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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.332 by root, Thu Apr 22 03:49:13 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
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
190 * Check nrof variable *before* calling can_merge() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
260 return 0;
261 324
262 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
263 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 329 return 0; /* inventory objects differ */
265 330
266 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 332 * if it is valid.
268 */ 333 */
269 } 334 }
270 335
271 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
274 */ 339 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 341 return 0;
277 342
278 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
280 * check? 345 * check?
281 */ 346 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 348 return 0;
284 349
285 switch (ob1->type) 350 switch (ob1->type)
286 { 351 {
287 case SCROLL: 352 case SCROLL:
288 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
289 return 0; 354 return 0;
290 break; 355 break;
291 } 356 }
292 357
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
294 { 359 {
295 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 365 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 366 }
302 367
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
310 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
311 } 387 }
312 388
313 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
314 return 1; 390 return 1;
315} 391}
316 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
317/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
318 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
321 */ 470 */
322long 471void
323sum_weight (object *op) 472object::update_weight ()
324{ 473{
325 long sum; 474 sint32 sum = 0;
326 object *inv;
327 475
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
329 { 477 {
330 if (inv->inv) 478 if (op->inv)
331 sum_weight (inv); 479 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
333 } 487 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
339 op->carrying = sum; 492 carrying = sum;
340 493
341 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
342} 498}
343 499
344/** 500/*
345 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 502 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array.
375 */
376
377char * 503char *
378dump_object (object *op) 504dump_object (object *op)
379{ 505{
380 if (!op) 506 if (!op)
381 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
382 508
383 object_freezer freezer; 509 object_freezer freezer;
384 save_object (freezer, op, 3); 510 op->write (freezer);
385 return freezer.as_string (); 511 return freezer.as_string ();
386} 512}
387 513
388/* 514char *
389 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
390 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned.
392 */
393
394object *
395get_nearest_part (object *op, const object *pl)
396{ 516{
397 object *tmp, *closest; 517 return dump_object (this);
398 int last_dist, i;
399
400 if (op->more == NULL)
401 return op;
402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
403 if ((i = distance (tmp, pl)) < last_dist)
404 closest = tmp, last_dist = i;
405 return closest;
406} 518}
407 519
408/* 520/*
409 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
410 */ 523 */
411
412object * 524object *
413find_object (tag_t i) 525find_object (tag_t i)
414{ 526{
415 for (object *op = object::first; op; op = op->next) 527 for_all_objects (op)
416 if (op->count == i) 528 if (op->count == i)
417 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
418 545
419 return 0; 546 return 0;
420} 547}
421 548
422/* 549/*
423 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
426 */ 553 */
427
428object * 554object *
429find_object_name (const char *str) 555find_object_name (const char *str)
430{ 556{
431 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
432 object *op;
433 558
434 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
435 if (op->name == str_) 561 if (op->name == str_)
436 break; 562 return op;
437 563
438 return op; 564 return 0;
439}
440
441void
442free_all_object_data ()
443{
444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445} 565}
446 566
447/* 567/*
448 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
449 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
450 */ 571 */
451void 572void
452object::set_owner (object *owner) 573object::set_owner (object *owner)
453{ 574{
575 // allow objects which own objects
454 if (!owner) 576 if (owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner) 577 while (owner->owner)
465 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
466 585
467 this->owner = owner; 586 this->owner = owner;
468} 587}
469 588
470/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 590 * refcounts and freeing the links.
472 */ 591 */
473static void 592static void
474free_key_values (object *op) 593free_key_values (object *op)
475{ 594{
476 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
477 { 596 {
478 key_value *next = i->next; 597 key_value *next = i->next;
479 delete i; 598 delete i;
480 599
481 i = next; 600 i = next;
482 } 601 }
483 602
484 op->key_values = 0; 603 op->key_values = 0;
485}
486
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527} 604}
528 605
529/* 606/*
530 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
535 * will point at garbage. 612 * will point at garbage.
536 */ 613 */
537void 614void
538object::copy_to (object *dst) 615object::copy_to (object *dst)
539{ 616{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this; 619 dst->flag [FLAG_REMOVED] = true;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 620
558 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
559 if (key_values) 622 if (key_values)
560 { 623 {
561 key_value *tail = 0; 624 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 625 dst->key_values = 0;
565 626
566 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
567 { 628 {
568 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
569 630
570 new_link->next = 0; 631 new_link->next = 0;
571 new_link->key = i->key; 632 new_link->key = i->key;
572 new_link->value = i->value; 633 new_link->value = i->value;
573 634
574 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
575 if (!dst->key_values) 636 if (!dst->key_values)
576 { 637 {
583 tail = new_link; 644 tail = new_link;
584 } 645 }
585 } 646 }
586 } 647 }
587 648
588 update_ob_speed (dst); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
589} 674}
590 675
591object * 676object *
592object::clone () 677object::clone ()
593{ 678{
594 object *neu = create (); 679 object *neu = create ();
595 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
596 return neu; 687 return neu;
597} 688}
598 689
599/* 690/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
603 */ 694 */
604
605void 695void
606update_turn_face (object *op) 696update_turn_face (object *op)
607{ 697{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
609 return; 699 return;
700
610 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
612} 703}
613 704
614/* 705/*
615 * Updates the speed of an object. If the speed changes from 0 to another 706 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 707 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
618 */ 709 */
619void 710void
620update_ob_speed (object *op) 711object::set_speed (float speed)
621{ 712{
622 extern int arch_init; 713 this->speed = speed;
623 714
624 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
625 * since they never really need to be updated. 716 activate ();
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else 717 else
657 { 718 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 719}
681 720
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 721/*
714 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 725 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
721 * 729 *
722 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 731 * current action are:
728 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
733 */ 737 */
734
735void 738void
736update_object (object *op, int action) 739update_object (object *op, int action)
737{ 740{
738 int update_now = 0, flags; 741 if (!op)
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 { 742 {
743 /* this should never happen */ 743 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 return; 745 return;
746 } 746 }
747 747
748 if (op->env != NULL) 748 if (!op->is_on_map ())
749 { 749 {
750 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
751 * to do in this case. 751 * to do in this case.
