tmp->container == op)
1165 {
1166 CLEAR_FLAG (op, FLAG_APPLIED);
1167 tmp->container = NULL;
1168 }
1169 1197
1170 tmp->contr->socket.update_look = 1;
1171 }
1172
1173 /* See if player moving off should effect something */ 1198 /* See if object moving off should effect something */
1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1177 {
1178 move_apply (tmp, op, NULL); 1201 move_apply (tmp, this, 0);
1179
1180 if (op->destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1202 }
1183 1203
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1204 if (affects_los ())
1185
1186 if (tmp->above == tmp)
1187 tmp->above = NULL;
1188
1189 last = tmp;
1190 }
1191
1192 /* last == NULL of there are no objects on this space */
1193 if (last == NULL)
1194 {
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else
1204 update_object (last, UP_OBJ_REMOVE);
1205
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1207 update_all_los (op->map, op->x, op->y); 1205 update_all_los (map, x, y);
1208 } 1206 }
1209} 1207}
1210 1208
1211/* 1209/*
1212 * merge_ob(op,top): 1210 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1221{ 1219{
1222 if (!op->nrof) 1220 if (!op->nrof)
1223 return 0; 1221 return 0;
1224 1222
1225 if (top == NULL) 1223 if (!top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1224 for (top = op; top && top->above; top = top->above)
1225 ;
1227 1226
1228 for (; top != NULL; top = top->below) 1227 for (; top; top = top->below)
1229 { 1228 if (object::can_merge (op, top))
1230 if (top == op)
1231 continue;
1232 if (CAN_MERGE (op, top))
1233 { 1229 {
1234 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1235 1231
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1237 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1238 remove_ob (op); 1234
1239 free_object (op); 1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1238 op->destroy ();
1239
1240 return top; 1240 return top;
1241 } 1241 }
1242 }
1243 1242
1244 return 0; 1243 return 0;
1245} 1244}
1246 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1247/* 1269/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1250 */ 1272 */
1251object * 1273object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1275{
1254 object *tmp; 1276 op->remove ();
1255 1277
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1279 {
1261 tmp->x = x + tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1263 } 1282 }
1264 1283
1265 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1266} 1285}
1267 1286
1280 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1281 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1282 * 1301 *
1283 * Return value: 1302 * Return value:
1284 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1286 * just 'op' otherwise 1305 * just 'op' otherwise
1287 */ 1306 */
1288
1289object * 1307object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1309{
1292 object *tmp, *top, *floor = NULL; 1310 op->remove ();
1293 sint16 x, y;
1294 1311
1295 if (QUERY_FLAG (op, FLAG_FREED)) 1312 if (m == &freed_map)//D TODO: remove soon
1296 { 1313 {//D
1297 LOG (llevError, "Trying to insert freed object!\n"); 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1298 return NULL;
1299 } 1315 }//D
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort ();
1319#endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1316
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1319 * need extra work
1367 */ 1320 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1321 maptile *newmap = m;
1369 x = op->x; 1322 if (!xy_normalise (newmap, op->x, op->y))
1370 y = op->y; 1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1325 return 0;
1326 }
1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1334 op->map = newmap;
1335
1336 mapspace &ms = op->ms ();
1371 1337
1372 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1373 */ 1339 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1342 if (object::can_merge (op, tmp))
1377 { 1343 {
1344 // TODO: we actually want to update tmp, not op,
1345 // but some caller surely breaks when we return tmp
1346 // from here :/
1378 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1348 tmp->destroy ();
1380 free_object (tmp);
1381 } 1349 }
1382 1350
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1385 1353
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1388 1356
1389 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1358 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1360 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort (); 1362 abort ();
1395 } 1363 }
1396 1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1397 op->above = originator; 1372 op->above = originator;
1398 op->below = originator->below; 1373 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op; 1374 originator->below = op;
1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1407 } 1377 }
1408 else 1378 else
1409 { 1379 {
1380 object *floor = 0;
1381 object *top = ms.top;
1382
1410 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1384 if (top)
1412 { 1385 {
1413 object *last = NULL;
1414
1415 /* 1386 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1422 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1426 */ 1397 */
1427 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1428 while (top != NULL)
1429 { 1399 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1431 floor = top; 1401 floor = tmp;
1432 1402
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1434 { 1404 {
1435 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1436 top = top->below; 1406 top = tmp->below;
1437 break; 1407 break;
1438 } 1408 }
1439 1409
1440 last = top;
1441 top = top->above; 1410 top = tmp;
1442 } 1411 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446 1412
1447 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1450 */ 1416 */
1451 1417
1452 /* Have object 'fall below' other objects that block view. 1418 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66 1419 * Unless those objects are exits.
