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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.353 by root, Fri Jan 27 22:00:39 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
57static void 95static void
58write_uuid (void) 96write_uuid (uval64 skip, bool sync)
59{ 97{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
61 99 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 102 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 103}
77 104
78static void 105static void
79read_uuid (void) 106read_uuid ()
80{ 107{
81 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
82 109
83 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
84 113
85 FILE *fp; 114 FILE *fp;
86 115
87 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
88 { 117 {
89 if (errno == ENOENT) 118 if (errno == ENOENT)
90 { 119 {
91 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 121 UUID::cur.seq = 0;
93 write_uuid (); 122 write_uuid (UUID_GAP, true);
94 return; 123 return;
95 } 124 }
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 int version; 130 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 131 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
104 { 135 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 137 _exit (1);
107 } 138 }
108 139
109 uuid.seq = uid; 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 141
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 142 write_uuid (UUID_GAP, true);
112 fclose (fp); 143 fclose (fp);
113} 144}
114 145
115UUID 146UUID
116gen_uuid () 147UUID::gen ()
117{ 148{
118 UUID uid; 149 UUID uid;
119 150
120 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
121 152
122 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
124 159
125 return uid; 160 return uid;
126} 161}
127 162
128void 163void
129init_uuid () 164UUID::init ()
130{ 165{
131 read_uuid (); 166 read_uuid ();
132} 167}
133 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 235static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
137{ 237{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
143 */ 241 */
144 242
145 /* For each field in wants, */ 243 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
147 { 245 if (has->kv.get (kv->key) != kv->value)
148 key_value *has_field; 246 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 247
169 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 249 return true;
171} 250}
172 251
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 253static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 255{
177 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
179 */ 258 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
181} 261}
182 262
183/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 264 * they can be merged together.
185 * 265 *
190 * Check nrof variable *before* calling can_merge() 270 * Check nrof variable *before* calling can_merge()
191 * 271 *
192 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
193 * check weight 273 * check weight
194 */ 274 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
197{ 276{
198 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
199 if (ob1 == ob2 278 if (ob1 == ob2
200 || ob1->type != ob2->type 279 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 280 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 284 return 0;
205 285
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
209 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 289 return 0;
213 290
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 295 * flags lose any meaning.
219 */ 296 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
222 299
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
225 302
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 303 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 304 || ob1->name != ob2->name
229 || ob1->title != ob2->title 305 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 312 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 328 return 0;
252 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
253 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
255 */ 339 */
256 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
257 { 341 {
258 /* if one object has inventory but the other doesn't, not equiv */ 342 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 343 return 0; /* inventories differ in length */
260 return 0;
261 344
262 /* Now check to see if the two inventory objects could merge */ 345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
263 if (!object::can_merge (ob1->inv, ob2->inv)) 348 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 349 return 0; /* inventory objects differ */
265 350
266 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 352 * if it is valid.
268 */ 353 */
269 } 354 }
270 355
271 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
274 */ 359 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 361 return 0;
277 362
278 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
280 * check? 365 * check?
281 */ 366 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 368 return 0;
284 369
285 switch (ob1->type) 370 switch (ob1->type)
286 { 371 {
287 case SCROLL: 372 case SCROLL:
288 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
289 return 0; 374 return 0;
290 break; 375 break;
291 } 376 }
292 377
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
294 { 379 {
295 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
297 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 385 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 386 }
302 387
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
305 { 389 {
306 ob1->optimise (); 390 ob1->optimise ();
307 ob2->optimise (); 391 ob2->optimise ();
308 392
309 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
310 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
311 } 407 }
312 408
313 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
314 return 1; 410 return 1;
315} 411}
316 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
317/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
318 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
321 */ 488 */
322long 489void
323sum_weight (object *op) 490object::update_weight ()
324{ 491{
325 long sum; 492 sint32 sum = 0;
326 object *inv;
327 493
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 495 {
496 op->update_weight ();
334 497
335 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
337 500
338 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
339 op->carrying = sum; 507 carrying = sum;
340 508
341 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
342} 513}
343 514
344/** 515/*
345 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 517 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 518char *
363dump_object (object *op) 519dump_object (object *op)
364{ 520{
365 if (!op) 521 if (!op)
366 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
367 523
368 object_freezer freezer; 524 object_freezer freezer;
369 save_object (freezer, op, 3); 525 op->write (freezer);
370 return freezer.as_string (); 526 return freezer.as_string ();
371} 527}
372 528
373/* 529char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 531{
382 object *tmp, *closest; 532 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 533}
392 534
393/* 535/*
394 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
395 */ 538 */
396
397object * 539object *
398find_object (tag_t i) 540find_object (tag_t i)
399{ 541{
400 for (object *op = object::first; op; op = op->next) 542 for_all_objects (op)
401 if (op->count == i) 543 if (op->count == i)
402 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
403 560
404 return 0; 561 return 0;
405} 562}
406 563
407/* 564/*
408 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
411 */ 568 */
412
413object * 569object *
414find_object_name (const char *str) 570find_object_name (const char *str)
415{ 571{
416 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
417 object *op;
418 573
419 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
420 if (op->name == str_) 576 if (op->name == str_)
421 break; 577 return op;
422 578
423 return op; 579 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 580}
431 581
432/* 582/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
435 */ 586 */
436void 587void
437object::set_owner (object *owner) 588object::set_owner (object *owner)
438{ 589{
590 // allow objects which own objects
439 if (!owner) 591 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 592 while (owner->owner)
450 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
451 600
452 this->owner = owner; 601 this->owner = owner;
453}
454
455/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links.
457 */
458static void
459free_key_values (object *op)
460{
461 for (key_value *i = op->key_values; i != 0;)
462 {
463 key_value *next = i->next;
464 delete i;
465
466 i = next;
467 }
468
469 op->key_values = 0;
470} 602}
471 603
472/* 604/*
473 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
474 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
478 * will point at garbage. 610 * will point at garbage.
479 */ 611 */
480void 612void
481object::copy_to (object *dst) 613object::copy_to (object *dst)
482{ 614{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 615 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
487 617
488 if (self || cb) 618 // maybe move to object_copy?