752 */ 752 */
753 return; 753 return;
754 } 754 }
755 755
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 758 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 760#ifdef MANY_CORES
767 abort (); 761 abort ();
768#endif 762#endif
769 return; 763 return;
770 } 764 }
771 765
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
779 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
780 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
783 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
785 update_now = 1;
786
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
794 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
795 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
796 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 784 * have move_allow right now.
804 */ 785 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 787 m.invalidate ();
807 788#else
808 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
809 update_now = 1; 790 m.invalidate ();
791#endif
810 } 792 }
811
812 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 795 * that is being removed.
815 */ 796 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 798 m.invalidate ();
818 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
820 else 801 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 803
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 804 if (op->more)
830 update_object (op->more, action); 805 update_object (op->more, action);
831} 806}
832 807
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object () 808object::object ()
850{ 809{
851 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
852 811
853 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
854 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
855} 815}
856 816
857object::~object () 817object::~object ()
858{ 818{
819 unlink ();
820
859 free_key_values (this); 821 free_key_values (this);
860} 822}
861 823
862void object::link () 824void object::link ()
863{ 825{
864 count = ++ob_count; 826 assert (!index);//D
865 uuid = gen_uuid (); 827 uuid = UUID::gen ();
866 828
867 prev = 0; 829 refcnt_inc ();
868 next = object::first; 830 objects.insert (this);
869 831
870 if (object::first) 832 ++create_count;
871 object::first->prev = this;
872 833
873 object::first = this;
874} 834}
875 835
876void object::unlink () 836void object::unlink ()
877{ 837{
878 if (this == object::first) 838 if (!index)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
895
896/*
897 * free_object() frees everything allocated by an object, removes
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{
908 if (QUERY_FLAG (this, FLAG_FREED))
909 return; 839 return;
910 840
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 841 ++destroy_count;
912 remove_friendly_object (this);
913 842
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 843 objects.erase (this);
915 remove (); 844 refcnt_dec ();
845}
916 846
917 SET_FLAG (this, FLAG_FREED); 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
918 853
919 if (more) 854 if (has_active_speed ())
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
924 858
859 actives.insert (this);
860 }
861}
862
863void
864object::activate_recursive ()
865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907}
908
909/*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913void
914object::destroy_inv (bool drop_to_ground)
915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
925 if (inv) 921 if (!inv)
926 { 922 return;
923
927 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
929 * drop on that space. 926 * drop on that space.
930 */ 927 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
933 {
934 while (inv)
935 inv->destroy ();
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
932 { 940 {
933 object *op = inv; 941 object *op = inv;
934 942
935 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
936 { 944 || op->flag [FLAG_NO_DROP]
937 object *tmp = op->below; 945 || op->type == RUNE
938 op->destroy (destroy_inventory); 946 || op->type == TRAP
939 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
940 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
941 } 952 }
942 else 953 }
943 { /* Put objects in inventory onto this space */ 954}
944 object *op = inv;
945 955
946 while (op) 956/*
947 { 957 * Remove and free all objects in the inventory of the given object.
948 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
949 971
950 op->remove (); 972 // then destroy
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy (); 973 op->destroy ();
955 else 974 }
956 { 975}
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961 976
962 op = tmp; 977void
963 } 978object::freelist_free (int count)
964 } 979{
980 while (count-- && freelist)
965 } 981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1070 unlink ();
1071
1072 flag [FLAG_FREED] = 1;
966 1073
967 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
980 }
981
982 map = freed_map; 1075 map = &freed_map;
983 x = 1; 1076 x = 1;
984 y = 1; 1077 y = 1;
1078
1079 if (more)
1080 {
1081 more->destroy ();
1082 more = 0;
985 } 1083 }
986 1084
1085 head = 0;
1086
987 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
988 owner = 0; 1088 owner = 0;
989 enemy = 0; 1089 enemy = 0;
990 attacked_by = 0; 1090 attacked_by = 0;
991 1091 current_weapon = 0;
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
995 /* Remove object from the active list */
996 speed = 0;
997 update_ob_speed (this);
998
999 unlink ();
1000
1001 mortals.push_back (this);
1002} 1092}
1003 1093
1004/*
1005 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)).