1454 * If INS_ON_TOP is used, don't do this processing 1420 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1421 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1422 * stacking is a bit odd.
1457 */ 1423 */
1458 if (!(flag & INS_ON_TOP) && 1424 if (!(flag & INS_ON_TOP)
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1425 && ms.flags () & P_BLOCKSVIEW
1426 && (op->face && !faces [op->face].visibility))
1460 { 1427 {
1428 object *last;
1429
1461 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1463 break; 1432 break;
1433
1464 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1437 * set top to the object below us.
1468 */ 1438 */
1469 if (last && last->below && last != floor) 1439 if (last && last->below && last != floor)
1470 top = last->below; 1440 top = last->below;
1471 } 1441 }
1472 } /* If objects on this space */ 1442 } /* If objects on this space */
1473 1443
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1445 top = floor;
1479 1446
1480 /* Top is the object that our object (op) is going to get inserted above. 1447 // insert object above top, or bottom-most if top = 0
1481 */
1482
1483 /* First object on this space */
1484 if (!top) 1448 if (!top)
1485 { 1449 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL; 1450 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1451 op->above = ms.bot;
1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1493 } 1455 }
1494 else 1456 else
1495 { /* get inserted into the stack above top */ 1457 {
1496 op->above = top->above; 1458 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op; 1459 top->above = op;
1500 1460
1501 op->below = top; 1461 op->below = top;
1502 top->above = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1503 } 1463 }
1464 }
1504 1465
1505 if (op->above == NULL) 1466 if (op->is_player ())
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1467 {
1507 } /* else not INS_BELOW_ORIGINATOR */
1508
1509 if (op->type == PLAYER)
1510 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1469 ++op->map->players;
1470 op->map->touch ();
1471 }
1511 1472
1512 /* If we have a floor, we know the player, if any, will be above 1473 op->map->dirty = true;
1513 * it, so save a few ticks and start from there. 1474
1514 */ 1475 if (object *pl = ms.player ())
1515 if (!(flag & INS_MAP_LOAD)) 1476 //TODO: the floorbox prev/next might need updating
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1477 //esrv_send_item (pl, op);
1517 if (tmp->type == PLAYER) 1478 //TODO: update floorbox to preserve ordering
1518 tmp->contr->socket.update_look = 1; 1479 if (pl->contr->ns)
1480 pl->contr->ns->floorbox_update ();
1519 1481
1520 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1489 * of effect may be sufficient.
1528 */ 1490 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1530 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1531 1496
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1534 1499
1500 INVOKE_OBJECT (INSERT, op);
1501
1535 /* Don't know if moving this to the end will break anything. However, 1502 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this. 1503 * we want to have floorbox_update called before calling this.
1537 * 1504 *
1538 * check_move_on() must be after this because code called from 1505 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1506 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1508 * update_object().
1542 */ 1509 */
1543 1510
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1546 { 1513 {
1547 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1548 return NULL; 1515 return 0;
1549 1516
1550 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1551 * walk on's. 1518 * walk on's.
1552 */ 1519 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1555 return NULL; 1522 return 0;
1556 } 1523 }
1557 1524
1558 return op; 1525 return op;
1559} 1526}
1560 1527
1561/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1564 */ 1531 */
1565void 1532void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1567{ 1534{
1568 object *
1569 tmp;
1570 object *
1571 tmp1;
1572
1573 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1574 1536
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1578 { 1539 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1540
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1585 1542
1586 tmp1->x = op->x; 1543 tmp->x = op->x;
1587 tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1589} 1547}
1590
1591/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array.