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 619 dst->kv = kv;
490 620
491 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
492 SET_FLAG (dst, FLAG_FREED); 622 dst->activate ();
623}
493 624
494 if (is_removed) 625void
495 SET_FLAG (dst, FLAG_REMOVED); 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
496 630
497 if (speed < 0) 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
635 speed_left = -1.;
499 636
500 /* Copy over key_values, if any. */ 637 /* copy the body_info to the body_used - this is only really
501 if (key_values) 638 * need for monsters, but doesn't hurt to do it for everything.
502 { 639 * by doing so, when a monster is created, it has good starting
503 key_value *tail = 0; 640 * values for the body_used info, so when items are created
504 key_value *i; 641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
505 645
506 dst->key_values = 0; 646 attachable::instantiate ();
507
508 for (i = key_values; i; i = i->next)
509 {
510 key_value *new_link = new key_value;
511
512 new_link->next = 0;
513 new_link->key = i->key;
514 new_link->value = i->value;
515
516 /* Try and be clever here, too. */
517 if (!dst->key_values)
518 {
519 dst->key_values = new_link;
520 tail = new_link;
521 }
522 else
523 {
524 tail->next = new_link;
525 tail = new_link;
526 }
527 }
528 }
529
530 update_ob_speed (dst);
531} 647}
532 648
533object * 649object *
534object::clone () 650object::clone ()
535{ 651{
536 object *neu = create (); 652 object *neu = create ();
537 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
659 neu->map = map; // not copied by copy_to
538 return neu; 660 return neu;
539} 661}
540 662
541/* 663/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 665 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
545 */ 667 */
546
547void 668void
548update_turn_face (object *op) 669update_turn_face (object *op)
549{ 670{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
551 return; 672 return;
673
552 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
554} 676}
555 677
556/* 678/*
557 * Updates the speed of an object. If the speed changes from 0 to another 679 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 680 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
560 */ 682 */
561void 683void
562update_ob_speed (object *op) 684object::set_speed (float speed)
563{ 685{
564 extern int arch_init; 686 this->speed = speed;
565 687
566 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
567 * since they never really need to be updated. 689 activate ();
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588
589 /* process_events() expects us to insert the object at the beginning
590 * of the list. */
591 op->active_next = active_objects;
592
593 if (op->active_next != NULL)
594 op->active_next->active_prev = op;
595
596 active_objects = op;
597 }
598 else 690 else
599 { 691 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 692}
654 693
655/* 694/*
656 * update_object() updates the the map. 695 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
671 */ 710 */
672void 711void
673update_object (object *op, int action) 712update_object (object *op, int action)
674{ 713{
675 MoveType move_on, move_off, move_block, move_slow; 714 if (!op)
676
677 if (op == NULL)
678 { 715 {
679 /* this should never happen */ 716 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
681 return; 718 return;
682 } 719 }
683 720
684 if (op->env) 721 if (!op->is_on_map ())
685 { 722 {
686 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
687 * to do in this case. 724 * to do in this case.
688 */ 725 */
689 return; 726 return;
690 } 727 }
691 728
692 /* If the map is saving, don't do anything as everything is
693 * going to get freed anyways.
694 */
695 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return;
697
698 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 731 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 733#ifdef MANY_CORES
703 abort (); 734 abort ();
704#endif 735#endif
705 return; 736 return;
706 } 737 }
707 738
708 mapspace &m = op->ms (); 739 mapspace &m = op->ms ();
709 740
710 if (m.flags_ & P_NEED_UPDATE) 741 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 742 m.update_up (); // nothing to do except copy up
712 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
713 { 744 {
745#if 0
714 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
721 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
722 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
723 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
724 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 757 * have move_allow right now.
726 */ 758 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
729 m.flags_ = P_NEED_UPDATE; 763 m.invalidate ();
764#endif
730 } 765 }
731 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 768 * that is being removed.
734 */ 769 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 771 m.invalidate ();
737 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
739 else 774 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 776
742 if (op->more) 777 if (op->more)
743 update_object (op->more, action); 778 update_object (op->more, action);
744} 779}
745 780
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 781object::object ()
763{ 782{
764 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
765 784
766 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
767 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
768} 788}
769 789
770object::~object () 790object::~object ()
771{ 791{
772 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
773} 795}
774 796
775void object::link () 797void object::link ()
776{ 798{
777 count = ++ob_count; 799 assert (!index);//D
778 uuid = gen_uuid (); 800 uuid = UUID::gen ();
779 801
780 prev = 0; 802 refcnt_inc ();
781 next = object::first; 803 objects.insert (this);
782 804
783 if (object::first) 805 ++create_count;
784 object::first->prev = this;
785 806
786 object::first = this;
787} 807}
788 808
789void object::unlink () 809void object::unlink ()
790{ 810{
791 if (this == object::first) 811 if (!index)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
808
809/*
810 * free_object() frees everything allocated by an object, removes
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{
821 if (QUERY_FLAG (this, FLAG_FREED))
822 return; 812 return;
823 813
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 814 ++destroy_count;
825 remove_friendly_object (this);
826 815
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 816 objects.erase (this);
828 remove (); 817 refcnt_dec ();
818}
829 819
830 SET_FLAG (this, FLAG_FREED); 820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
831 826
832 if (more) 827 if (has_active_speed ())
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 } 828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 831
832 actives.insert (this);
833 }
834}
835
836void
837object::activate_recursive ()
838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880}
881
882/*
883 * Remove and free all objects in the inventory of the given object.
884 * object.c ?
885 */
886void
887object::destroy_inv (bool drop_to_ground)
888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
838 if (inv) 894 if (!inv)
839 { 895 return;
896
840 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
842 * drop on that space. 899 * drop on that space.
843 */ 900 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 901 if (!drop_to_ground
902 || !map
903 || !map->linkable ()
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
906 {
907 while (inv)
908 inv->destroy ();
909 }
910 else
911 { /* Put objects in inventory onto this space */
912 while (inv)
845 { 913 {
846 object *op = inv; 914 object *op = inv;
847 915
848 while (op) 916 if (op->flag [FLAG_STARTEQUIP]
849 { 917 || op->flag [FLAG_NO_DROP]
850 object *tmp = op->below; 918 || op->type == RUNE
851 op->destroy (destroy_inventory); 919 || op->type == TRAP
852 op = tmp; 920 || op->flag [FLAG_IS_A_TEMPLATE]
853 } 921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
854 } 925 }
855 else 926 }
856 { /* Put objects in inventory onto this space */ 927}
857 object *op = inv;
858 928
859 while (op) 929/*
860 { 930 * Remove and free all objects in the inventory of the given object.