1007 */
1008void 1094void
1009sub_weight (object *op, signed long weight) 1095object::destroy ()
1010{ 1096{
1011 while (op != NULL) 1097 if (destroyed ())
1012 { 1098 return;
1013 if (op->type == CONTAINER)
1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015 1099
1016 op->carrying -= weight; 1100 if (!is_head () && !head->destroyed ())
1017 op = op->env;
1018 } 1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1114
1115 attachable::destroy ();
1019} 1116}
1020 1117
1021/* op->remove (): 1118/* op->remove ():
1022 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 1123 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 1124 */
1029void 1125void
1030object::remove () 1126object::do_remove ()
1031{ 1127{
1032 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1033 object *otmp;
1034
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1129 return;
1039 1130
1040 SET_FLAG (this, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1041 1134
1042 if (more) 1135 if (more)
1043 more->remove (); 1136 more->remove ();
1044 1137
1045 /* 1138 /*
1046 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1047 * inventory. 1140 * inventory.
1048 */ 1141 */
1049 if (env) 1142 if (env)
1050 { 1143 {
1051 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1052 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1053 else 1146 esrv_del_item (pl->contr, count);
1054 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1055 1148
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1057 * made to players inventory. If set, avoiding the call
1058 * to save cpu time.
1059 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp);
1062 1150
1063 if (above != NULL) 1151 object *pl = in_player ();
1064 above->below = below;
1065 else
1066 env->inv = below;
1067
1068 if (below != NULL)
1069 below->above = above;
1070 1152
1071 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1074 */ 1156 */
1075 x = env->x, y = env->y;
1076 map = env->map; 1157 map = env->map;
1077 above = 0, below = 0; 1158 x = env->x;
1078 env = 0; 1159 y = env->y;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085 1160
1086 /* link the object above us */ 1161 // make sure cmov optimisation is applicable
1087 if (above) 1162 *(above ? &above->below : &env->inv) = below;
1088 above->below = below; 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1100 */
1101 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114 1164
1115 above = 0; 1165 above = 0;
1116 below = 0; 1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
1117 1230
1118 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1119 return; 1232 return;
1120 1233
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1235
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1124 { 1237 {
1125 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1126 * being removed.
1127 */
1128
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1133 * appropriately. 1241 * appropriately.
1134 */ 1242 */
1135 if (tmp->container == this) 1243 pl->close_container ();
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1142 } 1259 */
1143 1260
1144 /* See if player moving off should effect something */ 1261 /* See if object moving off should effect something */
1145 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1148 {
1149 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1150
1151 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1265 }
1154 1266
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp;
1161 }
1162
1163 /* last == NULL of there are no objects on this space */
1164 if (!last)
1165 {
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else
1175 update_object (last, UP_OBJ_REMOVE);
1176
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1179 } 1269 }
1180} 1270}
1181 1271
1182/* 1272/*
1191merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1192{ 1282{
1193 if (!op->nrof) 1283 if (!op->nrof)
1194 return 0; 1284 return 0;
1195 1285
1196 if (top == NULL) 1286 if (!top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1198 1289
1199 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1200 {
1201 if (top == op)
1202 continue;
1203
1204 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1205 { 1292 {
1206 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1207 1294
1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1209 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1210 op->destroy (); 1301 op->destroy ();
1302
1211 return top; 1303 return top;
1212 } 1304 }
1213 }
1214 1305
1215 return 0; 1306 return 0;
1216} 1307}
1217 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1218/* 1332/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1221 */ 1335 */
1222object * 1336object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1338{
1225 object *tmp; 1339 op->remove ();
1226 1340
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1342 {
1232 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1234 } 1345 }
1235 1346
1236 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1237} 1348}
1238 1349
1251 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1252 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1253 * 1364 *
1254 * Return value: 1365 * Return value:
1255 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1257 * just 'op' otherwise 1368 * just 'op' otherwise
1258 */ 1369 */
1259
1260object * 1370object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1372{
1263 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1264 sint16 x, y;
1265 1374
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1267 { 1376 {//D
1268 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1269 return NULL;
1270 } 1378 }//D
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1379
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1382 * need extra work
1338 */ 1383 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1340 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1341 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1342 1400
1343 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1344 */ 1402 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1348 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1349 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1411 tmp->destroy ();
1351 } 1412 }
1352 1413
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1355 1416
1356 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1357 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1358 1419
1359 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1360 { 1421 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 { 1423 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1425 abort ();
1365 } 1426 }
1366 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1367 op->above = originator; 1435 op->above = originator;
1368 op->below = originator->below; 1436 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1440 }
1378 else 1441 else
1379 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1380 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1382 { 1448 {
1383 object *last = NULL;
1384
1385 /* 1449 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1396 */ 1460 */
1397 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1462 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1401 floor = top; 1464 floor = tmp;
1402 1465
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1404 { 1467 {
1405 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1406 top = top->below; 1469 top = tmp->below;
1407 break; 1470 break;
1408 } 1471 }
1409 1472
1410 last = top;
1411 top = top->above; 1473 top = tmp;
1412 } 1474 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1475
1417 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1420 */ 1479 */
1421 1480
1422 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1485 * stacking is a bit odd.