1597 */
1598 1548
1599object * 1549object *
1600get_split_ob (object *orig_ob, uint32 nr) 1550object::insert_at (object *where, object *originator, int flags)
1601{ 1551{
1602 object * 1552 if (where->env)
1603 newob; 1553 return where->env->insert (this);
1604 int 1554 else
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1606
1607 if (orig_ob->nrof < nr)
1608 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL;
1611 }
1612
1613 newob = object_create_clone (orig_ob);
1614
1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed)
1622 {
1623 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1629 return NULL;
1630 }
1631 }
1632
1633 newob->nrof = nr;
1634
1635 return newob;
1636} 1556}
1637 1557
1558// check whether we can put this into the map, respect max_volume, max_items
1559bool
1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 );
1576
1577 return false;
1578}
1579
1638/* 1580/*
1639 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1640 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1642 * 1584 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */ 1586 */
1587bool
1588object::decrease (sint32 nr)
1589{
1590 if (!nr)
1591 return true;
1645 1592
1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1646object * 1618object *
1647decrease_ob_nr (object *op, uint32 i) 1619object::split (sint32 nr)
1648{ 1620{
1649 object *tmp; 1621 int have = number_of ();
1650 player *pl;
1651 1622
1652 if (i == 0) /* objects with op->nrof require this check */ 1623 if (have < nr)
1653 return op; 1624 return 0;
1654 1625 else if (have == nr)
1655 if (i > op->nrof)
1656 i = op->nrof;
1657
1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 { 1626 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op); 1627 remove ();
1695 op->nrof = 0; 1628 return this;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1701 } 1629 }
1702 else 1630 else
1703 { 1631 {
1704 object *above = op->above; 1632 decrease (nr);
1705 1633
1706 if (i < op->nrof) 1634 object *op = deep_clone ();
1707 op->nrof -= i; 1635 op->nrof = nr;
1708 else
1709 {
1710 remove_ob (op);
1711 op->nrof = 0;
1712 }
1713
1714 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1716 if (tmp->type == PLAYER)
1717 {
1718 if (op->nrof)
1719 esrv_send_item (tmp, op);
1720 else
1721 esrv_del_item (tmp->contr, op->count);
1722 }
1723 }
1724
1725 if (op->nrof)
1726 return op; 1636 return op;
1727 else
1728 { 1637 }
1729 free_object (op);
1730 return NULL;
1731 }
1732} 1638}
1733
1734/*
1735 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying.
1737 */
1738
1739void
1740add_weight (object *op, signed long weight)
1741{
1742 while (op != NULL)
1743 {
1744 if (op->type == CONTAINER)
1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1746
1747 op->carrying += weight;
1748 op = op->env;
1749 }
1750}
1751
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765 1639
1766object * 1640object *
1767insert_ob_in_ob (object *op, object *where) 1641insert_ob_in_ob (object *op, object *where)
1768{ 1642{
1769 object * 1643 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1644 {
1783 char *dump = dump_object (op); 1645 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1647 free (dump);
1786 return op; 1648 return op;
1787 } 1649 }
1788 1650
1789 if (where->head) 1651 if (where->head_ () != where)
1790 { 1652 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1654 where = where->head;
1793 } 1655 }
1794 1656
1657 return where->insert (op);
1658}
1659
1660/*
1661 * env->insert (op)
1662 * This function inserts the object op in the linked list
1663 * inside the object environment.