861 object *tmp = op->below; 931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
862 944
863 op->remove (); 945 // then destroy
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy (); 946 op->destroy ();
868 else 947 }
869 { 948}
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874 949
875 op = tmp; 950void
876 } 951object::freelist_free (int count)
877 } 952{
953 while (count-- && freelist)
878 } 954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
966object::create ()
967{
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993}
994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010void
1011object::do_destroy ()
1012{
1013 if (flag [FLAG_IS_LINKED])
1014 remove_link ();
1015
1016 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this);
1018
1019 remove ();
1020
1021 attachable::do_destroy ();
1022
1023 deactivate ();
1024 unlink ();
1025
1026 flag [FLAG_FREED] = 1;
879 1027
880 // hack to ensure that freed objects still have a valid map 1028 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
893 }
894
895 map = freed_map; 1029 map = &freed_map;
896 x = 1; 1030 x = 1;
897 y = 1; 1031 y = 1;
1032
1033 if (more)
1034 {
1035 more->destroy ();
1036 more = 0;
898 } 1037 }
899 1038
1039 head = 0;
1040
900 // clear those pointers that likely might have circular references to us 1041 // clear those pointers that likely might cause circular references
901 owner = 0; 1042 owner = 0;
902 enemy = 0; 1043 enemy = 0;
903 attacked_by = 0; 1044 attacked_by = 0;
904 1045 current_weapon = 0;
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915} 1046}
916 1047
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void 1048void
922sub_weight (object *op, signed long weight) 1049object::destroy ()
923{ 1050{
924 while (op != NULL) 1051 if (destroyed ())
925 { 1052 return;
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928 1053
929 op->carrying -= weight; 1054 if (!is_head () && !head->destroyed ())
930 op = op->env;
931 } 1055 {
1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1057 head->destroy ();
1058 return;
1059 }
1060
1061 destroy_inv_fast ();
1062
1063 if (is_head ())
1064 if (sound_destroy)
1065 play_sound (sound_destroy);
1066 else if (flag [FLAG_MONSTER])
1067 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1068
1069 attachable::destroy ();
932} 1070}
933 1071
934/* op->remove (): 1072/* op->remove ():
935 * This function removes the object op from the linked list of objects 1073 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1074 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1075 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1076 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1077 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1078 */
942void 1079void
943object::remove () 1080object::do_remove ()
944{ 1081{
945 object *tmp, *last = 0; 1082 if (flag [FLAG_REMOVED])
946 object *otmp;
947
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1083 return;
952 1084
953 SET_FLAG (this, FLAG_REMOVED); 1085 INVOKE_OBJECT (REMOVE, this);
1086
1087 flag [FLAG_REMOVED] = true;
954 1088
955 if (more) 1089 if (more)
956 more->remove (); 1090 more->remove ();
957 1091
958 /* 1092 /*
959 * In this case, the object to be removed is in someones 1093 * In this case, the object to be removed is in someones
960 * inventory. 1094 * inventory.
961 */ 1095 */
962 if (env) 1096 if (env)
963 { 1097 {
964 if (nrof) 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
965 sub_weight (env, weight * nrof); 1099 if (object *pl = visible_to ())
966 else 1100 esrv_del_item (pl->contr, count);
967 sub_weight (env, weight + carrying); 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
968 1102
969 /* NO_FIX_PLAYER is set when a great many changes are being 1103 adjust_weight (env, total_weight (), 0);
970 * made to players inventory. If set, avoiding the call
971 * to save cpu time.
972 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats ();
975 1104
976 if (above != NULL) 1105 object *pl = in_player ();
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below != NULL)
982 below->above = above;
983 1106
984 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1109 * to the caller to decide what we want to do.
987 */ 1110 */
988 x = env->x, y = env->y;
989 map = env->map; 1111 map = env->map;
990 above = 0, below = 0; 1112 x = env->x;
991 env = 0; 1113 y = env->y;
992 }
993 else if (map)
994 {
995 /* Re did the following section of code - it looks like it had
996 * lots of logic for things we no longer care about
997 */
998 1114
999 /* link the object above us */ 1115 // make sure cmov optimisation is applicable
1000 if (above) 1116 *(above ? &above->below : &env->inv) = below;
1001 above->below = below; 1117 *(below ? &below->above : &above ) = above; // &above is just a dummy
1002 else
1003 map->at (x, y).top = below; /* we were top, set new top */
1004
1005 /* Relink the object below us, if there is one */
1006 if (below)
1007 below->above = above;
1008 else
1009 {
1010 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is
1012 * evident
1013 */
1014 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027 1118
1028 above = 0; 1119 above = 0;
1029 below = 0; 1120 below = 0;
1121 env = 0;
1030 1122
1031 if (map->in_memory == MAP_SAVING) 1123 if (pl && pl->is_player ())
1032 return;
1033
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 { 1124 {
1038 /* No point updating the players look faces if he is the object 1125 if (expect_false (pl->contr->combat_ob == this))
1039 * being removed.
1040 */
1041
1042 if (tmp->type == PLAYER && tmp != this)
1043 { 1126 {
1044 /* If a container that the player is currently using somehow gets 1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1045 * removed (most likely destroyed), update the player view 1128 pl->contr->combat_ob = 0;
1046 * appropriately. 1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 } 1130 }
1056 1131
1057 /* See if player moving off should effect something */ 1132 if (expect_false (pl->contr->ranged_ob == this))
1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1141 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1144 }
1145 else if (map)
1146 {
1147 map->dirty = true;
1148 mapspace &ms = this->ms ();
1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171 else
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1175 /* link the object above us */
1176 // re-link, make sure compiler can easily use cmove
1177 *(above ? &above->below : &ms.top) = below;
1178 *(below ? &below->above : &ms.bot) = above;
1179
1180 above = 0;
1181 below = 0;
1182
1183 ms.invalidate ();
1184
1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1186
1187 if (object *pl = ms.player ())
1188 {
1189 if (pl->container_ () == this)
1190 /* If a container that the player is currently using somehow gets
1191 * removed (most likely destroyed), update the player view
1192 * appropriately.