1427 */ 1486 */
1428 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1430 { 1490 {
1491 object *last;
1492
1431 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1433 break; 1495 break;
1496
1434 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1500 * set top to the object below us.
1438 */ 1501 */
1439 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1440 top = last->below; 1503 top = last->below;
1441 } 1504 }
1442 } /* If objects on this space */ 1505 } /* If objects on this space */
1443 1506
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1508 top = floor;
1449 1509
1450 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1511 if (!top)
1455 { 1512 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1513 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1514 op->above = ms.bot;
1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1518 }
1464 else 1519 else
1465 { /* get inserted into the stack above top */ 1520 {
1466 op->above = top->above; 1521 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1522 top->above = op;
1470 1523
1471 op->below = top; 1524 op->below = top;
1472 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1526 }
1527 }
1474 1528
1475 if (op->above == NULL) 1529 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1481 1535
1482 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1537
1484 */ 1538 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1489 1544
1490 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1552 * of effect may be sufficient.
1498 */ 1553 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1501 1559
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1562
1563 INVOKE_OBJECT (INSERT, op);
1504 1564
1505 /* Don't know if moving this to the end will break anything. However, 1565 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1566 * we want to have floorbox_update called before calling this.
1507 * 1567 *
1508 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1510 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1571 * update_object().
1512 */ 1572 */
1513 1573
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1576 {
1517 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1518 return NULL; 1578 return 0;
1519 1579
1520 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1581 * walk on's.
1522 */ 1582 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1525 return NULL; 1585 return 0;
1526 } 1586 }
1527 1587
1528 return op; 1588 return op;
1529} 1589}
1530 1590
1531/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1534 */ 1594 */
1535void 1595void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1597{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1544 1599
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1547 tmp->destroy (); 1602 tmp->destroy ();
1548 1603
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1550 1605
1551 tmp1->x = op->x; 1606 tmp->x = op->x;
1552 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1554} 1610}
1555
1556/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array.
1562 */
1563 1611
1564object * 1612object *
1565get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1566{ 1614{
1567 object *newob; 1615 if (where->env)
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1616 return where->env->insert (this);
1569 1617 else
1570 if (orig_ob->nrof < nr) 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1576 newob = object_create_clone (orig_ob);
1577
1578 if ((orig_ob->nrof -= nr) < 1)
1579 orig_ob->destroy (1);
1580 else if (!is_removed)
1581 {
1582 if (orig_ob->env != NULL)
1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588 return NULL;
1589 }
1590 }
1591
1592 newob->nrof = nr;
1593
1594 return newob;
1595} 1619}
1596 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1597/* 1643/*
1598 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1599 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1601 * 1647 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1604 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1605object * 1681object *
1606decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1607{ 1683{
1608 object *tmp; 1684 int have = number_of ();
1609 player *pl;
1610 1685
1611 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1612 return op; 1687 return 0;
1613 1688 else if (have == nr)
1614 if (i > op->nrof)
1615 i = op->nrof;
1616
1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 { 1689 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove (); 1690 remove ();
1654 op->nrof = 0; 1691 return this;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1660 } 1692 }
1661 else 1693 else
1662 { 1694 {
1663 object *above = op->above; 1695 decrease (nr);
1664 1696
1665 if (i < op->nrof) 1697 object *op = deep_clone ();
1666 op->nrof -= i; 1698 op->nrof = nr;
1667 else
1668 {
1669 op->remove ();
1670 op->nrof = 0;
1671 }
1672
1673 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1675 if (tmp->type == PLAYER)
1676 {
1677 if (op->nrof)
1678 esrv_send_item (tmp, op);
1679 else
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683
1684 if (op->nrof)
1685 return op; 1699 return op;
1686 else
1687 {
1688 op->destroy ();
1689 return NULL;
1690 }
1691}
1692
1693/*
1694 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying.
1696 */
1697
1698void
1699add_weight (object *op, signed long weight)
1700{
1701 while (op != NULL)
1702 {
1703 if (op->type == CONTAINER)
1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1705
1706 op->carrying += weight;
1707 op = op->env;
1708 } 1700 }
1709} 1701}
1710 1702
1711object * 1703object *
1712insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump); 1710 free (dump);
1719 return op; 1711 return op;
1720 } 1712 }
1721 1713
1722 if (where->head) 1714 if (where->head_ () != where)
1723 { 1715 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head; 1717 where = where->head;
1726 } 1718 }
1727 1719
1728 return where->insert (op); 1720 return where->insert (op);
1729} 1721}
1734 * inside the object environment. 1726 * inside the object environment.