1664 *
1665 * The function returns now pointer to inserted item, and return value can
1666 * be != op, if items are merged. -Tero
1667 */
1668object *
1669object::insert (object *op)
1670{
1795 if (op->more) 1671 if (op->more)
1796 { 1672 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1674 return op;
1799 } 1675 }
1800 1676
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 op->remove ();
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1803 if (op->nrof) 1681 if (op->nrof)
1804 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1683 if (object::can_merge (tmp, op))
1807 { 1684 {
1808 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1686 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1688
1812 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1813 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1814 add_weight (where, op->weight * op->nrof); 1691
1815 SET_FLAG (op, FLAG_REMOVED); 1692 adjust_weight (this, op->total_weight ());
1816 free_object (op); /* free the inserted object */ 1693
1694 op->destroy ();
1817 op = tmp; 1695 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1696 goto inserted;
1819 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break;
1821 } 1697 }
1822 1698
1823 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1824 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do
1827 * the linking below
1828 */
1829 add_weight (where, op->weight * op->nrof);
1830 }
1831 else
1832 add_weight (where, (op->weight + op->carrying));
1833
1834 otmp = is_player_inv (where);
1835 if (otmp && otmp->contr != NULL)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp);
1839 }
1840
1841 op->map = NULL; 1700 op->map = 0;
1842 op->env = where; 1701 op->x = 0;
1702 op->y = 0;
1703
1843 op->above = NULL; 1704 op->above = 0;
1844 op->below = NULL; 1705 op->below = inv;
1845 op->x = 0, op->y = 0; 1706 op->env = this;
1846 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1847 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1722 if (op->glow_radius && is_on_map ())
1849 {
1850#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1854 update_all_los (where->map, where->x, where->y);
1855 } 1723 {
1856 1724 update_stats ();
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1725 update_all_los (map, x, y);
1858 * It sure simplifies this function...
1859 */
1860 if (where->inv == NULL)
1861 where->inv = op;
1862 else
1863 { 1726 }
1864 op->below = where->inv; 1727 else if (is_player ())
1865 op->below->above = op; 1728 // if this is a player's inventory, update stats
1866 where->inv = op; 1729 contr->queue_stats_update ();
1867 } 1730
1731 INVOKE_OBJECT (INSERT, this);
1732
1868 return op; 1733 return op;
1869} 1734}
1870 1735
1871/* 1736/*
1872 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
1886 * 1751 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1754 * on top.
1890 */ 1755 */
1891
1892int 1756int
1893check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1894{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1895 object *tmp; 1762 object *tmp;
1896 maptile *m = op->map; 1763 maptile *m = op->map;
1897 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1898 1765
1899 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1900 1767
1901 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1902 return 0;
1903 1769
1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1907 1773
1908 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1909 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1910 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1911 * as walking. 1777 * as walking.
1922 return 0; 1788 return 0;
1923 1789
1924 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1926 */ 1792 */
1927 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1929 {
1930 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them.
1933 */
1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 } 1794 {
1795 next = tmp->below;
1937 1796
1938 for (; tmp; tmp = tmp->below)
1939 {
1940 if (tmp == op) 1797 if (tmp == op)
1941 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1942 1799
1943 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1944 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1945 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1946 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1947 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1948 */ 1805 */
1949 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1950 { 1807 {
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1810 {
1954
1955 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1812
1958 if (op->type == PLAYER) 1813 if (op->is_player ())
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1816 diff /= 4.0;
1962 1817
1963 op->speed_left -= diff; 1818 op->speed_left -= diff;
1964 } 1819 }
1965 } 1820 }
1988/* 1843/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1992 */ 1847 */
1993
1994object * 1848object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1850{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
2001 { 1852 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1854 return NULL;
2004 } 1855 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
2006 if (tmp->arch == at) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->arch->archname == at->archname)
2007 return tmp; 1859 return tmp;
1860
2008 return NULL; 1861 return NULL;
2009} 1862}
2010 1863
2011/* 1864/*
2012 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2015 */ 1868 */
2016
2017object * 1869object *
2018present (unsigned char type, maptile *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
2019{ 1871{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
2024 { 1873 {
2025 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1875 return NULL;
2027 } 1876 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1879 if (tmp->type == type)
2030 return tmp; 1880 return tmp;
1881
2031 return NULL; 1882 return NULL;
2032} 1883}
2033 1884
2034/* 1885/*
2035 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2038 */ 1889 */
2039
2040object * 1890object *
2041present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
2042{ 1892{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1894 if (tmp->type == type)
2048 return tmp; 1895 return tmp;
1896
2049 return NULL; 1897 return NULL;
2050} 1898}
2051 1899
2052/* 1900/*
2053 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1912 * to be unique.