1193 */
1194 pl->close_container ();
1195
1196 //TODO: the floorbox prev/next might need updating
1197 //esrv_del_item (pl->contr, count);
1198 //TODO: update floorbox to preserve ordering
1199 if (pl->contr->ns)
1200 pl->contr->ns->floorbox_update ();
1201 }
1202
1203 if (check_walk_off)
1204 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1205 {
1206 above = tmp->above;
1207
1208 /* No point updating the players look faces if he is the object
1209 * being removed.
1210 */
1211
1212 /* See if object moving off should effect something */
1213 if ((move_type & tmp->move_off)
1214 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1062 move_apply (tmp, this, 0); 1215 move_apply (tmp, this, 0);
1063
1064 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1216 }
1067 1217
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1218 if (affects_los ())
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp;
1074 }
1075
1076 /* last == NULL of there are no objects on this space */
1077 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else
1080 update_object (last, UP_OBJ_REMOVE);
1081
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1083 update_all_los (map, x, y); 1219 update_all_los (map, x, y);
1084 } 1220 }
1085} 1221}
1086 1222
1087/* 1223/*
1096merge_ob (object *op, object *top) 1232merge_ob (object *op, object *top)
1097{ 1233{
1098 if (!op->nrof) 1234 if (!op->nrof)
1099 return 0; 1235 return 0;
1100 1236
1101 if (top == NULL) 1237 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1238 for (top = op; top && top->above; top = top->above)
1239 ;
1103 1240
1104 for (; top != NULL; top = top->below) 1241 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1242 if (object::can_merge (op, top))
1110 { 1243 {
1111 top->nrof += op->nrof; 1244 top->nrof += op->nrof;
1112 1245
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1247 esrv_update_item (UPD_NROF, pl, top);
1248
1249 op->weight = 0; // cancel the addition above
1250 op->carrying = 0; // must be 0 already
1251
1115 op->destroy (); 1252 op->destroy ();
1253
1116 return top; 1254 return top;
1117 } 1255 }
1118 }
1119 1256
1120 return 0; 1257 return 0;
1121} 1258}
1122 1259
1260void
1261object::expand_tail ()
1262{
1263 if (more)
1264 return;
1265
1266 object *prev = this;
1267
1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1269 {
1270 object *op = at->instance ();
1271
1272 op->name = name;
1273 op->name_pl = name_pl;
1274 op->title = title;
1275
1276 op->head = this;
1277 prev->more = op;
1278
1279 prev = op;
1280 }
1281}
1282
1123/* 1283/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1284 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1285 * job preparing multi-part monsters.
1126 */ 1286 */
1127object * 1287object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1288insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1289{
1130 object *tmp; 1290 op->remove ();
1131 1291
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1292 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1293 {
1137 tmp->x = x + tmp->arch->clone.x; 1294 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1295 tmp->y = y + tmp->arch->y;
1139 } 1296 }
1140 1297
1141 return insert_ob_in_map (op, m, originator, flag); 1298 return insert_ob_in_map (op, m, originator, flag);
1142} 1299}
1143 1300
1156 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1157 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1158 * 1315 *
1159 * Return value: 1316 * Return value:
1160 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1162 * just 'op' otherwise 1319 * just 'op' otherwise
1163 */ 1320 */
1164
1165object * 1321object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1323{
1168 object *tmp, *top, *floor = NULL; 1324 op->remove ();
1169 sint16 x, y;
1170 1325
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1326 if (m == &freed_map)//D TODO: remove soon
1172 { 1327 {//D
1173 LOG (llevError, "Trying to insert freed object!\n"); 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1174 return NULL;
1175 } 1329 }//D
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1330
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1333 * need extra work
1243 */ 1334 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1335 maptile *newmap = m;
1245 x = op->x; 1336 if (!xy_normalise (newmap, op->x, op->y))
1246 y = op->y; 1337 {
1338 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1339 return 0;
1340 }
1341
1342 if (object *more = op->more)
1343 if (!insert_ob_in_map (more, m, originator, flag))
1344 return 0;
1345
1346 op->flag [FLAG_REMOVED] = false;
1347 op->env = 0;
1348 op->map = newmap;
1349
1350 mapspace &ms = op->ms ();
1247 1351
1248 /* this has to be done after we translate the coordinates. 1352 /* this has to be done after we translate the coordinates.
1249 */ 1353 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1354 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1355 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1356 if (object::can_merge (op, tmp))
1253 { 1357 {
1358 // TODO: we actually want to update tmp, not op,
1359 // but some caller surely breaks when we return tmp
1360 // from here :/
1254 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1362 tmp->destroy ();
1256 } 1363 }
1257 1364
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1260 1367
1261 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1262 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1263 1370
1264 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1265 { 1372 {
1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1267 { 1374 {
1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1269 abort (); 1376 abort ();
1270 } 1377 }
1271 1378
1379 if (!originator->is_on_map ())
1380 {
1381 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1382 op->debug_desc (), originator->debug_desc ());
1383 abort ();
1384 }
1385
1272 op->above = originator; 1386 op->above = originator;
1273 op->below = originator->below; 1387 op->below = originator->below;
1274
1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1280 /* since *below* originator, no need to update top */
1281 originator->below = op; 1388 originator->below = op;
1389
1390 *(op->below ? &op->below->above : &ms.bot) = op;
1282 } 1391 }
1283 else 1392 else
1284 { 1393 {
1394 object *floor = 0;
1395 object *top = ms.top;
1396
1285 /* If there are other objects, then */ 1397 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1398 if (top)
1287 { 1399 {
1288 object *last = NULL;
1289
1290 /* 1400 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1401 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1402 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1403 * Generally, we want to put the new object on top. But if
1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1404 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1297 * once we get to them. This reduces the need to traverse over all of 1407 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1408 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1301 */ 1411 */
1302 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1303 while (top != NULL)
1304 { 1413 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1306 floor = top; 1415 floor = tmp;
1307 1416
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1309 { 1418 {
1310 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1311 top = top->below; 1420 top = tmp->below;
1312 break; 1421 break;
1313 } 1422 }
1314 1423
1315 last = top;
1316 top = top->above; 1424 top = tmp;
1317 } 1425 }
1318
1319 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last;
1321 1426
1322 /* We let update_position deal with figuring out what the space 1427 /* We let update_position deal with figuring out what the space
1323 * looks like instead of lots of conditions here. 1428 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1429 * makes things faster, and effectively the same result.