1735 * 1727 *
1736 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1737 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1738 */ 1730 */
1739
1740object * 1731object *
1741object::insert (object *op) 1732object::insert (object *op)
1742{ 1733{
1743 object *tmp, *otmp;
1744
1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1746 op->remove ();
1747
1748 if (op->more) 1734 if (op->more)
1749 { 1735 {
1750 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1751 return op; 1737 return op;
1752 } 1738 }
1753 1739
1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1755 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1756 if (op->nrof) 1744 if (op->nrof)
1757 {
1758 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1759 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1760 { 1747 {
1761 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1762 (client needs the original object) */ 1749 (client needs the original object) */
1763 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1764 /* Weight handling gets pretty funky. Since we are adding to 1751
1765 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1766 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1767 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1768 SET_FLAG (op, FLAG_REMOVED); 1756
1769 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1770 op = tmp; 1758 op = tmp;
1771 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1772 CLEAR_FLAG (op, FLAG_REMOVED);
1773 break;
1774 } 1760 }
1775 1761
1776 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1777 * We add the weight - this object could have just been removed
1778 * (if it was possible to merge). calling remove_ob will subtract
1779 * the weight, so we need to add it in again, since we actually do
1780 * the linking below
1781 */
1782 add_weight (this, op->weight * op->nrof);
1783 }
1784 else
1785 add_weight (this, (op->weight + op->carrying));
1786
1787 otmp = is_player_inv (this);
1788 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp);
1791
1792 op->map = NULL; 1763 op->map = 0;
1764 op->x = 0;
1765 op->y = 0;
1766
1767 op->above = 0;
1768 op->below = inv;
1793 op->env = this; 1769 op->env = this;
1794 op->above = NULL;
1795 op->below = NULL;
1796 op->x = 0, op->y = 0;
1797 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1798 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1800 { 1786 {
1801#ifdef DEBUG_LIGHTS 1787 update_stats ();
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1806 }
1807
1808 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function...
1810 */
1811 if (!inv)
1812 inv = op;
1813 else
1814 { 1789 }
1815 op->below = inv; 1790 else if (is_player ())
1816 op->below->above = op; 1791 // if this is a player's inventory, update stats
1817 inv = op; 1792 contr->queue_stats_update ();
1818 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1819 1795
1820 return op; 1796 return op;
1821} 1797}
1822 1798
1823/* 1799/*
1838 * 1814 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1817 * on top.
1842 */ 1818 */
1843
1844int 1819int
1845check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1846{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1847 object *tmp; 1825 object *tmp;
1848 maptile *m = op->map; 1826 maptile *m = op->map;
1849 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1850 1828
1851 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1852 1830
1853 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1854 return 0;
1855 1832
1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1859 1836
1860 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1861 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1862 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1863 * as walking. 1840 * as walking.
1874 return 0; 1851 return 0;
1875 1852
1876 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1878 */ 1855 */
1879 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1881 {
1882 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them.
1885 */
1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 } 1857 {
1858 next = tmp->below;
1889 1859
1890 for (; tmp; tmp = tmp->below)
1891 {
1892 if (tmp == op) 1860 if (tmp == op)
1893 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1894 1862
1895 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1896 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1897 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1898 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1899 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1900 */ 1868 */
1901 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1902 { 1870 {
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 { 1873 {
1906
1907 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1875
1910 if (op->type == PLAYER) 1876 if (op->is_player ())
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0; 1879 diff /= 4.0;
1914 1880
1915 op->speed_left -= diff; 1881 op->speed_left -= diff;
1916 } 1882 }
1917 } 1883 }
1940/* 1906/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1944 */ 1910 */
1945
1946object * 1911object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1913{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
1953 { 1915 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1917 return NULL;
1956 } 1918 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
1958 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
1959 return tmp; 1922 return tmp;
1923
1960 return NULL; 1924 return NULL;
1961} 1925}
1962 1926
1963/* 1927/*
1964 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
1967 */ 1931 */
1968
1969object * 1932object *
1970present (unsigned char type, maptile *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
1971{ 1934{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
1976 { 1936 {
1977 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1938 return NULL;
1979 } 1939 }
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1940
1941 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1981 if (tmp->type == type) 1942 if (tmp->type == type)
1982 return tmp; 1943 return tmp;
1944
1983 return NULL; 1945 return NULL;
1984} 1946}
1985 1947
1986/* 1948/*
1987 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
1990 */ 1952 */
1991
1992object * 1953object *
1993present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
1994{ 1955{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1957 if (tmp->type == type)
2000 return tmp; 1958 return tmp;
1959
2001 return NULL; 1960 return NULL;
2002} 1961}
2003 1962
2004/* 1963/*
2005 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1972 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1973 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1974 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1975 * to be unique.
