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Comparing deliantra/server/common/object.C (file contents):
Revision 1.34 by root, Tue Sep 12 01:09:53 2006 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37 33
38object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 39objectvec objects;
40activevec actives;
41
42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 49};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 55};
50int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 61};
54 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid ()
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 char buf [UUID::MAX_LEN];
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 210static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
58{ 212{
59 key_value *wants_field;
60
61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
62 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
64 */ 216 */
65 217
66 /* For each field in wants, */ 218 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
68 { 220 if (has->kv_get (kv->key) != kv->value)
69 key_value *has_field; 221 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 222
90 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 224 return true;
92} 225}
93 226
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 228static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 230{
98 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
99 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
100 */ 233 */
101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
102} 236}
103 237
104/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
105 * they can be merged together. 239 * they can be merged together.
106 * 240 *
107 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
110 * 244 *
111 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
112 * 246 *
113 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
114 * check weight 248 * check weight
115 */ 249 */
116
117bool object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
118{ 251{
119 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 258 return 0;
122 259
123 if (ob1->speed != ob2->speed) 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 263 return 0;
125 264
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 269 * flags lose any meaning.
138 */ 270 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 273
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 276
145 277 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 278 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 281 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 282 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 296 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 297 || ob1->move_off != ob2->move_off
298 || ob1->move_slow != ob2->move_slow
299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
176 return 0; 302 return 0;
177 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
178 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
180 */ 313 */
181 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
182 { 315 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 316 if (!(ob1->inv && ob2->inv))
189 return 0; 317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
190 324
191 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 326 * if it is valid.
193 */ 327 */
194 } 328 }
202 336
203 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
205 * check? 339 * check?
206 */ 340 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 342 return 0;
209 343
210 switch (ob1->type) 344 switch (ob1->type)
211 { 345 {
212 case SCROLL: 346 case SCROLL:
213 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
214 return 0; 348 return 0;
215 break; 349 break;
216 } 350 }
217 351
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
219 { 353 {
220 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
222 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
223 return 0; 359 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 360 }
227 361
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
230 { 363 {
231 ob1->optimise (); 364 ob1->optimise ();
232 ob2->optimise (); 365 ob2->optimise ();
233 366
234 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
235 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
236 } 381 }
237 382
238 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
239 return 1; 384 return 1;
240} 385}
241 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
242/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
243 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
246 */ 464 */
247long 465void
248sum_weight (object *op) 466object::update_weight ()
249{ 467{
250 long sum; 468 sint32 sum = 0;
251 object *inv;
252 469
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
254 { 471 {
255 if (inv->inv) 472 if (op->inv)
256 sum_weight (inv); 473 op->update_weight ();
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
258 } 481 {
259 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100;
261 if (op->carrying != sum)
262 op->carrying = sum; 482 carrying = sum;
263 return sum;
264}
265 483
266/** 484 if (object *pl = visible_to ())
267 * Return the outermost environment object for a given object. 485 if (pl != this) // player is handled lazily
268 */ 486 esrv_update_item (UPD_WEIGHT, pl, this);
269
270object *
271object_get_env_recursive (object *op)
272{
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276}
277
278/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array.
297 */
298
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 { 487 }
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347} 488}
348 489
349/* 490/*
350 * Dumps an object. Returns output in the static global errmsg array. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
351 */ 492 */
352 493char *
353void
354dump_object (object *op) 494dump_object (object *op)
355{ 495{
356 if (op == NULL) 496 if (!op)
357 { 497 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 498
365void 499 object_freezer freezer;
366dump_all_objects (void) 500 op->write (freezer);
367{ 501 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 502}
376 503
377/* 504char *
378 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
379 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned.
381 */
382
383object *
384get_nearest_part (object *op, const object *pl)
385{ 506{
386 object *tmp, *closest; 507 return dump_object (this);
387 int last_dist, i;
388
389 if (op->more == NULL)
390 return op;
391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
392 if ((i = distance (tmp, pl)) < last_dist)
393 closest = tmp, last_dist = i;
394 return closest;
395} 508}
396 509
397/* 510/*
398 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
399 */ 513 */
400
401object * 514object *
402find_object (tag_t i) 515find_object (tag_t i)
403{ 516{
404 object *op; 517 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 518 if (op->count == i)
408 break;
409 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
410} 537}
411 538
412/* 539/*
413 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
416 */ 543 */
417
418object * 544object *
419find_object_name (const char *str) 545find_object_name (const char *str)
420{ 546{
421 const char *name = shstr::find (str); 547 shstr_cmp str_ (str);
422 object *op;
423 548
424 for (op = objects; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
425 if (&op->name == name) 551 if (op->name == str_)
426 break; 552 return op;
427 553
428 return op; 554 return 0;
429}
430
431void
432free_all_object_data ()
433{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447object *
448object::get_owner ()
449{
450 if (!owner
451 || QUERY_FLAG (owner, FLAG_FREED)
452 || QUERY_FLAG (owner, FLAG_REMOVED))
453 owner = 0;
454
455 return owner;
456} 555}
457 556
458/* 557/*
459 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
460 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
461 */ 561 */
462void 562void
463object::set_owner (object *owner) 563object::set_owner (object *owner)
464{ 564{
565 // allow objects which own objects
465 if (!owner) 566 if (owner)
466 return;
467
468 /* next line added to allow objects which own objects */
469 /* Add a check for ownercounts in here, as I got into an endless loop
470 * with the fireball owning a poison cloud which then owned the
471 * fireball. I believe that was caused by one of the objects getting
472 * freed and then another object replacing it. Since the ownercounts
473 * didn't match, this check is valid and I believe that cause is valid.
474 */
475 while (owner->owner) 567 while (owner->owner)
476 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
477 575
478 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
479} 594}
480 595
481/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
482 * refcounts and freeing the links. 597 * refcounts and freeing the links.
483 */ 598 */
484static void 599static void
485free_key_values (object *op) 600free_key_values (object *op)
486{ 601{
487 for (key_value *i = op->key_values; i != 0;) 602 for (key_value *i = op->key_values; i; )
488 { 603 {
489 key_value *next = i->next; 604 key_value *next = i->next;
490 delete i; 605 delete i;
491 606
492 i = next; 607 i = next;
493 } 608 }
494 609
495 op->key_values = 0; 610 op->key_values = 0;
496} 611}
497 612
498void object::clear ()
499{
500 attachable_base::clear ();
501
502 free_key_values (this);
503
504 owner = 0;
505 name = 0;
506 name_pl = 0;
507 title = 0;
508 race = 0;
509 slaying = 0;
510 skill = 0;
511 msg = 0;
512 lore = 0;
513 custom_name = 0;
514 materialname = 0;
515 contr = 0;
516 below = 0;
517 above = 0;
518 inv = 0;
519 container = 0;
520 env = 0;
521 more = 0;
522 head = 0;
523 map = 0;
524 active_next = 0;
525 active_prev = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530
531 /* What is not cleared is next, prev, and count */
532
533 expmul = 1.0;
534 face = blank_face;
535 attacked_by_count = -1;
536
537 if (settings.casting_time)
538 casting_time = -1;
539}
540
541void object::clone (object *destination)
542{
543 *(object_copy *)destination = *this;
544 *(object_pod *)destination = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
548}
549
550/* 613/*
551 * copy object first frees everything allocated by the second object, 614 * copy_to first frees everything allocated by the dst object,
552 * and then copies the contends of the first object into the second 615 * and then copies the contents of itself into the second
553 * object, allocating what needs to be allocated. Basically, any 616 * object, allocating what needs to be allocated. Basically, any
554 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 617 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
555 * if the first object is freed, the pointers in the new object 618 * if the first object is freed, the pointers in the new object
556 * will point at garbage. 619 * will point at garbage.
557 */ 620 */
558void 621void
559copy_object (object *op2, object *op) 622object::copy_to (object *dst)
560{ 623{
561 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 624 dst->remove ();
562 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 625 *(object_copy *)dst = *this;
563 626 dst->flag [FLAG_REMOVED] = true;
564 op2->clone (op);
565
566 if (is_freed)
567 SET_FLAG (op, FLAG_FREED);
568 if (is_removed)
569 SET_FLAG (op, FLAG_REMOVED);
570
571 if (op2->speed < 0)
572 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
573 627
574 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
575 if (op2->key_values) 629 if (key_values)
576 { 630 {
577 key_value *tail = 0; 631 key_value *tail = 0;
578 key_value *i;
579
580 op->key_values = 0; 632 dst->key_values = 0;
581 633
582 for (i = op2->key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
583 { 635 {
584 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
585 637
586 new_link->next = 0; 638 new_link->next = 0;
587 new_link->key = i->key; 639 new_link->key = i->key;
588 new_link->value = i->value; 640 new_link->value = i->value;
589 641
590 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
591 if (!op->key_values) 643 if (!dst->key_values)
592 { 644 {
593 op->key_values = new_link; 645 dst->key_values = new_link;
594 tail = new_link; 646 tail = new_link;
595 } 647 }
596 else 648 else
597 { 649 {
598 tail->next = new_link; 650 tail->next = new_link;
599 tail = new_link; 651 tail = new_link;
600 } 652 }
601 } 653 }
602 } 654 }
603 655
604 update_ob_speed (op); 656 dst->activate ();
657}
658
659void
660object::instantiate ()
661{
662 if (!uuid.seq) // HACK
663 uuid = UUID::gen ();
664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
669 speed_left = -1.;
670
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
681}
682
683object *
684object::clone ()
685{
686 object *neu = create ();
687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
693 neu->map = map; // not copied by copy_to
694 return neu;
605} 695}
606 696
607/* 697/*
608 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * If an object with the IS_TURNABLE() flag needs to be turned due
609 * to the closest player being on the other side, this function can 699 * to the closest player being on the other side, this function can
610 * be called to update the face variable, _and_ how it looks on the map. 700 * be called to update the face variable, _and_ how it looks on the map.
611 */ 701 */
612
613void 702void
614update_turn_face (object *op) 703update_turn_face (object *op)
615{ 704{
616 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 705 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
617 return; 706 return;
707
618 SET_ANIMATION (op, op->direction); 708 SET_ANIMATION (op, op->direction);
619 update_object (op, UP_OBJ_FACE); 709 update_object (op, UP_OBJ_FACE);
620} 710}
621 711
622/* 712/*
623 * Updates the speed of an object. If the speed changes from 0 to another 713 * Updates the speed of an object. If the speed changes from 0 to another
624 * value, or vice versa, then add/remove the object from the active list. 714 * value, or vice versa, then add/remove the object from the active list.