1325 */ 1430 */
1326 1431
1327 /* Have object 'fall below' other objects that block view. 1432 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1433 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1434 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1435 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1436 * stacking is a bit odd.
1332 */ 1437 */
1333 if (!(flag & INS_ON_TOP) && 1438 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1439 && ms.flags () & P_BLOCKSVIEW
1440 && (op->face && !faces [op->face].visibility))
1335 { 1441 {
1442 object *last;
1443
1336 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1338 break; 1446 break;
1447
1339 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1451 * set top to the object below us.
1343 */ 1452 */
1344 if (last && last->below && last != floor) 1453 if (last && last->below && last != floor)
1345 top = last->below; 1454 top = last->below;
1346 } 1455 }
1347 } /* If objects on this space */ 1456 } /* If objects on this space */
1348 1457
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1458 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1459 top = floor;
1354 1460
1355 /* Top is the object that our object (op) is going to get inserted above. 1461 // insert object above top, or bottom-most if top = 0
1356 */
1357
1358 /* First object on this space */
1359 if (!top) 1462 if (!top)
1360 { 1463 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1362
1363 if (op->above)
1364 op->above->below = op;
1365
1366 op->below = NULL; 1464 op->below = 0;
1465 op->above = ms.bot;
1367 op->ms ().bottom = op; 1466 ms.bot = op;
1467
1468 *(op->above ? &op->above->below : &ms.top) = op;
1368 } 1469 }
1369 else 1470 else
1370 { /* get inserted into the stack above top */ 1471 {
1371 op->above = top->above; 1472 op->above = top->above;
1372
1373 if (op->above)
1374 op->above->below = op; 1473 top->above = op;
1375 1474
1376 op->below = top; 1475 op->below = top;
1377 top->above = op; 1476 *(op->above ? &op->above->below : &ms.top) = op;
1378 } 1477 }
1478 }
1379 1479
1380 if (op->above == NULL) 1480 if (op->is_player ())
1381 op->ms ().top = op; 1481 {
1382 } /* else not INS_BELOW_ORIGINATOR */
1383
1384 if (op->type == PLAYER)
1385 op->contr->do_los = 1; 1482 op->contr->do_los = 1;
1483 ++op->map->players;
1484 op->map->touch ();
1485 }
1386 1486
1387 /* If we have a floor, we know the player, if any, will be above 1487 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1488
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1489 if (object *pl = ms.player ())
1490 //TODO: the floorbox prev/next might need updating
1491 //esrv_send_item (pl, op);
1492 //TODO: update floorbox to preserve ordering
1493 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1494 pl->contr->ns->floorbox_update ();
1393 1495
1394 /* If this object glows, it may affect lighting conditions that are 1496 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1497 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1498 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1499 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1500 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1501 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1502 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1503 * of effect may be sufficient.
1402 */ 1504 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1505 if (op->affects_los ())
1506 {
1507 op->ms ().invalidate ();
1404 update_all_los (op->map, op->x, op->y); 1508 update_all_los (op->map, op->x, op->y);
1509 }
1405 1510
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1511 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1512 update_object (op, UP_OBJ_INSERT);
1513
1514 INVOKE_OBJECT (INSERT, op);
1408 1515
1409 /* Don't know if moving this to the end will break anything. However, 1516 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1517 * we want to have floorbox_update called before calling this.
1411 * 1518 *
1412 * check_move_on() must be after this because code called from 1519 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1521 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1522 * update_object().
1416 */ 1523 */
1417 1524
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1420 { 1527 {
1421 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1422 return NULL; 1529 return 0;
1423 1530
1424 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1425 * walk on's. 1532 * walk on's.
1426 */ 1533 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1429 return NULL; 1536 return 0;
1430 } 1537 }
1431 1538
1432 return op; 1539 return op;
1433} 1540}
1434 1541
1435/* this function inserts an object in the map, but if it 1542/* this function inserts an object in the map, but if it
1436 * finds an object of its own type, it'll remove that one first. 1543 * finds an object of its own type, it'll remove that one first.
1437 * op is the object to insert it under: supplies x and the map. 1544 * op is the object to insert it under: supplies x and the map.
1438 */ 1545 */
1439void 1546void
1440replace_insert_ob_in_map (const char *arch_string, object *op) 1547replace_insert_ob_in_map (shstr_tmp archname, object *op)
1441{ 1548{
1442 object *tmp, *tmp1;
1443
1444 /* first search for itself and remove any old instances */ 1549 /* first search for itself and remove any old instances */
1445 1550
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1552 if (tmp->arch->archname == archname) /* same archetype */
1448 tmp->destroy (); 1553 tmp->destroy ();
1449 1554
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1555 object *tmp = archetype::find (archname)->instance ();
1451 1556
1452 tmp1->x = op->x; 1557 tmp->x = op->x;
1453 tmp1->y = op->y; 1558 tmp->y = op->y;
1559
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1455} 1561}
1456
1457/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array.