2017 */ 1976 */
2018
2019object * 1977object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1978present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1979{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1982 return tmp;
2029 } 1983
2030 return NULL; 1984 return 0;
2031} 1985}
2032 1986
2033/* 1987/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2037 */ 1991 */
2038
2039object * 1992object *
2040present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2041{ 1994{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2046 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2047 return tmp; 1997 return tmp;
1998
2048 return NULL; 1999 return NULL;
2049} 2000}
2050 2001
2051/* 2002/*
2052 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2053 */ 2004 */
2054void 2005void
2055flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2056{ 2007{
2057 object *
2058 tmp;
2059
2060 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2062 { 2009 {
2063 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2064 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2065 } 2012 }
2066} /* 2013}
2014
2015/*
2067 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2068 */ 2017 */
2069void 2018void
2070unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2071{ 2020{
2072 object *
2073 tmp;
2074
2075 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 { 2022 {
2078 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2079 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2080 } 2025 }
2081}
2082
2083/*
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function.
2088 */
2089
2090void
2091set_cheat (object *op)
2092{
2093 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ);
2095} 2026}
2096 2027
2097/* 2028/*
2098 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
2099 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
2101 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2102 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2103 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
2104 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2105 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2106 * Note - this only checks to see if there is space for the head of the
2107 * object - if it is a multispace object, this should be called for all
2108 * pieces.
2109 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2110 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2111 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
2112 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 2043 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 2044 * customized, changed states, etc.
2117 */ 2045 */
2118
2119int 2046int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 2048{
2122 int
2123 i,
2124 index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2127 2051
2128 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2129 { 2053 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2131 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2132 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2133 2073
2134 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2141 */ 2081 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2143 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2144 } 2098 }
2099
2145 if (!index) 2100 if (!index)
2146 return -1; 2101 return -1;
2102
2147 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2148} 2104}
2149 2105
2150/* 2106/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2109 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2110 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2111 */
2156
2157int 2112int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2114{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2117 return i;
2167 } 2118
2168 return -1; 2119 return -1;
2169} 2120}
2170 2121
2171/* 2122/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2126 */
2175static void 2127static void
2176permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2177{ 2129{
2178 int 2130 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2131 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2132
2189 tmp = arr[i]; 2133 while (--end)
2190 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2135}
2194 2136
2195/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2139 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2142 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2143 */
2202void 2144void
2203get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2204{ 2146{
2205 int 2147 int i;
2206 i;
2207 2148
2208 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2150 search_arr[i] = i;
2211 }
2212 2151
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2155}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2165 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2166 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2167 * there is capable of.
2229 */ 2168 */
2230
2231int 2169int
2232find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2171{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2237
2238 sint16 nx, ny;
2239 object *
2240 tmp;
2241 maptile *
2242 mp;
2243
2244 MoveType blocked, move_type; 2173 MoveType move_type;
2245 2174
2246 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2247 { 2176 {
2248 exclude = exclude->head; 2177 exclude = exclude->head;
2249 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2250 } 2179 }
2251 else 2180 else
2252 { 2181 {
2253 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2254 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2255 } 2184 }
2256 2185
2257 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2258 { 2187 {
2259 mp = m; 2188 mapxy pos (m, x, y);
2260 nx = x + freearr_x[i]; 2189 pos.move (i);
2261 ny = y + freearr_y[i];
2262 2190
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2264 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2192 max = maxfree[i];
2267 }
2268 else 2193 else
2269 { 2194 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2271 2196
2272 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2198 max = maxfree [i];
2199 else if (ms.flags () & P_IS_ALIVE)
2273 { 2200 {
2274 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2275 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2276 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2277 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2279 {
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break;
2283 }
2284 }
2285 if (tmp)
2286 {
2287 return freedir[i]; 2204 return freedir [i];
2288 }
2289 } 2205 }
2290 } 2206 }
2291 } 2207 }
2208
2292 return 0; 2209 return 0;
2293} 2210}
2294 2211
2295/* 2212/*
2296 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2214 * distance between the two given objects.
2298 */ 2215 */
2299
2300int 2216int
2301distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2302{ 2218{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2220}
2309 2221
2310/* 2222/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2312 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2313 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2314 */ 2226 */
2315
2316int 2227int
2317find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2318{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2319 int 2273 int q;
2320 q;
2321 2274
2322 if (y) 2275 if (y)
2323 q = x * 100 / y; 2276 q = 128 * x / y;
2324 else if (x) 2277 else if (x)
2325 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2326 else 2279 else
2327 return 0; 2280 return 0;
2328 2281
2329 if (y > 0) 2282 if (y > 0)
2330 { 2283 {
2331 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2332 return 3; 2289 return 3;
2333 if (q < -41) 2290 }
2334 return 2; 2291 else
2335 if (q < 41) 2292 {
2336 return 1; 2293 if (q < -309) return 3;
2337 if (q < 242) 2294 if (q < -52) return 2;
2338 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2339 return 7; 2298 return 7;
2340 } 2299 }
2341 2300#endif
2342 if (q < -242)
2343 return 7;
2344 if (q < -41)
2345 return 6;
2346 if (q < 41)
2347 return 5;
2348 if (q < 242)
2349 return 4;
2350
2351 return 3;
2352}
2353
2354/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368} 2301}
2369 2302
2370/* 2303/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2306 */
2374
2375int 2307int
2376dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2377{ 2309{
2378 int
2379 d;
2380
2381 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2382 if (d > 4) 2311
2383 d = 8 - d; 2312 return d > 4 ? 8 - d : d;
2384 return d;
2385} 2313}
2386 2314
2387/* peterm: 2315/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2389 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2391 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2322 * functions.