625 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
626 */ 716 */
627void 717void
628update_ob_speed (object *op) 718object::set_speed (float speed)
629{ 719{
630 extern int arch_init; 720 this->speed = speed;
631 721
632 /* No reason putting the archetypes objects on the speed list, 722 if (has_active_speed ())
633 * since they never really need to be updated. 723 activate ();
634 */
635
636 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
637 {
638 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
639#ifdef MANY_CORES
640 abort ();
641#else
642 op->speed = 0;
643#endif
644 }
645
646 if (arch_init)
647 return;
648
649 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
650 {
651 /* If already on active list, don't do anything */
652 if (op->active_next || op->active_prev || op == active_objects)
653 return;
654
655 /* process_events() expects us to insert the object at the beginning
656 * of the list. */
657 op->active_next = active_objects;
658
659 if (op->active_next != NULL)
660 op->active_next->active_prev = op;
661
662 active_objects = op;
663 }
664 else 724 else
665 { 725 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673
674 if (op->active_next != NULL)
675 op->active_next->active_prev = NULL;
676 }
677 else
678 {
679 op->active_prev->active_next = op->active_next;
680
681 if (op->active_next)
682 op->active_next->active_prev = op->active_prev;
683 }
684
685 op->active_next = NULL;
686 op->active_prev = NULL;
687 }
688} 726}
689 727
690/* This function removes object 'op' from the list of active
691 * objects.
692 * This should only be used for style maps or other such
693 * reference maps where you don't want an object that isn't
694 * in play chewing up cpu time getting processed.
695 * The reverse of this is to call update_ob_speed, which
696 * will do the right thing based on the speed of the object.
697 */
698void
699remove_from_active_list (object *op)
700{
701 /* If not on the active list, nothing needs to be done */
702 if (!op->active_next && !op->active_prev && op != active_objects)
703 return;
704
705 if (op->active_prev == NULL)
706 {
707 active_objects = op->active_next;
708 if (op->active_next != NULL)
709 op->active_next->active_prev = NULL;
710 }
711 else
712 {
713 op->active_prev->active_next = op->active_next;
714 if (op->active_next)
715 op->active_next->active_prev = op->active_prev;
716 }
717 op->active_next = NULL;
718 op->active_prev = NULL;
719}
720
721/* 728/*
722 * update_object() updates the array which represents the map. 729 * update_object() updates the the map.
723 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
724 * by invisible objects by whatever is below them (unless it's another 731 * by invisible objects by whatever is below them (unless it's another
725 * invisible object, etc...) 732 * invisible object, etc...)
726 * If the object being updated is beneath a player, the look-window 733 * If the object being updated is beneath a player, the look-window
727 * of that player is updated (this might be a suboptimal way of 734 * of that player is updated (this might be a suboptimal way of
728 * updating that window, though, since update_object() is called _often_) 735 * updating that window, though, since update_object() is called _often_)
729 * 736 *
730 * action is a hint of what the caller believes need to be done. 737 * action is a hint of what the caller believes need to be done.
731 * For example, if the only thing that has changed is the face (due to
732 * an animation), we don't need to call update_position until that actually
733 * comes into view of a player. OTOH, many other things, like addition/removal
734 * of walls or living creatures may need us to update the flags now.
735 * current action are: 738 * current action are:
736 * UP_OBJ_INSERT: op was inserted 739 * UP_OBJ_INSERT: op was inserted
737 * UP_OBJ_REMOVE: op was removed 740 * UP_OBJ_REMOVE: op was removed
738 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
739 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
740 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
741 */ 744 */
742
743void 745void
744update_object (object *op, int action) 746update_object (object *op, int action)
745{ 747{
746 int update_now = 0, flags; 748 if (!op)
747 MoveType move_on, move_off, move_block, move_slow;
748
749 if (op == NULL)
750 { 749 {
751 /* this should never happen */ 750 /* this should never happen */
752 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 752 return;
754 } 753 }
755 754
756 if (op->env != NULL) 755 if (!op->is_on_map ())
757 { 756 {
758 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
759 * to do in this case. 758 * to do in this case.
760 */ 759 */
761 return; 760 return;
762 } 761 }
763 762
764 /* If the map is saving, don't do anything as everything is
765 * going to get freed anyways.
766 */
767 if (!op->map || op->map->in_memory == MAP_SAVING)
768 return;
769
770 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
771 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
772 { 765 {
773 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
774#ifdef MANY_CORES 767#ifdef MANY_CORES
775 abort (); 768 abort ();
776#endif 769#endif
777 return; 770 return;
778 } 771 }
779 772
780 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 773 mapspace &m = op->ms ();
781 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
783 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
784 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
785 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
786 774
775 if (!(m.flags_ & P_UPTODATE))
776 /* nop */;
787 if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
788 { 778 {
779#if 0
780 // this is likely overkill, TODO: revisit (schmorp)
789 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
793 update_now = 1; 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
794 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
795 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
799 update_now = 1;
800
801 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
802 update_now = 1;
803
804 if ((move_on | op->move_on) != move_on) 787 || (m.move_on | op->move_on ) != m.move_on
805 update_now = 1;
806
807 if ((move_off | op->move_off) != move_off) 788 || (m.move_off | op->move_off ) != m.move_off
808 update_now = 1; 789 || (m.move_slow | op->move_slow) != m.move_slow
809
810 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
811 * to have move_allow right now. 791 * have move_allow right now.
812 */ 792 */
813 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
814 update_now = 1; 794 m.invalidate ();
815 795#else
816 if ((move_slow | op->move_slow) != move_slow) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
817 update_now = 1; 797 m.invalidate ();
798#endif
818 } 799 }
819 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
820 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
821 * that is being removed. 802 * that is being removed.
822 */ 803 */
823 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
824 update_now = 1; 805 m.invalidate ();
825 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
826 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
827 else 808 else
828 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 810
830 if (update_now)
831 {
832 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position (op->map, op->x, op->y);
834 }
835
836 if (op->more != NULL) 811 if (op->more)
837 update_object (op->more, action); 812 update_object (op->more, action);
838} 813}
839 814
840static unordered_vector<object *> mortals;
841static std::vector<object *> freed;
842
843void object::free_mortals ()
844{
845 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
846 if ((*i)->refcnt)
847 ++i; // further delay freeing
848 else
849 {
850 freed.push_back (*i);//D
851 //delete *i;
852 mortals.erase (i);
853 }
854
855 if (mortals.size())//D
856 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
857}
858
859object::object () 815object::object ()
860{ 816{
861 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
862 818
863 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
864 face = blank_face; 820 face = blank_face;
865 attacked_by_count = -1; 821 material = MATERIAL_NULL;
866} 822}
867 823
868object::~object () 824object::~object ()
869{ 825{
826 unlink ();
827
870 free_key_values (this); 828 free_key_values (this);
871} 829}
872 830
831static int object_count;
832
873void object::link () 833void object::link ()
874{ 834{
835 assert (!index);//D
836 uuid = UUID::gen ();
875 count = ++ob_count; 837 count = ++object_count;
876 838
877 prev = 0; 839 refcnt_inc ();
878 next = objects; 840 objects.insert (this);
879
880 if (objects)
881 objects->prev = this;
882
883 objects = this;
884} 841}
885 842
886void object::unlink () 843void object::unlink ()
887{ 844{
888 count = 0;
889
890 /* Remove this object from the list of used objects */
891 if (prev)
892 {
893 prev->next = next;
894 prev = 0;
895 }
896
897 if (next) 845 if (!index)
898 { 846 return;
899 next->prev = prev; 847
900 next = 0; 848 objects.erase (this);
849 refcnt_dec ();
850}
851
852void
853object::activate ()
854{
855 /* If already on active list, don't do anything */
856 if (active)
857 return;
858
859 if (has_active_speed ())
901 } 860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
902 863
903 if (this == objects) 864 actives.insert (this);
904 objects = next; 865 }
866}
867
868void
869object::activate_recursive ()
870{
871 activate ();
872
873 for (object *op = inv; op; op = op->below)
874 op->activate_recursive ();
875}
876
877/* This function removes object 'op' from the list of active
878 * objects.
879 * This should only be used for style maps or other such
880 * reference maps where you don't want an object that isn't
881 * in play chewing up cpu time getting processed.
882 * The reverse of this is to call update_ob_speed, which
883 * will do the right thing based on the speed of the object.
884 */
885void
886object::deactivate ()
887{
888 /* If not on the active list, nothing needs to be done */
889 if (!active)
890 return;
891
892 actives.erase (this);
893}
894
895void
896object::deactivate_recursive ()
897{
898 for (object *op = inv; op; op = op->below)
899 op->deactivate_recursive ();
900
901 deactivate ();
902}
903
904void
905object::set_flag_inv (int flag, int value)
906{
907 for (object *op = inv; op; op = op->below)
908 {
909 op->flag [flag] = value;
910 op->set_flag_inv (flag, value);
911 }
912}
913
914/*
915 * Remove and free all objects in the inventory of the given object.
916 * object.c ?
917 */
918void
919object::destroy_inv (bool drop_to_ground)
920{
921 // need to check first, because the checks below might segfault
922 // as we might be on an invalid mapspace and crossfire code
923 // is too buggy to ensure that the inventory is empty.
924 // corollary: if you create arrows etc. with stuff in its inventory,
925 // cf will crash below with off-map x and y
926 if (!inv)
927 return;
928
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (!drop_to_ground
934 || !map
935 || map->in_memory != MAP_ACTIVE
936 || map->no_drop
937 || ms ().move_block == MOVE_ALL)
938 {
939 while (inv)
940 inv->destroy ();
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 while (inv)
945 {
946 object *op = inv;
947
948 if (op->flag [FLAG_STARTEQUIP]
949 || op->flag [FLAG_NO_DROP]
950 || op->type == RUNE
951 || op->type == TRAP
952 || op->flag [FLAG_IS_A_TEMPLATE]
953 || op->flag [FLAG_DESTROY_ON_DEATH])
954 op->destroy ();
955 else
956 map->insert (op, x, y);
957 }
958 }
905} 959}
906 960
907object *object::create () 961object *object::create ()
908{ 962{
909 object *op;
910
911 if (freed.empty ())
912 op = new object; 963 object *op = new object;
913 else
914 {
915 // highly annoying, but the only way to get it stable right now
916 op = freed.back ();
917 freed.pop_back ();
918 op->~object ();
919 new ((void *) op) object;
920 }
921
922 op->link (); 964 op->link ();
923 return op; 965 return op;
924} 966}
925 967
926/* 968static struct freed_map : maptile
927 * free_object() frees everything allocated by an object, removes
928 * it from the list of used objects, and puts it on the list of
929 * free objects. The IS_FREED() flag is set in the object.