2065 */ 1913 */
2066
2067object * 1914object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1916{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1919 return tmp;
2077 } 1920
2078 return NULL; 1921 return 0;
2079} 1922}
2080 1923
2081/* 1924/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2085 */ 1928 */
2086
2087object * 1929object *
2088present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
2089{ 1931{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2094 if (tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
2095 return tmp; 1934 return tmp;
1935
2096 return NULL; 1936 return NULL;
2097} 1937}
2098 1938
2099/* 1939/*
2100 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2101 */ 1941 */
2102void 1942void
2103flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
2104{ 1944{
2105 object *
2106 tmp;
2107
2108 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 { 1946 {
2111 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
2112 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
2113 } 1949 }
2114} /* 1950}
1951
1952/*
2115 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2116 */ 1954 */
2117void 1955void
2118unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
2119{ 1957{
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 { 1959 {
2126 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
2127 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2128 } 1962 }
2129}
2130
2131/*
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function.
2136 */
2137
2138void
2139set_cheat (object *op)
2140{
2141 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ);
2143} 1963}
2144 1964
2145/* 1965/*
2146 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
2147 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
2149 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
2150 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
2151 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
2152 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
2153 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2154 * Note - this only checks to see if there is space for the head of the
2155 * object - if it is a multispace object, this should be called for all
2156 * pieces.
2157 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
2158 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
2159 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
2160 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been 1980 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 1981 * customized, changed states, etc.
2165 */ 1982 */
2166
2167int 1983int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 1985{
2170 int
2171 i,
2172 index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
1987 int index = 0, flag;
2175 1988
2176 for (i = start; i < stop; i++) 1989 for (int i = start; i < stop; i++)
2177 { 1990 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1991 mapxy pos (m, x, y); pos.move (i);
2179 if (!flag) 1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
2180 altern[index++] = i; 2007 altern [index++] = i;
2008 continue;
2009 }
2181 2010
2182 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2189 */ 2018 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2191 stop = maxfree[i]; 2021 stop = maxfree[i];
2022 continue;
2023 }
2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2192 } 2035 }
2036
2193 if (!index) 2037 if (!index)
2194 return -1; 2038 return -1;
2039
2195 return altern[RANDOM () % index]; 2040 return altern [rndm (index)];
2196} 2041}
2197 2042
2198/* 2043/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 2048 */
2204
2205int 2049int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2051{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2052 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2054 return i;
2215 } 2055
2216 return -1; 2056 return -1;
2217} 2057}
2218 2058
2219/* 2059/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2063 */
2223static void 2064static void
2224permute (int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2225{ 2066{
2226 int 2067 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2068 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2069
2237 tmp = arr[i]; 2070 while (--end)
2238 arr[i] = arr[j]; 2071 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2072}
2242 2073
2243/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2248 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2080 */
2250void 2081void
2251get_search_arr (int *search_arr) 2082get_search_arr (int *search_arr)
2252{ 2083{
2253 int 2084 int i;
2254 i;
2255 2085
2256 for (i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2087 search_arr[i] = i;
2259 }
2260 2088
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2092}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2104 * there is capable of.
2277 */ 2105 */
2278
2279int 2106int
2280find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2108{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2285
2286 sint16 nx, ny;
2287 object *
2288 tmp;
2289 maptile *
2290 mp;
2291
2292 MoveType blocked, move_type; 2110 MoveType move_type;
2293 2111
2294 if (exclude && exclude->head) 2112 if (exclude && exclude->head_ () != exclude)
2295 { 2113 {
2296 exclude = exclude->head; 2114 exclude = exclude->head;
2297 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2298 } 2116 }
2299 else 2117 else
2300 { 2118 {
2301 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2302 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2303 } 2121 }
2304 2122
2305 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2306 { 2124 {
2307 mp = m; 2125 mapxy pos (m, x, y);
2308 nx = x + freearr_x[i]; 2126 pos.move (i);
2309 ny = y + freearr_y[i];
2310 2127
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2312 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2129 max = maxfree[i];
2315 }
2316 else 2130 else
2317 { 2131 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2132 mapspace &ms = *pos;
2319 2133
2320 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree [i];
2136 else if (ms.flags () & P_IS_ALIVE)
2321 { 2137 {
2322 max = maxfree[i]; 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2323 } 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2324 else if (mflags & P_IS_ALIVE) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2327 {
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break;
2331 }
2332 }
2333 if (tmp)
2334 {
2335 return freedir[i]; 2141 return freedir [i];
2336 }
2337 } 2142 }
2338 } 2143 }
2339 } 2144 }
2145
2340 return 0; 2146 return 0;
2341} 2147}
2342 2148
2343/* 2149/*
2344 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2151 * distance between the two given objects.