2395 */ 2323 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2377 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2378 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2379 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2380 * Modified to be map tile aware -.MSW
2455 */ 2381 */
2456
2457
2458int 2382int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2383can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2384{
2461 sint16 dx, dy; 2385 sint16 dx, dy;
2462 int
2463 mflags; 2386 int mflags;
2464 2387
2465 if (dir < 0) 2388 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2389 return 0; /* exit condition: invalid direction */
2467 2390
2468 dx = x + freearr_x[dir]; 2391 dx = x + freearr_x[dir];
2481 return 0; 2404 return 0;
2482 2405
2483 /* yes, can see. */ 2406 /* yes, can see. */
2484 if (dir < 9) 2407 if (dir < 9)
2485 return 1; 2408 return 1;
2409
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2410 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2411 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2412 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2413}
2489
2490
2491 2414
2492/* 2415/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2416 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2417 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2418 * picked up, otherwise 0.
2497 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2420 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2498 * core dumps if they do. 2421 * core dumps if they do.
2499 * 2422 *
2500 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2501 */ 2424 */
2502
2503int 2425int
2504can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2505{ 2427{
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2509} 2431}
2510
2511 2432
2512/* 2433/*
2513 * create clone from object to another 2434 * create clone from object to another
2514 */ 2435 */
2515object * 2436object *
2516object_create_clone (object *asrc) 2437object::deep_clone ()
2517{ 2438{
2518 object *dst = 0, *tmp, *src, *part, *prev, *item; 2439 assert (("deep_clone called on non-head object", is_head ()));
2519 2440
2520 if (!asrc) 2441 object *dst = clone ();
2521 return 0;
2522 2442
2523 src = asrc; 2443 object *prev = dst;
2524 if (src->head)
2525 src = src->head;
2526
2527 prev = 0;
2528 for (part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2529 { 2445 {
2530 tmp = part->clone (); 2446 object *tmp = part->clone ();
2531 tmp->x -= src->x;
2532 tmp->y -= src->y;
2533
2534 if (!part->head)
2535 {
2536 dst = tmp;
2537 tmp->head = 0;
2538 }
2539 else
2540 {
2541 tmp->head = dst; 2447 tmp->head = dst;
2542 }
2543
2544 tmp->more = 0;
2545
2546 if (prev)
2547 prev->more = tmp; 2448 prev->more = tmp;
2548
2549 prev = tmp; 2449 prev = tmp;
2550 } 2450 }
2551 2451
2552 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2554 2454
2555 return dst; 2455 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2456}
2596 2457
2597/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2459 * has the same type and subtype match.
2599 * returns NULL if no match. 2460 * returns NULL if no match.
2600 */ 2461 */
2601object * 2462object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2463find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2464{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2465 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2466 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2467 return tmp;
2609 2468
2610 return NULL;
2611}
2612
2613/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL.
2615 *
2616 * key must be a passed in shared string - otherwise, this won't
2617 * do the desired thing.
2618 */
2619key_value *
2620get_ob_key_link (const object *ob, const char *key)
2621{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next)
2625 if (link->key == key)
2626 return link;
2627
2628 return NULL;
2629}
2630
2631/*
2632 * Returns the value of op has an extra_field for key, or NULL.
2633 *
2634 * The argument doesn't need to be a shared string.
2635 *
2636 * The returned string is shared.
2637 */
2638const char *
2639get_ob_key_value (const object *op, const char *const key)
2640{
2641 key_value *link;
2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2645 {
2646 /* 1. There being a field named key on any object
2647 * implies there'd be a shared string to find.
2648 * 2. Since there isn't, no object has this field.
2649 * 3. Therefore, *this* object doesn't have this field.
2650 */
2651 return 0;
2652 }
2653
2654 /* This is copied from get_ob_key_link() above -
2655 * only 4 lines, and saves the function call overhead.
2656 */
2657 for (link = op->key_values; link; link = link->next)
2658 if (link->key == canonical_key)
2659 return link->value;
2660
2661 return 0; 2469 return 0;
2662} 2470}
2663 2471
2664 2472shstr_tmp
2665/* 2473object::kv_get (shstr_tmp key) const
2666 * Updates the canonical_key in op to value.
2667 *
2668 * canonical_key is a shared string (value doesn't have to be).
2669 *
2670 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2671 * keys.
2672 *
2673 * Returns TRUE on success.