930 * The object must have been removed by remove_ob() first for
931 * this function to succeed.
932 *
933 * If free_inventory is set, free inventory as well. Else drop items in
934 * inventory to the ground.
935 */
936void object::free (bool free_inventory)
937{ 969{
938 if (QUERY_FLAG (this, FLAG_FREED)) 970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
989void
990object::do_destroy ()
991{
992 if (flag [FLAG_IS_LINKED])
993 remove_link ();
994
995 if (flag [FLAG_FRIENDLY])
996 remove_friendly_object (this);
997
998 remove ();
999
1000 attachable::do_destroy ();
1001
1002 deactivate ();
1003 unlink ();
1004
1005 flag [FLAG_FREED] = 1;
1006
1007 // hack to ensure that freed objects still have a valid map
1008 map = &freed_map;
1009 x = 1;
1010 y = 1;
1011
1012 if (more)
1013 {
1014 more->destroy ();
1015 more = 0;
1016 }
1017
1018 head = 0;
1019
1020 // clear those pointers that likely might cause circular references
1021 owner = 0;
1022 enemy = 0;
1023 attacked_by = 0;
1024 current_weapon = 0;
1025}
1026
1027void
1028object::destroy ()
1029{
1030 if (destroyed ())
939 return; 1031 return;
940 1032
941 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1033 if (!is_head () && !head->destroyed ())
942 remove_friendly_object (this);
943
944 if (!QUERY_FLAG (this, FLAG_REMOVED))
945 remove_ob (this);
946
947 SET_FLAG (this, FLAG_FREED);
948
949 if (more)
950 {
951 more->free (free_inventory);
952 more = 0;
953 } 1034 {
954 1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
955 if (inv) 1036 head->destroy ();
1037 return;
956 { 1038 }
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
962 {
963 object *op = inv;
964 1039
965 while (op) 1040 destroy_inv (false);
966 {
967 object *tmp = op->below;
968 op->free (free_inventory);
969 op = tmp;
970 }
971 }
972 else
973 { /* Put objects in inventory onto this space */
974 object *op = inv;
975 1041
976 while (op) 1042 if (is_head ())
977 { 1043 if (sound_destroy)
978 object *tmp = op->below; 1044 play_sound (sound_destroy);
1045 else if (flag [FLAG_MONSTER])
1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979 1047
980 remove_ob (op); 1048 attachable::destroy ();
981
982 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
983 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
984 free_object (op);
985 else
986 {
987 op->x = x;
988 op->y = y;
989 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
990 }
991
992 op = tmp;
993 }
994 }
995 }
996
997 owner = 0;
998
999 /* Remove object from the active list */
1000 speed = 0;
1001 update_ob_speed (this);
1002
1003 unlink ();
1004
1005 mortals.push_back (this);
1006} 1049}
1007 1050
1008/* 1051/* op->remove ():
1009 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)).
1011 */
1012
1013void
1014sub_weight (object *op, signed long weight)
1015{
1016 while (op != NULL)
1017 {
1018 if (op->type == CONTAINER)
1019 {
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 }
1022 op->carrying -= weight;
1023 op = op->env;
1024 }
1025}
1026
1027/* remove_ob(op):
1028 * This function removes the object op from the linked list of objects 1052 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 1053 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 1054 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 1055 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 1056 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 1057 */
1035
1036void 1058void
1037remove_ob (object *op) 1059object::do_remove ()
1038{ 1060{
1039 object * 1061 if (flag [FLAG_REMOVED])
1040 tmp, *
1041 last = NULL;
1042 object *
1043 otmp;
1044
1045 tag_t
1046 tag;
1047 int
1048 check_walk_off;
1049 mapstruct *
1050 m;
1051
1052 sint16
1053 x,
1054 y;
1055
1056 if (QUERY_FLAG (op, FLAG_REMOVED))
1057 return; 1062 return;
1058 1063
1059 SET_FLAG (op, FLAG_REMOVED); 1064 INVOKE_OBJECT (REMOVE, this);
1060 1065
1061 if (op->more != NULL) 1066 flag [FLAG_REMOVED] = true;
1062 remove_ob (op->more); 1067
1068 if (more)
1069 more->remove ();
1063 1070
1064 /* 1071 /*
1065 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
1066 * inventory. 1073 * inventory.
1067 */ 1074 */
1068 if (op->env != NULL) 1075 if (env)
1069 { 1076 {
1070 if (op->nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1071 sub_weight (op->env, op->weight * op->nrof); 1078 if (object *pl = visible_to ())
1072 else 1079 esrv_del_item (pl->contr, count);
1073 sub_weight (op->env, op->weight + op->carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1074 1081
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */
1079 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1080 fix_player (otmp);
1081 1083
1082 if (op->above != NULL) 1084 object *pl = in_player ();
1083 op->above->below = op->below;
1084 else
1085 op->env->inv = op->below;
1086
1087 if (op->below != NULL)
1088 op->below->above = op->above;
1089 1085
1090 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1093 */ 1089 */
1094 op->x = op->env->x, op->y = op->env->y;
1095 op->map = op->env->map; 1090 map = env->map;
1096 op->above = NULL, op->below = NULL;
1097 op->env = NULL;
1098 }
1099 else if (op->map)
1100 {
1101 x = op->x; 1091 x = env->x;
1102 y = op->y; 1092 y = env->y;
1103 m = get_map_from_coord (op->map, &x, &y);
1104 1093
1105 if (!m) 1094 // make sure cmov optimisation is applicable
1095 *(above ? &above->below : &env->inv) = below;
1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1097
1098 above = 0;
1099 below = 0;
1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1106 { 1103 {
1107 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1104 if (expect_false (pl->contr->combat_ob == this))
1108 op->map->path, op->x, op->y);
1109 /* in old days, we used to set x and y to 0 and continue.
1110 * it seems if we get into this case, something is probablye
1111 * screwed up and should be fixed.
1112 */ 1105 {
1113 abort (); 1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1114 } 1122 }
1123 }
1124 else if (map)
1125 {
1126 map->dirty = true;
1127 mapspace &ms = this->ms ();
1115 1128
1116 if (op->map != m) 1129 if (object *pl = ms.player ())
1117 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1118 op->map->path, m->path, op->x, op->y, x, y);
1119
1120 /* Re did the following section of code - it looks like it had
1121 * lots of logic for things we no longer care about
1122 */ 1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1123 1153
1124 /* link the object above us */ 1154 /* link the object above us */
1125 if (op->above) 1155 // re-link, make sure compiler can easily use cmove
1126 op->above->below = op->below; 1156 *(above ? &above->below : &ms.top) = below;
1127 else 1157 *(below ? &below->above : &ms.bot) = above;
1128 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1129 1158
1130 /* Relink the object below us, if there is one */ 1159 above = 0;
1131 if (op->below) 1160 below = 0;
1132 op->below->above = op->above; 1161
1133 else 1162 ms.invalidate ();
1163
1164 if (map->in_memory == MAP_SAVING)
1165 return;
1166
1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1168
1169 if (object *pl = ms.player ())
1134 { 1170 {
1135 /* Nothing below, which means we need to relink map object for this space 1171 if (pl->container_ () == this)
1136 * use translated coordinates in case some oddness with map tiling is 1172 /* If a container that the player is currently using somehow gets
1137 * evident 1173 * removed (most likely destroyed), update the player view
1174 * appropriately.
1138 */ 1175 */
1139 if (GET_MAP_OB (m, x, y) != op) 1176 pl->close_container ();
1140 {
1141 dump_object (op);
1142 LOG (llevError,
1143 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1144 dump_object (GET_MAP_OB (m, x, y));
1145 LOG (llevError, "%s\n", errmsg);
1146 }
1147 1177
1148 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1181 if (pl->contr->ns)
1182 pl->contr->ns->floorbox_update ();
1149 } 1183 }
1150 1184
1151 op->above = 0; 1185 if (check_walk_off)
1152 op->below = 0; 1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1153
1154 if (op->map->in_memory == MAP_SAVING)
1155 return;
1156
1157 tag = op->count;
1158 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1159
1160 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1161 { 1187 {
1188 above = tmp->above;
1189
1162 /* No point updating the players look faces if he is the object 1190 /* No point updating the players look faces if he is the object
1163 * being removed. 1191 * being removed.
1164 */
1165
1166 if (tmp->type == PLAYER && tmp != op)
1167 {
1168 /* If a container that the player is currently using somehow gets
1169 * removed (most likely destroyed), update the player view
1170 * appropriately.
1171 */ 1192 */
1172 if (tmp->container == op)
1173 {
1174 CLEAR_FLAG (op, FLAG_APPLIED);
1175 tmp->container = NULL;
1176 }
1177 1193
1178 tmp->contr->socket.update_look = 1; 1194 /* See if object moving off should effect something */
1195 if ((move_type & tmp->move_off)
1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1197 move_apply (tmp, this, 0);
1179 } 1198 }
1180 1199
1181 /* See if player moving off should effect something */ 1200 if (affects_los ())
1182 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1183 {
1184 move_apply (tmp, op, NULL);
1185
1186 if (was_destroyed (op, tag))
1187 {
1188 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1189 }
1190 }
1191
1192 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1193
1194 if (tmp->above == tmp)
1195 tmp->above = NULL;
1196
1197 last = tmp;
1198 }
1199
1200 /* last == NULL of there are no objects on this space */
1201 if (last == NULL)
1202 {
1203 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1204 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1205 * those out anyways, and if there are any flags set right now, they won't
1206 * be correct anyways.
1207 */
1208 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1209 update_position (op->map, op->x, op->y);
1210 }
1211 else
1212 update_object (last, UP_OBJ_REMOVE);
1213
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1215 update_all_los (op->map, op->x, op->y); 1201 update_all_los (map, x, y);
1216 } 1202 }
1217} 1203}
1218 1204
1219/* 1205/*
1220 * merge_ob(op,top): 1206 * merge_ob(op,top):
1222 * This function goes through all objects below and including top, and 1208 * This function goes through all objects below and including top, and
1223 * merges op to the first matching object. 1209 * merges op to the first matching object.