2346 */ 2152 */
2347
2348int 2153int
2349distance (const object *ob1, const object *ob2) 2154distance (const object *ob1, const object *ob2)
2350{ 2155{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2157}
2357 2158
2358/* 2159/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2360 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2362 */ 2163 */
2363
2364int 2164int
2365find_dir_2 (int x, int y) 2165find_dir_2 (int x, int y)
2366{ 2166{
2367 int 2167 int q;
2368 q;
2369 2168
2370 if (y) 2169 if (y)
2371 q = x * 100 / y; 2170 q = x * 100 / y;
2372 else if (x) 2171 else if (x)
2373 q = -300 * x; 2172 q = -300 * x;
2398 2197
2399 return 3; 2198 return 3;
2400} 2199}
2401 2200
2402/* 2201/*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408int
2409absdir (int d)
2410{
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416}
2417
2418/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2204 */
2422
2423int 2205int
2424dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2425{ 2207{
2426 int 2208 int d;
2427 d;
2428 2209
2429 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2430 if (d > 4) 2211 if (d > 4)
2431 d = 8 - d; 2212 d = 8 - d;
2213
2432 return d; 2214 return d;
2433} 2215}
2434 2216
2435/* peterm: 2217/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2439 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2224 * functions.
2443 */ 2225 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2281 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2503 */ 2283 */
2504
2505
2506int 2284int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2286{
2509 sint16 dx, dy; 2287 sint16 dx, dy;
2510 int
2511 mflags; 2288 int mflags;
2512 2289
2513 if (dir < 0) 2290 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2515 2292
2516 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2529 return 0; 2306 return 0;
2530 2307
2531 /* yes, can see. */ 2308 /* yes, can see. */
2532 if (dir < 9) 2309 if (dir < 9)
2533 return 1; 2310 return 1;
2311
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2315}
2537
2538
2539 2316
2540/* 2317/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2545 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2546 * core dumps if they do. 2323 * core dumps if they do.
2547 * 2324 *
2548 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2549 */ 2326 */
2550
2551int 2327int
2552can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2553{ 2329{
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2557} 2333}
2558
2559 2334
2560/* 2335/*
2561 * create clone from object to another 2336 * create clone from object to another
2562 */ 2337 */
2563object * 2338object *
2564object_create_clone (object *asrc) 2339object::deep_clone ()
2565{ 2340{
2566 object * 2341 assert (("deep_clone called on non-head object", is_head ()));
2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2568 2342
2569 if (!asrc) 2343 object *dst = clone ();
2570 return NULL;
2571 src = asrc;
2572 if (src->head)
2573 src = src->head;
2574 2344
2575 prev = NULL; 2345 object *prev = dst;
2576 for (part = src; part; part = part->more) 2346 for (object *part = this->more; part; part = part->more)
2577 { 2347 {
2578 tmp = get_object (); 2348 object *tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x;
2581 tmp->y -= src->y;
2582 if (!part->head)
2583 {
2584 dst = tmp;
2585 tmp->head = NULL;
2586 }
2587 else
2588 {
2589 tmp->head = dst; 2349 tmp->head = dst;
2590 }
2591 tmp->more = NULL;
2592 if (prev)
2593 prev->more = tmp; 2350 prev->more = tmp;
2594 prev = tmp; 2351 prev = tmp;
2595 } 2352 }
2596 2353
2597 for (item = src->inv; item; item = item->below) 2354 for (object *item = inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2599 2356
2600 return dst; 2357 return dst;
2601}
2602
2603/* GROS - Creates an object using a string representing its content. */
2604/* Basically, we save the content of the string to a temp file, then call */
2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2606/* but it was simple to make and allows reusing the load_object function. */
2607/* Remember not to use load_object_str in a time-critical situation. */
2608/* Also remember that multiparts objects are not supported for now. */
2609
2610object *
2611load_object_str (const char *obstr)
2612{
2613 object *op;
2614 char filename[MAX_BUF];
2615
2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2618 FILE *tempfile = fopen (filename, "w");
2619
2620 if (tempfile == NULL)
2621 {
2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2623 return NULL;
2624 }
2625
2626 fprintf (tempfile, obstr);
2627 fclose (tempfile);
2628
2629 op = get_object ();
2630
2631 object_thawer thawer (filename);
2632
2633 if (thawer)
2634 load_object (thawer, op, 0);
2635
2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2637 CLEAR_FLAG (op, FLAG_REMOVED);
2638
2639 return op;
2640} 2358}
2641 2359
2642/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2643 * has the same type and subtype match. 2361 * has the same type and subtype match.