1463 */
1464 1562
1465object * 1563object *
1466get_split_ob (object *orig_ob, uint32 nr) 1564object::insert_at (object *where, object *originator, int flags)
1467{ 1565{
1468 object *newob; 1566 if (where->env)
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1567 return where->env->insert (this);
1470 1568 else
1471 if (orig_ob->nrof < nr) 1569 return where->map->insert (this, where->x, where->y, originator, flags);
1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1477 newob = object_create_clone (orig_ob);
1478
1479 if ((orig_ob->nrof -= nr) < 1)
1480 orig_ob->destroy (1);
1481 else if (!is_removed)
1482 {
1483 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL;
1490 }
1491 }
1492
1493 newob->nrof = nr;
1494
1495 return newob;
1496} 1570}
1497 1571
1572// check whether we can put this into the map, respect max_volume, max_items
1573bool
1574object::can_drop_at (maptile *m, int x, int y, object *originator)
1575{
1576 mapspace &ms = m->at (x, y);
1577
1578 int items = ms.items ();
1579
1580 if (!items // testing !items ensures we can drop at least one item
1581 || (items < m->max_items
1582 && ms.volume () < m->max_volume))
1583 return true;
1584
1585 if (originator && originator->is_player ())
1586 originator->contr->failmsgf (
1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1588 query_name ()
1589 );
1590
1591 return false;
1592}
1593
1498/* 1594/*
1499 * decrease_ob_nr(object, number) decreases a specified number from 1595 * decrease(object, number) decreases a specified number from
1500 * the amount of an object. If the amount reaches 0, the object 1596 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1597 * is subsequently removed and freed.
1502 * 1598 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1599 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1600 */
1601bool
1602object::decrease (sint32 nr)
1603{
1604 if (!nr)
1605 return true;
1505 1606
1607 nr = min (nr, nrof);
1608
1609 if (nrof > nr)
1610 {
1611 sint64 oweight = total_weight ();
1612
1613 nrof -= nr;
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1506object * 1635object *
1507decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1508{ 1637{
1509 object *tmp; 1638 int have = number_of ();
1510 1639
1511 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1512 return op; 1641 return 0;
1513 1642 else if (have == nr)
1514 if (i > op->nrof)
1515 i = op->nrof;
1516
1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 { 1643 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove (); 1644 remove ();
1549 op->nrof = 0; 1645 return this;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1553 } 1646 }
1554 else 1647 else
1555 { 1648 {
1556 object *above = op->above; 1649 decrease (nr);
1557 1650
1558 if (i < op->nrof) 1651 object *op = deep_clone ();
1559 op->nrof -= i; 1652 op->nrof = nr;
1560 else
1561 {
1562 op->remove ();
1563 op->nrof = 0;
1564 }
1565
1566 /* Since we just removed op, op->above is null */
1567 for (tmp = above; tmp; tmp = tmp->above)
1568 if (tmp->type == PLAYER)
1569 {
1570 if (op->nrof)
1571 esrv_send_item (tmp, op);
1572 else
1573 esrv_del_item (tmp->contr, op->count);
1574 }
1575 }
1576
1577 if (op->nrof)
1578 return op; 1653 return op;
1579 else
1580 {
1581 op->destroy ();
1582 return 0;
1583 }
1584}
1585
1586/*
1587 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying.
1589 */
1590
1591void
1592add_weight (object *op, signed long weight)
1593{
1594 while (op != NULL)
1595 {
1596 if (op->type == CONTAINER)
1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1598
1599 op->carrying += weight;
1600 op = op->env;
1601 } 1654 }
1602} 1655}
1603 1656
1604object * 1657object *
1605insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump); 1664 free (dump);
1612 return op; 1665 return op;
1613 } 1666 }
1614 1667
1615 if (where->head) 1668 if (where->head_ () != where)
1616 { 1669 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head; 1671 where = where->head;
1619 } 1672 }
1620 1673
1621 return where->insert (op); 1674 return where->insert (op);
1622} 1675}
1627 * inside the object environment. 1680 * inside the object environment.
1628 * 1681 *
1629 * The function returns now pointer to inserted item, and return value can 1682 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1631 */ 1684 */
1632
1633object * 1685object *
1634object::insert (object *op) 1686object::insert (object *op)
1635{ 1687{
1636 object *tmp, *otmp;
1637
1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 op->remove ();
1640
1641 if (op->more) 1688 if (op->more)
1642 { 1689 {
1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1644 return op; 1691 return op;
1645 } 1692 }
1646 1693
1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1648 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1649 if (op->nrof) 1698 if (op->nrof)
1650 {
1651 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1652 if (object::can_merge (tmp, op)) 1700 if (object::can_merge (tmp, op))
1653 { 1701 {
1654 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1655 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1656 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1657 /* Weight handling gets pretty funky. Since we are adding to 1709
1658 * tmp->nrof, we need to increase the weight. 1710 if (object *pl = tmp->visible_to ())
1659 */ 1711 esrv_update_item (UPD_NROF, pl, tmp);
1712
1660 add_weight (this, op->weight * op->nrof); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1661 SET_FLAG (op, FLAG_REMOVED); 1714
1662 op->destroy (); /* free the inserted object */ 1715 op->destroy ();
1663 op = tmp; 1716 op = tmp;
1664 op->remove (); /* and fix old object's links */ 1717 goto inserted;
1665 CLEAR_FLAG (op, FLAG_REMOVED);
1666 break;
1667 } 1718 }
1668 1719
1669 /* I assume combined objects have no inventory 1720 op->owner = 0; // it's his/hers now. period.
1670 * We add the weight - this object could have just been removed
1671 * (if it was possible to merge). calling remove_ob will subtract
1672 * the weight, so we need to add it in again, since we actually do
1673 * the linking below
1674 */
1675 add_weight (this, op->weight * op->nrof);
1676 }
1677 else
1678 add_weight (this, (op->weight + op->carrying));
1679
1680 otmp = this->in_player ();
1681 if (otmp && otmp->contr)
1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1683 otmp->update_stats ();
1684
1685 op->map = 0; 1721 op->map = 0;
1686 op->env = this; 1722 op->x = 0;
1723 op->y = 0;
1724
1687 op->above = 0; 1725 op->above = 0;
1688 op->below = 0; 1726 op->below = inv;
1689 op->x = 0, op->y = 0; 1727 op->env = this;
1690 1728
1729 if (inv)
1730 inv->above = op;
1731
1732 inv = op;
1733
1734 op->flag [FLAG_REMOVED] = 0;
1735
1736 if (object *pl = op->visible_to ())
1737 esrv_send_item (pl, op);
1738
1739 adjust_weight (this, 0, op->total_weight ());
1740
1741inserted:
1691 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1692 if ((op->glow_radius != 0) && map) 1743 if (op->glow_radius && is_on_map ())
1693 { 1744 {
1694#ifdef DEBUG_LIGHTS 1745 update_stats ();
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map))
1698 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1699 }
1700
1701 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function...