1224 * If top is NULL, it is calculated. 1210 * If top is NULL, it is calculated.
1225 * Returns pointer to object if it succeded in the merge, otherwise NULL 1211 * Returns pointer to object if it succeded in the merge, otherwise NULL
1226 */ 1212 */
1227
1228object * 1213object *
1229merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1230{ 1215{
1231 if (!op->nrof) 1216 if (!op->nrof)
1232 return 0; 1217 return 0;
1233 1218
1234 if (top == NULL) 1219 if (!top)
1235 for (top = op; top != NULL && top->above != NULL; top = top->above); 1220 for (top = op; top && top->above; top = top->above)
1221 ;
1236 1222
1237 for (; top != NULL; top = top->below) 1223 for (; top; top = top->below)
1238 { 1224 if (object::can_merge (op, top))
1239 if (top == op)
1240 continue;
1241 if (CAN_MERGE (op, top))
1242 { 1225 {
1243 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1244 1227
1245/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1246 op->weight = 0; /* Don't want any adjustements now */ 1229 esrv_update_item (UPD_NROF, pl, top);
1247 remove_ob (op); 1230
1248 free_object (op); 1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1234 op->destroy ();
1235
1249 return top; 1236 return top;
1250 } 1237 }
1251 }
1252 1238
1253 return NULL; 1239 return 0;
1254} 1240}
1255 1241
1242void
1243object::expand_tail ()
1244{
1245 if (more)
1246 return;
1247
1248 object *prev = this;
1249
1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1251 {
1252 object *op = at->instance ();
1253
1254 op->name = name;
1255 op->name_pl = name_pl;
1256 op->title = title;
1257
1258 op->head = this;
1259 prev->more = op;
1260
1261 prev = op;
1262 }
1263}
1264
1256/* 1265/*
1257 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1266 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1258 * job preparing multi-part monsters 1267 * job preparing multi-part monsters.
1259 */ 1268 */
1260object * 1269object *
1261insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1262{ 1271{
1263 object *tmp; 1272 op->remove ();
1264 1273
1265 if (op->head)
1266 op = op->head;
1267
1268 for (tmp = op; tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1269 { 1275 {
1270 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1271 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1272 } 1278 }
1273 1279
1274 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1275} 1281}
1276 1282
1289 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1290 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1291 * 1297 *
1292 * Return value: 1298 * Return value:
1293 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1294 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1295 * just 'op' otherwise 1301 * just 'op' otherwise
1296 */ 1302 */
1297
1298object * 1303object *
1299insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1300{ 1305{
1301 object *tmp, *top, *floor = NULL; 1306 op->remove ();
1302 sint16 x, y;
1303 1307
1304 if (QUERY_FLAG (op, FLAG_FREED)) 1308 if (m == &freed_map)//D TODO: remove soon
1305 { 1309 {//D
1306 LOG (llevError, "Trying to insert freed object!\n"); 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1307 return NULL;
1308 } 1311 }//D
1309
1310 if (m == NULL)
1311 {
1312 dump_object (op);
1313 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1314 return op;
1315 }
1316
1317 if (out_of_map (m, op->x, op->y))
1318 {
1319 dump_object (op);
1320 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1321#ifdef MANY_CORES
1322 /* Better to catch this here, as otherwise the next use of this object
1323 * is likely to cause a crash. Better to find out where it is getting
1324 * improperly inserted.
1325 */
1326 abort ();
1327#endif
1328 return op;
1329 }
1330
1331 if (!QUERY_FLAG (op, FLAG_REMOVED))
1332 {
1333 dump_object (op);
1334 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1335 return op;
1336 }
1337
1338 if (op->more != NULL)
1339 {
1340 /* The part may be on a different map. */
1341
1342 object *more = op->more;
1343
1344 /* We really need the caller to normalize coordinates - if
1345 * we set the map, that doesn't work if the location is within
1346 * a map and this is straddling an edge. So only if coordinate
1347 * is clear wrong do we normalize it.
1348 */
1349 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1350 more->map = get_map_from_coord (m, &more->x, &more->y);
1351 else if (!more->map)
1352 {
1353 /* For backwards compatibility - when not dealing with tiled maps,
1354 * more->map should always point to the parent.
1355 */
1356 more->map = m;
1357 }
1358
1359 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1360 {
1361 if (!op->head)
1362 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1363
1364 return NULL;
1365 }
1366 }
1367
1368 CLEAR_FLAG (op, FLAG_REMOVED);
1369 1312
1370 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1371 * of areas of callers (eg, anything that uses find_free_spot would now 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1372 * need extra work 1315 * need extra work
1373 */ 1316 */
1374 op->map = get_map_from_coord (m, &op->x, &op->y); 1317 maptile *newmap = m;
1375 x = op->x; 1318 if (!xy_normalise (newmap, op->x, op->y))
1376 y = op->y; 1319 {
1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1321 return 0;
1322 }
1323
1324 if (object *more = op->more)
1325 if (!insert_ob_in_map (more, m, originator, flag))
1326 return 0;
1327
1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1330 op->map = newmap;
1331
1332 mapspace &ms = op->ms ();
1377 1333
1378 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1379 */ 1335 */
1380 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1381 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1382 if (CAN_MERGE (op, tmp)) 1338 if (object::can_merge (op, tmp))
1383 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1384 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1385 remove_ob (tmp); 1344 tmp->destroy ();
1386 free_object (tmp);
1387 } 1345 }
1388 1346
1389 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1390 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1348 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1391 1349
1398 { 1356 {
1399 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1400 abort (); 1358 abort ();
1401 } 1359 }
1402 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1403 op->above = originator; 1368 op->above = originator;
1404 op->below = originator->below; 1369 op->below = originator->below;
1405
1406 if (op->below)
1407 op->below->above = op;
1408 else
1409 SET_MAP_OB (op->map, op->x, op->y, op);
1410
1411 /* since *below* originator, no need to update top */
1412 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1413 } 1373 }
1414 else 1374 else
1415 { 1375 {
1376 object *floor = 0;
1377 object *top = ms.top;
1378
1416 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1417 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1380 if (top)
1418 { 1381 {
1419 object *last = NULL;
1420
1421 /* 1382 /*
1422 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1423 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1424 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1425 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428 * once we get to them. This reduces the need to traverse over all of 1389 * once we get to them. This reduces the need to traverse over all of
1429 * them when adding another one - this saves quite a bit of cpu time 1390 * them when adding another one - this saves quite a bit of cpu time
1430 * when lots of spells are cast in one area. Currently, it is presumed 1391 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1432 */ 1393 */
1433 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1434 while (top != NULL)
1435 { 1395 {
1436 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1437 floor = top; 1397 floor = tmp;
1438 1398
1439 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1440 { 1400 {
1441 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1442 top = top->below; 1402 top = tmp->below;
1443 break; 1403 break;
1444 } 1404 }
1445 1405
1446 last = top;
1447 top = top->above; 1406 top = tmp;
1448 } 1407 }
1449
1450 /* Don't want top to be NULL, so set it to the last valid object */
1451 top = last;
1452 1408
1453 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1454 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1455 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1456 */ 1412 */
1457 1413
1458 /* Have object 'fall below' other objects that block view. 1414 /* Have object 'fall below' other objects that block view.
1459 * Unless those objects are exits, type 66 1415 * Unless those objects are exits.
1460 * If INS_ON_TOP is used, don't do this processing 1416 * If INS_ON_TOP is used, don't do this processing
1461 * Need to find the object that in fact blocks view, otherwise 1417 * Need to find the object that in fact blocks view, otherwise
1462 * stacking is a bit odd. 1418 * stacking is a bit odd.
1463 */ 1419 */
1464 if (!(flag & INS_ON_TOP) && 1420 if (!(flag & INS_ON_TOP)
1465 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1421 && ms.flags () & P_BLOCKSVIEW
1422 && (op->face && !faces [op->face].visibility))
1466 { 1423 {
1424 object *last;
1425
1467 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1468 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1469 break; 1428 break;
1429
1470 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1471 * and make sure we have a below pointer for it so that 1431 * and make sure we have a below pointer for it so that
1472 * we can get inserted below this one, which requires we 1432 * we can get inserted below this one, which requires we
1473 * set top to the object below us. 1433 * set top to the object below us.
1474 */ 1434 */
1475 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1476 top = last->below; 1436 top = last->below;
1477 } 1437 }
1478 } /* If objects on this space */ 1438 } /* If objects on this space */
1479 1439
1480 if (flag & INS_MAP_LOAD)
1481 top = GET_MAP_TOP (op->map, op->x, op->y);
1482
1483 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1484 top = floor; 1441 top = floor;
1485 1442
1486 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1487 */
1488
1489 /* First object on this space */
1490 if (!top) 1444 if (!top)
1491 { 1445 {
1492 op->above = GET_MAP_OB (op->map, op->x, op->y);
1493
1494 if (op->above)
1495 op->above->below = op;
1496
1497 op->below = NULL; 1446 op->below = 0;
1498 SET_MAP_OB (op->map, op->x, op->y, op); 1447 op->above = ms.bot;
1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1499 } 1451 }
1500 else 1452 else
1501 { /* get inserted into the stack above top */ 1453 {
1502 op->above = top->above; 1454 op->above = top->above;
1503
1504 if (op->above)
1505 op->above->below = op; 1455 top->above = op;
1506 1456
1507 op->below = top; 1457 op->below = top;
1508 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1509 } 1459 }
1460 }
1510 1461
1511 if (op->above == NULL) 1462 if (op->is_player ())
1512 SET_MAP_TOP (op->map, op->x, op->y, op); 1463 {
1513 } /* else not INS_BELOW_ORIGINATOR */
1514
1515 if (op->type == PLAYER)
1516 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1465 ++op->map->players;
1466 op->map->touch ();
1467 }
1517 1468
1518 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1519 * it, so save a few ticks and start from there. 1470
1520 */ 1471 if (object *pl = ms.player ())
1521 if (!(flag & INS_MAP_LOAD)) 1472 //TODO: the floorbox prev/next might need updating
1522 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1473 //esrv_send_item (pl, op);
1523 if (tmp->type == PLAYER) 1474 //TODO: update floorbox to preserve ordering
1524 tmp->contr->socket.update_look = 1; 1475 if (pl->contr->ns)
1476 pl->contr->ns->floorbox_update ();
1525 1477
1526 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1527 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1528 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1529 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1530 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1531 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1532 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1533 * of effect may be sufficient. 1485 * of effect may be sufficient.