2644 * returns NULL if no match. 2362 * returns NULL if no match.
2645 */ 2363 */
2646object * 2364object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2365find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2366{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2367 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2368 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2369 return tmp;
2654 2370
2655 return NULL;
2656}
2657
2658/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL.
2660 *
2661 * key must be a passed in shared string - otherwise, this won't
2662 * do the desired thing.
2663 */
2664key_value *
2665get_ob_key_link (const object *ob, const char *key)
2666{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next)
2670 if (link->key == key)
2671 return link;
2672
2673 return NULL;
2674}
2675
2676/*
2677 * Returns the value of op has an extra_field for key, or NULL.
2678 *
2679 * The argument doesn't need to be a shared string.
2680 *
2681 * The returned string is shared.
2682 */
2683const char *
2684get_ob_key_value (const object *op, const char *const key)
2685{
2686 key_value *link;
2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2690 {
2691 /* 1. There being a field named key on any object
2692 * implies there'd be a shared string to find.
2693 * 2. Since there isn't, no object has this field.
2694 * 3. Therefore, *this* object doesn't have this field.
2695 */
2696 return 0;
2697 }
2698
2699 /* This is copied from get_ob_key_link() above -
2700 * only 4 lines, and saves the function call overhead.
2701 */
2702 for (link = op->key_values; link; link = link->next)
2703 if (link->key == canonical_key)
2704 return link->value;
2705
2706 return 0; 2371 return 0;
2707} 2372}
2708 2373
2709 2374shstr_tmp
2710/* 2375object::kv_get (shstr_tmp key) const
2711 * Updates the canonical_key in op to value.
2712 *
2713 * canonical_key is a shared string (value doesn't have to be).
2714 *
2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2716 * keys.
2717 *
2718 * Returns TRUE on success.
2719 */
2720int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2376{
2723 key_value * 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2724 field = NULL, *last = NULL; 2378 if (kv->key == key)
2379 return kv->value;
2725 2380
2726 for (field = op->key_values; field != NULL; field = field->next) 2381 return shstr ();
2727 { 2382}
2728 if (field->key != canonical_key) 2383
2384void
2385object::kv_set (shstr_tmp key, shstr_tmp value)
2386{
2387 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (kv->key == key)
2729 { 2389 {
2730 last = field; 2390 kv->value = value;
2731 continue; 2391 return;
2732 } 2392 }
2733 2393
2734 if (value) 2394 key_value *kv = new key_value;
2735 field->value = value; 2395
2736 else 2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2737 { 2408 {
2738 /* Basically, if the archetype has this key set, 2409 key_value *kv = *kvp;
2739 * we need to store the null value so when we save 2410 *kvp = (*kvp)->next;
2740 * it, we save the empty value so that when we load, 2411 delete kv;
2741 * we get this value back again. 2412 return;
2742 */
2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2749 else
2750 op->key_values = field->next;
2751
2752 delete field;
2753 }
2754 } 2413 }
2755 return TRUE;
2756 }
2757 /* IF we get here, key doesn't exist */
2758
2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2762 {
2763 return FALSE;
2764 }
2765 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings,
2769 * should pass in ""
2770 */
2771 if (value == NULL)
2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2783}
2784
2785/*
2786 * Updates the key in op to value.