1703 */
1704 if (!inv)
1705 inv = op;
1706 else
1707 { 1747 }
1708 op->below = inv; 1748 else if (is_player ())
1709 op->below->above = op; 1749 // if this is a player's inventory, update stats
1710 inv = op; 1750 contr->queue_stats_update ();
1711 } 1751
1752 INVOKE_OBJECT (INSERT, this);
1712 1753
1713 return op; 1754 return op;
1714} 1755}
1715 1756
1716/* 1757/*
1731 * 1772 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1775 * on top.
1735 */ 1776 */
1736
1737int 1777int
1738check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1739{ 1779{
1780 if (op->flag [FLAG_NO_APPLY])
1781 return 0;
1782
1740 object *tmp; 1783 object *tmp;
1741 maptile *m = op->map; 1784 maptile *m = op->map;
1742 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1743 1786
1744 MoveType move_on, move_slow, move_block; 1787 mapspace &ms = m->at (x, y);
1745 1788
1746 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 ms.update ();
1747 return 0;
1748 1790
1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 MoveType move_on = ms.move_on;
1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 MoveType move_slow = ms.move_slow;
1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 MoveType move_block = ms.move_block;
1752 1794
1753 /* if nothing on this space will slow op down or be applied, 1795 /* if nothing on this space will slow op down or be applied,
1754 * no need to do checking below. have to make sure move_type 1796 * no need to do checking below. have to make sure move_type
1755 * is set, as lots of objects don't have it set - we treat that 1797 * is set, as lots of objects don't have it set - we treat that
1756 * as walking. 1798 * as walking.
1767 return 0; 1809 return 0;
1768 1810
1769 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1771 */ 1813 */
1772 1814 for (object *next, *tmp = ms.top; tmp; tmp = next)
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1774 {
1775 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them.
1778 */
1779 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780 break;
1781 } 1815 {
1816 next = tmp->below;
1782 1817
1783 for (; tmp; tmp = tmp->below)
1784 {
1785 if (tmp == op) 1818 if (tmp == op)
1786 continue; /* Can't apply yourself */ 1819 continue; /* Can't apply yourself */
1787 1820
1788 /* Check to see if one of the movement types should be slowed down. 1821 /* Check to see if one of the movement types should be slowed down.
1789 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1790 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1791 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1792 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1793 */ 1826 */
1794 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1795 { 1828 {
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1831 {
1799
1800 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1833
1803 if (op->type == PLAYER) 1834 if (op->is_player ())
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1837 diff /= 4.0;
1807 1838
1808 op->speed_left -= diff; 1839 op->speed_left -= diff;
1809 } 1840 }
1810 } 1841 }
1811 1842
1812 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1813 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1814 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1815 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1816 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1817 1853
1818 if (op->destroyed ()) 1854 if (op->destroyed ())
1819 return 1; 1855 return 1;
1820 1856
1833/* 1869/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1870 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1871 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1837 */ 1873 */
1838
1839object * 1874object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1875present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1876{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1877 if (!m || out_of_map (m, x, y))
1846 { 1878 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1879 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1880 return NULL;
1849 } 1881 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1851 if (tmp->arch == at) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if (tmp->arch->archname == at->archname)
1852 return tmp; 1885 return tmp;
1886
1853 return NULL; 1887 return NULL;
1854} 1888}
1855 1889
1856/* 1890/*
1857 * present(type, map, x, y) searches for any objects with 1891 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1892 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
1860 */ 1894 */
1861
1862object * 1895object *
1863present (unsigned char type, maptile *m, int x, int y) 1896present (unsigned char type, maptile *m, int x, int y)
1864{ 1897{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1898 if (out_of_map (m, x, y))
1869 { 1899 {
1870 LOG (llevError, "Present called outside map.\n"); 1900 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1901 return NULL;
1872 } 1902 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1903
1904 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1905 if (tmp->type == type)
1875 return tmp; 1906 return tmp;
1907
1876 return NULL; 1908 return NULL;
1877} 1909}
1878 1910
1879/* 1911/*
1880 * present_in_ob(type, object) searches for any objects with 1912 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1913 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1914 * The first matching object is returned, or NULL if none.
1883 */ 1915 */
1884
1885object * 1916object *
1886present_in_ob (unsigned char type, const object *op) 1917present_in_ob (unsigned char type, const object *op)
1887{ 1918{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1920 if (tmp->type == type)
1893 return tmp; 1921 return tmp;
1922
1894 return NULL; 1923 return NULL;
1895} 1924}
1896 1925
1897/* 1926/*
1898 * present_in_ob (type, str, object) searches for any objects with 1927 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1935 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1936 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1937 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1938 * to be unique.
1910 */ 1939 */
1911
1912object * 1940object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1941present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1942{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1944 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1945 return tmp;
1922 } 1946
1923 return NULL; 1947 return 0;
1924} 1948}
1925 1949
1926/* 1950/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1951 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1952 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1953 * The first matching object is returned, or NULL if none.
1930 */ 1954 */
1931
1932object * 1955object *
1933present_arch_in_ob (const archetype *at, const object *op) 1956present_arch_in_ob (const archetype *at, const object *op)
1934{ 1957{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 if (tmp->arch == at) 1959 if (tmp->arch->archname == at->archname)
1940 return tmp; 1960 return tmp;
1961
1941 return NULL; 1962 return NULL;
1942} 1963}
1943 1964
1944/* 1965/*
1945 * activate recursively a flag on an object inventory 1966 * activate recursively a flag on an object inventory
1946 */ 1967 */
1947void 1968void
1948flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
1949{ 1970{
1950 object *
1951 tmp;
1952
1953 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 { 1972 {
1956 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
1957 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
1958 } 1975 }
1959} /* 1976}
1977
1978/*
1960 * desactivate recursively a flag on an object inventory 1979 * deactivate recursively a flag on an object inventory
1961 */ 1980 */
1962void 1981void
1963unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
1964{ 1983{
1965 object *
1966 tmp;
1967
1968 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 1985 {
1971 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
1972 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
1973 } 1988 }
1974}
1975
1976/*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1989}
1989 1990
1990/* 1991/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1992 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1993 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1995 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1996 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1997 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1998 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1999 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 2000 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 2001 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 2002 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 2003 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 2004 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 2005 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 2006 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 2007 * customized, changed states, etc.