1534 */ 1486 */
1535 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1536 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1537 1492
1538 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1539 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1540 1495
1496 INVOKE_OBJECT (INSERT, op);
1497
1541 /* Don't know if moving this to the end will break anything. However, 1498 /* Don't know if moving this to the end will break anything. However,
1542 * we want to have update_look set above before calling this. 1499 * we want to have floorbox_update called before calling this.
1543 * 1500 *
1544 * check_move_on() must be after this because code called from 1501 * check_move_on() must be after this because code called from
1545 * check_move_on() depends on correct map flags (so functions like 1502 * check_move_on() depends on correct map flags (so functions like
1546 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1547 * update_object(). 1504 * update_object().
1548 */ 1505 */
1549 1506
1550 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1551 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1552 { 1509 {
1553 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1554 return NULL; 1511 return 0;
1555 1512
1556 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1557 * walk on's. 1514 * walk on's.
1558 */ 1515 */
1559 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1560 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1561 return NULL; 1518 return 0;
1562 } 1519 }
1563 1520
1564 return op; 1521 return op;
1565} 1522}
1566 1523
1567/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1568 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1569 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1570 */ 1527 */
1571void 1528void
1572replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1573{ 1530{
1574 object *
1575 tmp;
1576 object *
1577 tmp1;
1578
1579 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1580 1532
1581 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1582 {
1583 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1584 { 1535 tmp->destroy ();
1585 remove_ob (tmp);
1586 free_object (tmp);
1587 }
1588 }
1589 1536
1590 tmp1 = arch_to_object (find_archetype (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1591 1538
1592 tmp1->x = op->x; 1539 tmp->x = op->x;
1593 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1594 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1595} 1543}
1596
1597/*
1598 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1599 * is returned contains nr objects, and the remaining parts contains
1600 * the rest (or is removed and freed if that number is 0).
1601 * On failure, NULL is returned, and the reason put into the
1602 * global static errmsg array.
1603 */
1604 1544
1605object * 1545object *
1606get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1607{ 1547{
1608 object * 1548 if (where->env)
1609 newob; 1549 return where->env->insert (this);
1610 int 1550 else
1611 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1612
1613 if (orig_ob->nrof < nr)
1614 {
1615 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1616 return NULL;
1617 }
1618
1619 newob = object_create_clone (orig_ob);
1620
1621 if ((orig_ob->nrof -= nr) < 1)
1622 {
1623 if (!is_removed)
1624 remove_ob (orig_ob);
1625 free_object2 (orig_ob, 1);
1626 }
1627 else if (!is_removed)
1628 {
1629 if (orig_ob->env != NULL)
1630 sub_weight (orig_ob->env, orig_ob->weight * nr);
1631 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1632 {
1633 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1634 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1635 return NULL;
1636 }
1637 }
1638
1639 newob->nrof = nr;
1640
1641 return newob;
1642} 1552}
1643 1553
1554// check whether we can put this into the map, respect max_volume, max_items
1555bool
1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1559
1560 int items = ms.items ();
1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1574}
1575
1644/* 1576/*
1645 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1646 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1647 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1648 * 1580 *
1649 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1650 */ 1582 */
1583bool
1584object::decrease (sint32 nr)
1585{
1586 if (!nr)
1587 return true;
1651 1588
1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1652object * 1614object *
1653decrease_ob_nr (object *op, uint32 i) 1615object::split (sint32 nr)
1654{ 1616{
1655 object *tmp; 1617 int have = number_of ();
1656 player *pl;
1657 1618
1658 if (i == 0) /* objects with op->nrof require this check */ 1619 if (have < nr)
1659 return op; 1620 return 0;
1660 1621 else if (have == nr)
1661 if (i > op->nrof)
1662 i = op->nrof;
1663
1664 if (QUERY_FLAG (op, FLAG_REMOVED))
1665 op->nrof -= i;
1666 else if (op->env != NULL)
1667 { 1622 {
1668 /* is this object in the players inventory, or sub container
1669 * therein?
1670 */
1671 tmp = is_player_inv (op->env);
1672 /* nope. Is this a container the player has opened?
1673 * If so, set tmp to that player.
1674 * IMO, searching through all the players will mostly
1675 * likely be quicker than following op->env to the map,
1676 * and then searching the map for a player.
1677 */
1678 if (!tmp)
1679 {
1680 for (pl = first_player; pl; pl = pl->next)
1681 if (pl->ob->container == op->env)
1682 break;
1683 if (pl)
1684 tmp = pl->ob;
1685 else
1686 tmp = NULL;
1687 }
1688
1689 if (i < op->nrof)
1690 {
1691 sub_weight (op->env, op->weight * i);
1692 op->nrof -= i;
1693 if (tmp)
1694 {
1695 esrv_send_item (tmp, op);
1696 }
1697 }
1698 else
1699 {
1700 remove_ob (op); 1623 remove ();
1701 op->nrof = 0; 1624 return this;
1702 if (tmp)
1703 {
1704 esrv_del_item (tmp->contr, op->count);
1705 }
1706 }
1707 } 1625 }
1708 else 1626 else
1709 { 1627 {
1710 object *above = op->above; 1628 decrease (nr);
1711 1629
1712 if (i < op->nrof) 1630 object *op = deep_clone ();
1713 op->nrof -= i; 1631 op->nrof = nr;
1714 else
1715 {
1716 remove_ob (op);
1717 op->nrof = 0;
1718 }
1719
1720 /* Since we just removed op, op->above is null */
1721 for (tmp = above; tmp != NULL; tmp = tmp->above)
1722 if (tmp->type == PLAYER)
1723 {
1724 if (op->nrof)
1725 esrv_send_item (tmp, op);
1726 else
1727 esrv_del_item (tmp->contr, op->count);
1728 }
1729 }
1730
1731 if (op->nrof)
1732 return op; 1632 return op;
1733 else
1734 { 1633 }
1735 free_object (op); 1634}
1635
1636object *
1637insert_ob_in_ob (object *op, object *where)
1638{
1639 if (!where)
1640 {
1641 char *dump = dump_object (op);
1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1643 free (dump);
1736 return NULL; 1644 return op;
1737 }
1738}
1739
1740/*
1741 * add_weight(object, weight) adds the specified weight to an object,
1742 * and also updates how much the environment(s) is/are carrying.
1743 */
1744
1745void
1746add_weight (object *op, signed long weight)
1747{
1748 while (op != NULL)
1749 { 1645 }
1750 if (op->type == CONTAINER)
1751 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1752 1646
1753 op->carrying += weight; 1647 if (where->head_ () != where)
1754 op = op->env;
1755 } 1648 {
1756} 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1650 where = where->head;
1651 }
1757 1652
1653 return where->insert (op);
1654}
1655
1758/* 1656/*
1759 * insert_ob_in_ob(op,environment): 1657 * env->insert (op)
1760 * This function inserts the object op in the linked list 1658 * This function inserts the object op in the linked list
1761 * inside the object environment. 1659 * inside the object environment.
1762 * 1660 *
1763 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1764 * the inventory at the last position or next to other objects of the same
1765 * type.
1766 * Frank: Now sorted by type, archetype and magic!
1767 *
1768 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1769 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1770 */ 1663 */
1771
1772object * 1664object *
1773insert_ob_in_ob (object *op, object *where) 1665object::insert (object *op)
1774{ 1666{
1775 object *
1776 tmp, *
1777 otmp;
1778
1779 if (!QUERY_FLAG (op, FLAG_REMOVED))
1780 {
1781 dump_object (op);
1782 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1783 return op;
1784 }
1785
1786 if (where == NULL)
1787 {
1788 dump_object (op);
1789 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1790 return op;
1791 }
1792
1793 if (where->head)
1794 {
1795 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1796 where = where->head;
1797 }
1798
1799 if (op->more) 1667 if (op->more)
1800 { 1668 {
1801 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1802 return op; 1670 return op;
1803 } 1671 }
1804 1672
1805 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 op->remove ();
1806 CLEAR_FLAG (op, FLAG_REMOVED); 1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1807 if (op->nrof) 1677 if (op->nrof)
1808 {
1809 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1810 if (CAN_MERGE (tmp, op)) 1679 if (object::can_merge (tmp, op))
1811 { 1680 {
1812 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1813 (client needs the original object) */ 1682 (client needs the original object) */
1814 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1815 /* Weight handling gets pretty funky. Since we are adding to 1684
1816 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1817 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1818 add_weight (where, op->weight * op->nrof); 1687
1819 SET_FLAG (op, FLAG_REMOVED); 1688 adjust_weight (this, op->total_weight ());
1820 free_object (op); /* free the inserted object */ 1689
1690 op->destroy ();
1821 op = tmp; 1691 op = tmp;
1822 remove_ob (op); /* and fix old object's links */ 1692 goto inserted;
1823 CLEAR_FLAG (op, FLAG_REMOVED);
1824 break;
1825 } 1693 }
1826 1694
1827 /* I assume combined objects have no inventory 1695 op->owner = 0; // it's his/hers now. period.
1828 * We add the weight - this object could have just been removed
1829 * (if it was possible to merge). calling remove_ob will subtract
1830 * the weight, so we need to add it in again, since we actually do
1831 * the linking below
1832 */
1833 add_weight (where, op->weight * op->nrof);
1834 }
1835 else
1836 add_weight (where, (op->weight + op->carrying));
1837
1838 otmp = is_player_inv (where);
1839 if (otmp && otmp->contr != NULL)
1840 {
1841 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1842 fix_player (otmp);
1843 }
1844
1845 op->map = NULL; 1696 op->map = 0;
1846 op->env = where; 1697 op->x = 0;
1698 op->y = 0;
1699
1847 op->above = NULL; 1700 op->above = 0;
1848 op->below = NULL; 1701 op->below = inv;
1849 op->x = 0, op->y = 0; 1702 op->env = this;
1850 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1851 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1852 if ((op->glow_radius != 0) && where->map) 1718 if (op->glow_radius && is_on_map ())
1853 {
1854#ifdef DEBUG_LIGHTS
1855 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1856#endif /* DEBUG_LIGHTS */
1857 if (MAP_DARKNESS (where->map))
1858 update_all_los (where->map, where->x, where->y);
1859 } 1719 {
1860 1720 update_stats ();
1861 /* Client has no idea of ordering so lets not bother ordering it here. 1721 update_all_los (map, x, y);
1862 * It sure simplifies this function...