2787 *
2788 * If add_key is FALSE, this will only update existing keys,
2789 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key
2791 *
2792 * Returns TRUE on success.
2793 */
2794int
2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2796{
2797 shstr key_ (key);
2798
2799 return set_ob_key_value_s (op, key_, value, add_key);
2800} 2414}
2801 2415
2802object::depth_iterator::depth_iterator (object *container) 2416object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container) 2417: iterator_base (container)
2804{ 2418{
2818 } 2432 }
2819 else 2433 else
2820 item = item->env; 2434 item = item->env;
2821} 2435}
2822 2436
2437const char *
2438object::flag_desc (char *desc, int len) const
2439{
2440 char *p = desc;
2441 bool first = true;
2442
2443 *p = 0;
2444
2445 for (int i = 0; i < NUM_FLAGS; i++)
2446 {
2447 if (len <= 10) // magic constant!
2448 {
2449 snprintf (p, len, ",...");
2450 break;
2451 }
2452
2453 if (flag [i])
2454 {
2455 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2456 len -= cnt;
2457 p += cnt;
2458 first = false;
2459 }
2460 }
2461
2462 return desc;
2463}
2464
2823// return a suitable string describing an objetc in enough detail to find it 2465// return a suitable string describing an object in enough detail to find it
2824const char * 2466const char *
2825object::debug_desc (char *info) const 2467object::debug_desc (char *info) const
2826{ 2468{
2469 char flagdesc[512];
2827 char info2[256 * 3]; 2470 char info2[256 * 4];
2828 char *p = info; 2471 char *p = info;
2829 2472
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2831 count, 2474 count,
2475 uuid.c_str (),
2832 &name, 2476 &name,
2833 title ? " " : "", 2477 title ? ",title:\"" : "",
2834 title ? (const char *)title : ""); 2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2480 flag_desc (flagdesc, 512), type);
2835 2481
2836 if (env) 2482 if (!flag[FLAG_REMOVED] && env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2484
2839 if (map) 2485 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2841 2487
2842 return info; 2488 return info;
2843} 2489}
2844 2490
2845const char * 2491const char *
2846object::debug_desc () const 2492object::debug_desc () const
2847{ 2493{
2848 static char info[256 * 3]; 2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2849 return debug_desc (info); 2497 return debug_desc (info [++info_idx % 3]);
2850} 2498}
2851 2499
2500struct region *
2501object::region () const
2502{
2503 return map ? map->region (x, y)
2504 : region::default_region ();
2505}
2506
2507void
2508object::open_container (object *new_container)
2509{
2510 if (container == new_container)
2511 return;
2512
2513 object *old_container = container;
2514
2515 if (old_container)
2516 {
2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2518 return;
2519
2520#if 0
2521 // remove the "Close old_container" object.
2522 if (object *closer = old_container->inv)
2523 if (closer->type == CLOSE_CON)
2524 closer->destroy ();
2525#endif
2526
2527 // make sure the container is available
2528 esrv_send_item (this, old_container);
2529
2530 old_container->flag [FLAG_APPLIED] = false;
2531 container = 0;
2532
2533 // client needs item update to make it work, client bug requires this to be separate
2534 esrv_update_item (UPD_FLAGS, this, old_container);
2535
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2537 play_sound (sound_find ("chest_close"));
2538 }
2539
2540 if (new_container)
2541 {
2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2543 return;
2544
2545 // TODO: this does not seem to serve any purpose anymore?
2546#if 0
2547 // insert the "Close Container" object.
2548 if (archetype *closer = new_container->other_arch)
2549 {
2550 object *closer = new_container->other_arch->instance ();
2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2552 new_container->insert (closer);
2553 }
2554#endif
2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2561 new_container->flag [FLAG_APPLIED] = true;
2562 container = new_container;
2563
2564 // client needs flag change
2565 esrv_update_item (UPD_FLAGS, this, new_container);
2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2568 }
2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2571}
2572
2573object *
2574object::force_find (shstr_tmp name)
2575{
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2582
2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2651 {
2652 force = archetype::get (shstr_noise_force);
2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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