2674 */
2675int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2474{
2678 key_value * 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2679 field = NULL, *last = NULL; 2476 if (kv->key == key)
2477 return kv->value;
2680 2478
2681 for (field = op->key_values; field != NULL; field = field->next) 2479 return shstr ();
2682 { 2480}
2683 if (field->key != canonical_key) 2481
2482void
2483object::kv_set (shstr_tmp key, shstr_tmp value)
2484{
2485 for (key_value *kv = key_values; kv; kv = kv->next)
2486 if (kv->key == key)
2684 { 2487 {
2685 last = field; 2488 kv->value = value;
2686 continue; 2489 return;
2687 } 2490 }
2688 2491
2689 if (value) 2492 key_value *kv = new key_value;
2690 field->value = value; 2493
2691 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2692 { 2506 {
2693 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2694 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2695 * it, we save the empty value so that when we load, 2509 delete kv;
2696 * we get this value back again. 2510 return;
2697 */
2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2699 field->value = 0;
2700 else
2701 {
2702 if (last)
2703 last->next = field->next;
2704 else
2705 op->key_values = field->next;
2706
2707 delete field;
2708 }
2709 } 2511 }
2710 return TRUE;
2711 }
2712 /* IF we get here, key doesn't exist */
2713
2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2717 {
2718 return FALSE;
2719 }
2720 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings,
2724 * should pass in ""
2725 */
2726 if (value == NULL)
2727 return TRUE;
2728
2729 field = new key_value;
2730
2731 field->key = canonical_key;
2732 field->value = value;
2733 /* Usual prepend-addition. */
2734 field->next = op->key_values;
2735 op->key_values = field;
2736
2737 return TRUE;
2738}
2739
2740/*
2741 * Updates the key in op to value.
2742 *
2743 * If add_key is FALSE, this will only update existing keys,
2744 * and not add new ones.
2745 * In general, should be little reason FALSE is ever passed in for add_key
2746 *
2747 * Returns TRUE on success.
2748 */
2749int
2750set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2751{
2752 shstr key_ (key);
2753
2754 return set_ob_key_value_s (op, key_, value, add_key);
2755} 2512}
2756 2513
2757object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2758: iterator_base (container) 2515: iterator_base (container)
2759{ 2516{
2773 } 2530 }
2774 else 2531 else
2775 item = item->env; 2532 item = item->env;
2776} 2533}
2777 2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561}
2562
2778// return a suitable string describing an objetc in enough detail to find it 2563// return a suitable string describing an object in enough detail to find it
2779const char * 2564const char *
2780object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2781{ 2566{
2567 char flagdesc[512];
2782 char info2[256 * 3]; 2568 char info2[256 * 4];
2783 char *p = info; 2569 char *p = info;
2784 2570
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2786 count, 2572 count,
2573 uuid.c_str (),
2787 &name, 2574 &name,
2788 title ? " " : "", 2575 title ? ",title:\"" : "",
2789 title ? (const char *)title : ""); 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type);
2790 2579
2791 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2582
2794 if (map) 2583 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2585
2797 return info; 2586 return info;
2798} 2587}
2799 2588
2800const char * 2589const char *
2801object::debug_desc () const 2590object::debug_desc () const
2802{ 2591{
2803 static char info[256 * 3]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2804 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2805} 2596}
2806 2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605void
2606object::open_container (object *new_container)
2607{
2608 if (container == new_container)
2609 return;
2610
2611 object *old_container = container;
2612
2613 if (old_container)
2614 {
2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2616 return;
2617
2618#if 0
2619 // remove the "Close old_container" object.
2620 if (object *closer = old_container->inv)
2621 if (closer->type == CLOSE_CON)
2622 closer->destroy ();
2623#endif
2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2628 old_container->flag [FLAG_APPLIED] = false;
2629 container = 0;
2630
2631 // client needs item update to make it work, client bug requires this to be separate
2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2635 play_sound (sound_find ("chest_close"));
2636 }
2637
2638 if (new_container)
2639 {
2640 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2641 return;
2642
2643 // TODO: this does not seem to serve any purpose anymore?
2644#if 0
2645 // insert the "Close Container" object.
2646 if (archetype *closer = new_container->other_arch)
2647 {
2648 object *closer = new_container->other_arch->instance ();
2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2650 new_container->insert (closer);
2651 }
2652#endif
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2659 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container;
2661
2662 // client needs flag change
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 play_sound (sound_find ("chest_open"));
2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2669}
2670
2671object *
2672object::force_find (shstr_tmp name)
2673{
2674 /* cycle through his inventory to look for the MARK we want to
2675 * place
2676 */
2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2678 if (tmp->type == FORCE && tmp->slaying == name)
2679 return splay (tmp);
2680
2681 return 0;
2682}
2683
2684//-GPL
2685
2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2696object::force_add (shstr_tmp name, int duration)
2697{
2698 if (object *force = force_find (name))
2699 force->destroy ();
2700
2701 object *force = get_archetype (FORCE_NAME);
2702
2703 force->slaying = name;
2704 force->force_set_timer (duration);
2705 force->flag [FLAG_APPLIED] = true;
2706
2707 return insert (force);
2708}
2709
2710void
2711object::play_sound (faceidx sound) const
2712{
2713 if (!sound)
2714 return;
2715
2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2741 return;
2742
2743 // find old force, or create new one
2744 object *force = force_find (shstr_noise_force);
2745
2746 if (force)
2747 force->speed_left = -1.f; // patch old speed up
2748 else
2749 {
2750 force = archetype::get (shstr_noise_force);
2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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