1863 */
1864 if (where->inv == NULL)
1865 where->inv = op;
1866 else
1867 { 1722 }
1868 op->below = where->inv; 1723 else if (is_player ())
1869 op->below->above = op; 1724 // if this is a player's inventory, update stats
1870 where->inv = op; 1725 contr->queue_stats_update ();
1871 } 1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1872 return op; 1729 return op;
1873} 1730}
1874 1731
1875/* 1732/*
1876 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1890 * 1747 *
1891 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1892 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1893 * on top. 1750 * on top.
1894 */ 1751 */
1895
1896int 1752int
1897check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1898{ 1754{
1899 object *
1900 tmp;
1901 tag_t
1902 tag;
1903 mapstruct *
1904 m = op->map;
1905 int
1906 x = op->x, y = op->y;
1907
1908 MoveType
1909 move_on,
1910 move_slow,
1911 move_block;
1912
1913 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1914 return 0; 1756 return 0;
1915 1757
1916 tag = op->count; 1758 object *tmp;
1759 maptile *m = op->map;
1760 int x = op->x, y = op->y;
1917 1761
1918 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1762 mapspace &ms = m->at (x, y);
1919 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1763
1920 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1764 ms.update ();
1765
1766 MoveType move_on = ms.move_on;
1767 MoveType move_slow = ms.move_slow;
1768 MoveType move_block = ms.move_block;
1921 1769
1922 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1923 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1924 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1925 * as walking. 1773 * as walking.
1936 return 0; 1784 return 0;
1937 1785
1938 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1939 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1940 */ 1788 */
1941 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1942 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1943 {
1944 /* Trim the search when we find the first other spell effect
1945 * this helps performance so that if a space has 50 spell objects,
1946 * we don't need to check all of them.
1947 */
1948 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1949 break;
1950 } 1790 {
1791 next = tmp->below;
1951 1792
1952 for (; tmp; tmp = tmp->below)
1953 {
1954 if (tmp == op) 1793 if (tmp == op)
1955 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1956 1795
1957 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1958 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1963 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1964 { 1803 {
1965 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1966 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1967 { 1806 {
1968
1969 float
1970 diff = tmp->move_slow_penalty * FABS (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1971 1808
1972 if (op->type == PLAYER) 1809 if (op->is_player ())
1973 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1974 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1975 diff /= 4.0; 1812 diff /= 4.0;
1976 1813
1977 op->speed_left -= diff; 1814 op->speed_left -= diff;
1978 } 1815 }
1979 } 1816 }
1982 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1819 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1983 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1820 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1984 { 1821 {
1985 move_apply (tmp, op, originator); 1822 move_apply (tmp, op, originator);
1986 1823
1987 if (was_destroyed (op, tag)) 1824 if (op->destroyed ())
1988 return 1; 1825 return 1;
1989 1826
1990 /* what the person/creature stepped onto has moved the object 1827 /* what the person/creature stepped onto has moved the object
1991 * someplace new. Don't process any further - if we did, 1828 * someplace new. Don't process any further - if we did,
1992 * have a feeling strange problems would result. 1829 * have a feeling strange problems would result.
2002/* 1839/*
2003 * present_arch(arch, map, x, y) searches for any objects with 1840 * present_arch(arch, map, x, y) searches for any objects with
2004 * a matching archetype at the given map and coordinates. 1841 * a matching archetype at the given map and coordinates.
2005 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
2006 */ 1843 */
2007
2008object * 1844object *
2009present_arch (const archetype *at, mapstruct *m, int x, int y) 1845present_arch (const archetype *at, maptile *m, int x, int y)
2010{ 1846{
2011 object *
2012 tmp;
2013
2014 if (m == NULL || out_of_map (m, x, y)) 1847 if (!m || out_of_map (m, x, y))
2015 { 1848 {
2016 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
2017 return NULL; 1850 return NULL;
2018 } 1851 }
2019 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
2020 if (tmp->arch == at) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch->archname == at->archname)
2021 return tmp; 1855 return tmp;
1856
2022 return NULL; 1857 return NULL;
2023} 1858}
2024 1859
2025/* 1860/*
2026 * present(type, map, x, y) searches for any objects with 1861 * present(type, map, x, y) searches for any objects with
2027 * a matching type variable at the given map and coordinates. 1862 * a matching type variable at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2029 */ 1864 */
2030
2031object * 1865object *
2032present (unsigned char type, mapstruct *m, int x, int y) 1866present (unsigned char type, maptile *m, int x, int y)
2033{ 1867{
2034 object *
2035 tmp;
2036
2037 if (out_of_map (m, x, y)) 1868 if (out_of_map (m, x, y))
2038 { 1869 {
2039 LOG (llevError, "Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
2040 return NULL; 1871 return NULL;
2041 } 1872 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1873
1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->type == type) 1875 if (tmp->type == type)
2044 return tmp; 1876 return tmp;
1877
2045 return NULL; 1878 return NULL;
2046} 1879}
2047 1880
2048/* 1881/*
2049 * present_in_ob(type, object) searches for any objects with 1882 * present_in_ob(type, object) searches for any objects with
2050 * a matching type variable in the inventory of the given object. 1883 * a matching type variable in the inventory of the given object.
2051 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2052 */ 1885 */
2053
2054object * 1886object *
2055present_in_ob (unsigned char type, const object *op) 1887present_in_ob (unsigned char type, const object *op)
2056{ 1888{
2057 object *
2058 tmp;
2059
2060 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2061 if (tmp->type == type) 1890 if (tmp->type == type)
2062 return tmp; 1891 return tmp;
1892
2063 return NULL; 1893 return NULL;
2064} 1894}
2065 1895
2066/* 1896/*
2067 * present_in_ob (type, str, object) searches for any objects with 1897 * present_in_ob (type, str, object) searches for any objects with
2075 * str is the string to match against. Note that we match against 1905 * str is the string to match against. Note that we match against
2076 * the object name, not the archetype name. this is so that the 1906 * the object name, not the archetype name. this is so that the
2077 * spell code can use one object type (force), but change it's name 1907 * spell code can use one object type (force), but change it's name
2078 * to be unique. 1908 * to be unique.
2079 */ 1909 */
2080
2081object * 1910object *
2082present_in_ob_by_name (int type, const char *str, const object *op) 1911present_in_ob_by_name (int type, const char *str, const object *op)
2083{ 1912{
2084 object *
2085 tmp;
2086
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 {
2089 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1914 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2090 return tmp; 1915 return tmp;
2091 } 1916
2092 return NULL; 1917 return 0;
2093} 1918}
2094 1919
2095/* 1920/*
2096 * present_arch_in_ob(archetype, object) searches for any objects with 1921 * present_arch_in_ob(archetype, object) searches for any objects with
2097 * a matching archetype in the inventory of the given object. 1922 * a matching archetype in the inventory of the given object.
2098 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2099 */ 1924 */
2100
2101object * 1925object *
2102present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
2103{ 1927{
2104 object *
2105 tmp;
2106
2107 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2108 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
2109 return tmp; 1930 return tmp;
1931
2110 return NULL; 1932 return NULL;
2111} 1933}
2112 1934
2113/* 1935/*
2114 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
2115 */ 1937 */
2116void 1938void
2117flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
2118{ 1940{
2119 object *
2120 tmp;
2121
2122 if (op->inv)
2123 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2124 { 1942 {
2125 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
2126 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
2127 } 1945 }
2128} /* 1946}
1947
1948/*
2129 * desactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
2130 */ 1950 */
2131void 1951void
2132unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
2133{ 1953{
2134 object *
2135 tmp;
2136
2137 if (op->inv)
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2139 { 1955 {
2140 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
2141 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
2142 } 1958 }
2143}
2144
2145/*
2146 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2147 * all it's inventory (recursively).
2148 * If checksums are used, a player will get set_cheat called for
2149 * him/her-self and all object carried by a call to this function.
2150 */
2151
2152void
2153set_cheat (object *op)
2154{
2155 SET_FLAG (op, FLAG_WAS_WIZ);
2156 flag_inv (op, FLAG_WAS_WIZ);
2157} 1959}
2158 1960
2159/* 1961/*
2160 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
2161 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
2163 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
2164 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
2165 * start and stop are where to start relative to the free_arr array (1,9 1967 * start and stop are where to start relative to the free_arr array (1,9
2166 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
2167 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1969 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2168 * Note - this only checks to see if there is space for the head of the
2169 * object - if it is a multispace object, this should be called for all
2170 * pieces.
2171 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
2172 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
2173 * necessary, so the caller shouldn't need to do any special work. 1972 * necessary, so the caller shouldn't need to do any special work.
2174 * Note - updated to take an object instead of archetype - this is necessary 1973 * Note - updated to take an object instead of archetype - this is necessary
2175 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
2176 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
2177 * the archetype because that isn't correct if the monster has been 1976 * the archetype because that isn't correct if the monster has been
2178 * customized, changed states, etc. 1977 * customized, changed states, etc.
2179 */ 1978 */
2180
2181int 1979int
2182find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2183{ 1981{
2184 int
2185 i,
2186 index = 0, flag;
2187 static int
2188 altern[SIZEOFFREE]; 1982 int altern[SIZEOFFREE];
1983 int index = 0, flag;
2189 1984
2190 for (i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2191 { 1986 {
2192 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2193 if (!flag) 1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2194 altern[index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2195 2006
2196 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* Basically, if we find a wall on a space, we cut down the search size.
2197 * In this way, we won't return spaces that are on another side of a wall. 2008 * In this way, we won't return spaces that are on another side of a wall.
2198 * This mostly work, but it cuts down the search size in all directions - 2009 * This mostly work, but it cuts down the search size in all directions -
2199 * if the space being examined only has a wall to the north and empty 2010 * if the space being examined only has a wall to the north and empty
2200 * spaces in all the other directions, this will reduce the search space 2011 * spaces in all the other directions, this will reduce the search space
2201 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2202 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2203 */ 2014 */
2204 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2205 stop = maxfree[i]; 2017 stop = maxfree[i];
2018 continue;
2019 }
2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2206 } 2031 }
2032
2207 if (!index) 2033 if (!index)
2208 return -1; 2034 return -1;
2035
2209 return altern[RANDOM () % index]; 2036 return altern [rndm (index)];
2210} 2037}
2211 2038
2212/* 2039/*
2213 * find_first_free_spot(archetype, mapstruct, x, y) works like 2040 * find_first_free_spot(archetype, maptile, x, y) works like
2214 * find_free_spot(), but it will search max number of squares. 2041 * find_free_spot(), but it will search max number of squares.
2215 * But it will return the first available spot, not a random choice. 2042 * But it will return the first available spot, not a random choice.
2216 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2043 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2217 */ 2044 */
2218
2219int 2045int
2220find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2221{ 2047{
2222 int
2223 i;
2224
2225 for (i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2226 {
2227 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2228 return i; 2050 return i;
2229 } 2051
2230 return -1; 2052 return -1;
2231} 2053}
2232 2054
2233/* 2055/*
2234 * The function permute(arr, begin, end) randomly reorders the array 2056 * The function permute(arr, begin, end) randomly reorders the array
2235 * arr[begin..end-1]. 2057 * arr[begin..end-1].
2058 * now uses a fisher-yates shuffle, old permute was broken
2236 */ 2059 */
2237static void 2060static void
2238permute (int *arr, int begin, int end) 2061permute (int *arr, int begin, int end)
2239{ 2062{
2240 int 2063 arr += begin;
2241 i,
2242 j,
2243 tmp,
2244 len;
2245
2246 len = end - begin; 2064 end -= begin;
2247 for (i = begin; i < end; i++)
2248 {
2249 j = begin + RANDOM () % len;
2250 2065
2251 tmp = arr[i]; 2066 while (--end)
2252 arr[i] = arr[j]; 2067 swap (arr [end], arr [rndm (end + 1)]);
2253 arr[j] = tmp;
2254 }
2255} 2068}
2256 2069
2257/* new function to make monster searching more efficient, and effective! 2070/* new function to make monster searching more efficient, and effective!
2258 * This basically returns a randomized array (in the passed pointer) of 2071 * This basically returns a randomized array (in the passed pointer) of
2259 * the spaces to find monsters. In this way, it won't always look for 2072 * the spaces to find monsters. In this way, it won't always look for
2262 * the 3x3 area will be searched, just not in a predictable order. 2075 * the 3x3 area will be searched, just not in a predictable order.
2263 */ 2076 */
2264void 2077void
2265get_search_arr (int *search_arr) 2078get_search_arr (int *search_arr)
2266{ 2079{
2267 int 2080 int i;
2268 i;
2269 2081
2270 for (i = 0; i < SIZEOFFREE; i++) 2082 for (i = 0; i < SIZEOFFREE; i++)
2271 {
2272 search_arr[i] = i; 2083 search_arr[i] = i;
2273 }
2274 2084
2275 permute (search_arr, 1, SIZEOFFREE1 + 1); 2085 permute (search_arr, 1, SIZEOFFREE1 + 1);
2276 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2086 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2277 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2087 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2278} 2088}
2287 * Perhaps incorrectly, but I'm making the assumption that exclude 2097 * Perhaps incorrectly, but I'm making the assumption that exclude
2288 * is actually want is going to try and move there. We need this info 2098 * is actually want is going to try and move there. We need this info
2289 * because we have to know what movement the thing looking to move 2099 * because we have to know what movement the thing looking to move
2290 * there is capable of. 2100 * there is capable of.
2291 */ 2101 */
2292
2293int 2102int
2294find_dir (mapstruct *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2295{ 2104{
2296 int
2297 i,
2298 max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2299
2300 sint16 nx, ny;
2301 object *
2302 tmp;
2303 mapstruct *
2304 mp;
2305
2306 MoveType blocked, move_type; 2106 MoveType move_type;
2307 2107
2308 if (exclude && exclude->head) 2108 if (exclude && exclude->head_ () != exclude)
2309 { 2109 {
2310 exclude = exclude->head; 2110 exclude = exclude->head;
2311 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2312 } 2112 }
2313 else 2113 else
2314 { 2114 {
2315 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2316 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2317 } 2117 }
2318 2118
2319 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2320 { 2120 {
2321 mp = m; 2121 mapxy pos (m, x, y);
2322 nx = x + freearr_x[i]; 2122 pos.move (i);
2323 ny = y + freearr_y[i];
2324 2123
2325 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2326 if (mflags & P_OUT_OF_MAP)
2327 {
2328 max = maxfree[i]; 2125 max = maxfree[i];
2329 }
2330 else 2126 else
2331 { 2127 {
2332 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = *pos;
2333 2129
2334 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree [i];
2132 else if (ms.flags () & P_IS_ALIVE)
2335 { 2133 {
2336 max = maxfree[i]; 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2337 } 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2338 else if (mflags & P_IS_ALIVE) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2339 {
2340 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2341 {
2342 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2343 {
2344 break;
2345 }
2346 }
2347 if (tmp)
2348 {
2349 return freedir[i]; 2137 return freedir [i];
2350 }
2351 } 2138 }
2352 } 2139 }
2353 } 2140 }
2141
2354 return 0; 2142 return 0;
2355} 2143}
2356 2144
2357/* 2145/*
2358 * distance(object 1, object 2) will return the square of the 2146 * distance(object 1, object 2) will return the square of the
2359 * distance between the two given objects. 2147 * distance between the two given objects.
2360 */ 2148 */
2361
2362int 2149int
2363distance (const object *ob1, const object *ob2) 2150distance (const object *ob1, const object *ob2)
2364{ 2151{
2365 int
2366 i;
2367
2368 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2152 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2369 return i;
2370} 2153}
2371 2154
2372/* 2155/*
2373 * find_dir_2(delta-x,delta-y) will return a direction in which 2156 * find_dir_2(delta-x,delta-y) will return a direction in which
2374 * an object which has subtracted the x and y coordinates of another 2157 * an object which has subtracted the x and y coordinates of another
2375 * object, needs to travel toward it. 2158 * object, needs to travel toward it.
2376 */ 2159 */
2377
2378int 2160int
2379find_dir_2 (int x, int y) 2161find_dir_2 (int x, int y)
2380{ 2162{
2381 int 2163 int q;
2382 q;
2383 2164
2384 if (y) 2165 if (y)
2385 q = x * 100 / y; 2166 q = x * 100 / y;
2386 else if (x) 2167 else if (x)
2387 q = -300 * x; 2168 q = -300 * x;
2412 2193
2413 return 3; 2194 return 3;
2414} 2195}
2415 2196
2416/* 2197/*
2417 * absdir(int): Returns a number between 1 and 8, which represent
2418 * the "absolute" direction of a number (it actually takes care of
2419 * "overflow" in previous calculations of a direction).
2420 */
2421
2422int
2423absdir (int d)
2424{
2425 while (d < 1)
2426 d += 8;
2427 while (d > 8)
2428 d -= 8;
2429 return d;
2430}
2431
2432/*
2433 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2434 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2435 */ 2200 */
2436
2437int 2201int
2438dirdiff (int dir1, int dir2) 2202dirdiff (int dir1, int dir2)
2439{ 2203{
2440 int 2204 int d;
2441 d;
2442 2205
2443 d = abs (dir1 - dir2); 2206 d = abs (dir1 - dir2);
2444 if (d > 4) 2207 if (d > 4)
2445 d = 8 - d; 2208 d = 8 - d;
2209
2446 return d; 2210 return d;
2447} 2211}
2448 2212
2449/* peterm: 2213/* peterm:
2450 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2454 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2455 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2456 * functions. 2220 * functions.
2457 */ 2221 */
2458
2459int
2460 reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2461 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2462 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2463 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2464 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2465 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2513 * find a path to that monster that we found. If not, 2275 * find a path to that monster that we found. If not,
2514 * we don't bother going toward it. Returns 1 if we 2276 * we don't bother going toward it. Returns 1 if we
2515 * can see a direct way to get it 2277 * can see a direct way to get it
2516 * Modified to be map tile aware -.MSW 2278 * Modified to be map tile aware -.MSW
2517 */ 2279 */
2518
2519
2520int 2280int
2521can_see_monsterP (mapstruct *m, int x, int y, int dir) 2281can_see_monsterP (maptile *m, int x, int y, int dir)
2522{ 2282{
2523 sint16 dx, dy; 2283 sint16 dx, dy;
2524 int
2525 mflags; 2284 int mflags;
2526 2285
2527 if (dir < 0) 2286 if (dir < 0)
2528 return 0; /* exit condition: invalid direction */ 2287 return 0; /* exit condition: invalid direction */
2529 2288
2530 dx = x + freearr_x[dir]; 2289 dx = x + freearr_x[dir];
2543 return 0; 2302 return 0;
2544 2303
2545 /* yes, can see. */ 2304 /* yes, can see. */
2546 if (dir < 9) 2305 if (dir < 9)
2547 return 1; 2306 return 1;
2307
2548 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2308 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2549 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2309 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2310 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2550} 2311}
2551
2552
2553 2312
2554/* 2313/*
2555 * can_pick(picker, item): finds out if an object is possible to be 2314 * can_pick(picker, item): finds out if an object is possible to be
2556 * picked up by the picker. Returnes 1 if it can be 2315 * picked up by the picker. Returnes 1 if it can be
2557 * picked up, otherwise 0. 2316 * picked up, otherwise 0.
2559 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2560 * core dumps if they do. 2319 * core dumps if they do.
2561 * 2320 *
2562 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2563 */ 2322 */
2564
2565int 2323int
2566can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2567{ 2325{
2568 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2569 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2570 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2571} 2329}
2572
2573 2330
2574/* 2331/*
2575 * create clone from object to another 2332 * create clone from object to another
2576 */ 2333 */
2577object * 2334object *
2578object_create_clone (object *asrc) 2335object::deep_clone ()
2579{ 2336{
2580 object * 2337 assert (("deep_clone called on non-head object", is_head ()));
2581 dst = NULL, *tmp, *src, *part, *prev, *item;
2582 2338
2583 if (!asrc) 2339 object *dst = clone ();
2584 return NULL;
2585 src = asrc;
2586 if (src->head)
2587 src = src->head;
2588 2340
2589 prev = NULL; 2341 object *prev = dst;
2590 for (part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2591 { 2343 {
2592 tmp = get_object (); 2344 object *tmp = part->clone ();
2593 copy_object (part, tmp);
2594 tmp->x -= src->x;
2595 tmp->y -= src->y;
2596 if (!part->head)
2597 {
2598 dst = tmp;
2599 tmp->head = NULL;
2600 }
2601 else
2602 {
2603 tmp->head = dst; 2345 tmp->head = dst;
2604 }
2605 tmp->more = NULL;
2606 if (prev)
2607 prev->more = tmp; 2346 prev->more = tmp;
2608 prev = tmp; 2347 prev = tmp;
2609 } 2348 }
2610 2349
2611 /*** copy inventory ***/
2612 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2613 { 2351 insert_ob_in_ob (item->deep_clone (), dst);
2614 (void) insert_ob_in_ob (object_create_clone (item), dst);
2615 }
2616 2352
2617 return dst; 2353 return dst;
2618}
2619
2620/* return true if the object was destroyed, 0 otherwise */
2621int
2622was_destroyed (const object *op, tag_t old_tag)
2623{
2624 /* checking for FLAG_FREED isn't necessary, but makes this function more
2625 * robust */
2626 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2627}
2628
2629/* GROS - Creates an object using a string representing its content. */
2630
2631/* Basically, we save the content of the string to a temp file, then call */
2632
2633/* load_object on it. I admit it is a highly inefficient way to make things, */
2634
2635/* but it was simple to make and allows reusing the load_object function. */
2636
2637/* Remember not to use load_object_str in a time-critical situation. */
2638
2639/* Also remember that multiparts objects are not supported for now. */
2640
2641object *
2642load_object_str (const char *obstr)
2643{
2644 object *
2645 op;
2646 char
2647 filename[MAX_BUF];
2648
2649 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2650
2651 FILE *
2652 tempfile = fopen (filename, "w");
2653
2654 if (tempfile == NULL)
2655 {
2656 LOG (llevError, "Error - Unable to access load object temp file\n");
2657 return NULL;
2658 };
2659 fprintf (tempfile, obstr);
2660 fclose (tempfile);
2661
2662 op = get_object ();
2663
2664 object_thawer thawer (filename);
2665
2666 if (thawer)
2667 load_object (thawer, op, 0);
2668
2669 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2670 CLEAR_FLAG (op, FLAG_REMOVED);
2671
2672 return op;
2673} 2354}
2674 2355
2675/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2676 * has the same type and subtype match. 2357 * has the same type and subtype match.
2677 * returns NULL if no match. 2358 * returns NULL if no match.
2678 */ 2359 */
2679object * 2360object *
2680find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2681{ 2362{
2682 object *
2683 tmp;
2684
2685 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2686 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2687 return tmp; 2365 return tmp;
2688 2366
2689 return NULL; 2367 return 0;
2690} 2368}
2691 2369
2692/* If ob has a field named key, return the link from the list, 2370shstr_tmp
2693 * otherwise return NULL. 2371object::kv_get (shstr_tmp key) const
2694 *
2695 * key must be a passed in shared string - otherwise, this won't
2696 * do the desired thing.
2697 */
2698key_value *
2699get_ob_key_link (const object *ob, const char *key)
2700{ 2372{
2701 key_value * 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2702 link;
2703
2704 for (link = ob->key_values; link != NULL; link = link->next)
2705 {
2706 if (link->key == key) 2374 if (kv->key == key)
2375 return kv->value;
2376
2377 return shstr ();
2378}
2379
2380void
2381object::kv_set (shstr_tmp key, shstr_tmp value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2707 { 2385 {
2386 kv->value = value;
2708 return link; 2387 return;
2709 } 2388 }
2710 }
2711 2389
2712 return NULL; 2390 key_value *kv = new key_value;
2713}
2714 2391
2715/* 2392 kv->next = key_values;
2716 * Returns the value of op has an extra_field for key, or NULL. 2393 kv->key = key;
2717 * 2394 kv->value = value;
2718 * The argument doesn't need to be a shared string.
2719 *
2720 * The returned string is shared.
2721 */
2722const char *
2723get_ob_key_value (const object *op, const char *const key)
2724{
2725 key_value *
2726 link;
2727 const char *
2728 canonical_key;
2729 2395
2730 canonical_key = shstr::find (key); 2396 key_values = kv;
2397}
2731 2398
2732 if (canonical_key == NULL) 2399void
2733 { 2400object::kv_del (shstr_tmp key)
2734 /* 1. There being a field named key on any object 2401{
2735 * implies there'd be a shared string to find. 2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2736 * 2. Since there isn't, no object has this field. 2403 if ((*kvp)->key == key)
2737 * 3. Therefore, *this* object doesn't have this field.
2738 */
2739 return NULL;
2740 }
2741
2742 /* This is copied from get_ob_key_link() above -
2743 * only 4 lines, and saves the function call overhead.
2744 */
2745 for (link = op->key_values; link != NULL; link = link->next)
2746 {
2747 if (link->key == canonical_key)
2748 { 2404 {
2749 return link->value; 2405 key_value *kv = *kvp;
2406 *kvp = (*kvp)->next;
2407 delete kv;
2408 return;
2750 } 2409 }
2751 }
2752 return NULL;
2753}
2754
2755
2756/*
2757 * Updates the canonical_key in op to value.
2758 *
2759 * canonical_key is a shared string (value doesn't have to be).
2760 *
2761 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2762 * keys.
2763 *
2764 * Returns TRUE on success.
2765 */
2766int
2767set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2768{
2769 key_value *
2770 field = NULL, *last = NULL;
2771
2772 for (field = op->key_values; field != NULL; field = field->next)
2773 {
2774 if (field->key != canonical_key)
2775 {
2776 last = field;
2777 continue;
2778 }
2779
2780 if (value)
2781 field->value = value;
2782 else
2783 {
2784 /* Basically, if the archetype has this key set,
2785 * we need to store the null value so when we save
2786 * it, we save the empty value so that when we load,
2787 * we get this value back again.
2788 */
2789 if (get_ob_key_link (&op->arch->clone, canonical_key))
2790 field->value = 0;
2791 else
2792 {
2793 if (last)
2794 last->next = field->next;
2795 else
2796 op->key_values = field->next;
2797
2798 delete field;
2799 }
2800 }
2801 return TRUE;
2802 }
2803 /* IF we get here, key doesn't exist */
2804
2805 /* No field, we'll have to add it. */
2806
2807 if (!add_key)
2808 {
2809 return FALSE;
2810 }
2811 /* There isn't any good reason to store a null
2812 * value in the key/value list. If the archetype has
2813 * this key, then we should also have it, so shouldn't
2814 * be here. If user wants to store empty strings,
2815 * should pass in ""
2816 */
2817 if (value == NULL)
2818 return TRUE;
2819
2820 field = new key_value;
2821
2822 field->key = canonical_key;
2823 field->value = value;
2824 /* Usual prepend-addition. */
2825 field->next = op->key_values;
2826 op->key_values = field;
2827
2828 return TRUE;
2829}
2830
2831/*
2832 * Updates the key in op to value.
2833 *
2834 * If add_key is FALSE, this will only update existing keys,
2835 * and not add new ones.
2836 * In general, should be little reason FALSE is ever passed in for add_key
2837 *
2838 * Returns TRUE on success.
2839 */
2840int
2841set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2842{
2843 shstr key_ (key);
2844
2845 return set_ob_key_value_s (op, key_, value, add_key);
2846} 2410}
2847 2411
2848object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2849: iterator_base (container) 2413: iterator_base (container)
2850{ 2414{
2864 } 2428 }
2865 else 2429 else
2866 item = item->env; 2430 item = item->env;
2867} 2431}
2868 2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2447 }
2448
2449 if (flag [i])
2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2457
2458 return desc;
2459}
2460
2461// return a suitable string describing an object in enough detail to find it
2462const char *
2463object::debug_desc (char *info) const
2464{
2465 char flagdesc[512];
2466 char info2[256 * 4];
2467 char *p = info;
2468
2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2470 count,
2471 uuid.c_str (),
2472 &name,
2473 title ? ",title:\"" : "",
2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2476 flag_desc (flagdesc, 512), type);
2477
2478 if (!flag[FLAG_REMOVED] && env)
2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2480
2481 if (map)
2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2483
2484 return info;
2485}
2486
2487const char *
2488object::debug_desc () const
2489{
2490 static char info[3][256 * 4];
2491 static int info_idx;
2492
2493 return debug_desc (info [++info_idx % 3]);
2494}
2495
2496struct region *
2497object::region () const
2498{
2499 return map ? map->region (x, y)
2500 : region::default_region ();
2501}
2502
2503void
2504object::open_container (object *new_container)
2505{
2506 if (container == new_container)
2507 return;
2508
2509 object *old_container = container;
2510
2511 if (old_container)
2512 {
2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2514 return;
2515
2516#if 0
2517 // remove the "Close old_container" object.
2518 if (object *closer = old_container->inv)
2519 if (closer->type == CLOSE_CON)
2520 closer->destroy ();
2521#endif
2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2526 old_container->flag [FLAG_APPLIED] = false;
2527 container = 0;
2528
2529 // client needs item update to make it work, client bug requires this to be separate
2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2534 }
2535
2536 if (new_container)
2537 {
2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2539 return;
2540
2541 // TODO: this does not seem to serve any purpose anymore?
2542#if 0
2543 // insert the "Close Container" object.
2544 if (archetype *closer = new_container->other_arch)
2545 {
2546 object *closer = new_container->other_arch->instance ();
2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2548 new_container->insert (closer);
2549 }
2550#endif
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2557 new_container->flag [FLAG_APPLIED] = true;
2558 container = new_container;
2559
2560 // client needs flag change
2561 esrv_update_item (UPD_FLAGS, this, new_container);
2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2564 }
2565// else if (!old_container->env && contr && contr->ns)
2566// contr->ns->floorbox_reset ();
2567}
2568
2569object *
2570object::force_find (shstr_tmp name)
2571{
2572 /* cycle through his inventory to look for the MARK we want to
2573 * place
2574 */
2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2576 if (tmp->type == FORCE && tmp->slaying == name)
2577 return splay (tmp);
2578
2579 return 0;
2580}
2581
2582//-GPL
2583
2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2594object::force_add (shstr_tmp name, int duration)
2595{
2596 if (object *force = force_find (name))
2597 force->destroy ();
2598
2599 object *force = get_archetype (FORCE_NAME);
2600
2601 force->slaying = name;
2602 force->force_set_timer (duration);
2603 force->flag [FLAG_APPLIED] = true;
2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2647 {
2648 force = archetype::get (shstr_noise_force);
2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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