2010 */ 2008 */
2011
2012int 2009int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2010find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 2011{
2015 int
2016 i,
2017 index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2012 int altern[SIZEOFFREE];
2013 int index = 0;
2020 2014
2021 for (i = start; i < stop; i++) 2015 for (int i = start; i < stop; i++)
2022 { 2016 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2017 mapxy pos (m, x, y); pos.move (i);
2024 if (!flag) 2018
2019 if (!pos.normalise ())
2020 continue;
2021
2022 mapspace &ms = *pos;
2023
2024 if (ms.flags () & P_IS_ALIVE)
2025 continue;
2026
2027 /* However, often
2028 * ob doesn't have any move type (when used to place exits)
2029 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2030 */
2031 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2032 {
2025 altern[index++] = i; 2033 altern [index++] = i;
2034 continue;
2035 }
2026 2036
2027 /* Basically, if we find a wall on a space, we cut down the search size. 2037 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 2038 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 2039 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 2040 * if the space being examined only has a wall to the north and empty
2031 * spaces in all the other directions, this will reduce the search space 2041 * spaces in all the other directions, this will reduce the search space
2032 * to only the spaces immediately surrounding the target area, and 2042 * to only the spaces immediately surrounding the target area, and
2033 * won't look 2 spaces south of the target space. 2043 * won't look 2 spaces south of the target space.
2034 */ 2044 */
2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2045 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2046 {
2036 stop = maxfree[i]; 2047 stop = maxfree[i];
2048 continue;
2049 }
2050
2051 /* Note it is intentional that we check ob - the movement type of the
2052 * head of the object should correspond for the entire object.
2053 */
2054 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2055 continue;
2056
2057 if (ob->blocked (pos.m, pos.x, pos.y))
2058 continue;
2059
2060 altern [index++] = i;
2037 } 2061 }
2038 2062
2039 if (!index) 2063 if (!index)
2040 return -1; 2064 return -1;
2041 2065
2042 return altern[RANDOM () % index]; 2066 return altern [rndm (index)];
2043} 2067}
2044 2068
2045/* 2069/*
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 2072 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2073 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 2074 */
2051
2052int 2075int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2076find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2077{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2078 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2079 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2080 return i;
2062 } 2081
2063 return -1; 2082 return -1;
2064} 2083}
2065 2084
2066/* 2085/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2086 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2087 * arr[begin..end-1].
2088 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2089 */
2070static void 2090static void
2071permute (int *arr, int begin, int end) 2091permute (int *arr, int begin, int end)
2072{ 2092{
2073 int 2093 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2094 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2095
2084 tmp = arr[i]; 2096 while (--end)
2085 arr[i] = arr[j]; 2097 swap (arr [end], arr [rndm (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2098}
2089 2099
2090/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2101 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2102 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2105 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2106 */
2097void 2107void
2098get_search_arr (int *search_arr) 2108get_search_arr (int *search_arr)
2099{ 2109{
2100 int 2110 int i;
2101 i;
2102 2111
2103 for (i = 0; i < SIZEOFFREE; i++) 2112 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2113 search_arr[i] = i;
2106 }
2107 2114
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2115 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2116 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2117 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2118}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2127 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2128 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2129 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2130 * there is capable of.
2124 */ 2131 */
2125
2126int 2132int
2127find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2134{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE;
2132
2133 sint16 nx, ny;
2134 object *
2135 tmp;
2136 maptile *
2137 mp;
2138
2139 MoveType blocked, move_type; 2136 MoveType move_type;
2140 2137
2141 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2142 { 2139 {
2143 exclude = exclude->head; 2140 exclude = exclude->head;
2144 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2145 } 2142 }
2146 else 2143 else
2147 { 2144 {
2148 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2149 move_type = MOVE_ALL; 2146 move_type = MOVE_ALL;
2150 } 2147 }
2151 2148
2152 for (i = 1; i < max; i++) 2149 for (int i = 1; i < max; i++)
2153 { 2150 {
2154 mp = m; 2151 mapxy pos (m, x, y);
2155 nx = x + freearr_x[i]; 2152 pos.move (i);
2156 ny = y + freearr_y[i];
2157 2153
2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 if (!pos.normalise ())
2159
2160 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2155 max = maxfree[i];
2162 else 2156 else
2163 { 2157 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2158 mapspace &ms = *pos;
2165 2159
2166 if ((move_type & blocked) == move_type) 2160 if ((move_type & ms.move_block) == move_type)
2167 max = maxfree[i]; 2161 max = maxfree [i];
2168 else if (mflags & P_IS_ALIVE) 2162 else if (ms.flags () & P_IS_ALIVE)
2169 { 2163 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2164 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2165 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2172 break; 2166 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2173
2174 if (tmp)
2175 return freedir[i]; 2167 return freedir [i];
2176 } 2168 }
2177 } 2169 }
2178 } 2170 }
2179 2171
2180 return 0; 2172 return 0;
2182 2174
2183/* 2175/*
2184 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2177 * distance between the two given objects.
2186 */ 2178 */
2187
2188int 2179int
2189distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2190{ 2181{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2183}
2196 2184
2197/* 2185/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2199 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2200 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2201 */ 2189 */
2202
2203int 2190int
2204find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2205{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2206 int q; 2236 int q;
2207 2237
2208 if (y) 2238 if (y)
2209 q = x * 100 / y; 2239 q = 128 * x / y;
2210 else if (x) 2240 else if (x)
2211 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2212 else 2242 else
2213 return 0; 2243 return 0;
2214 2244
2215 if (y > 0) 2245 if (y > 0)
2216 { 2246 {
2217 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2218 return 3; 2252 return 3;
2219 if (q < -41) 2253 }
2220 return 2; 2254 else
2221 if (q < 41) 2255 {
2222 return 1; 2256 if (q < -309) return 3;
2223 if (q < 242) 2257 if (q < -52) return 2;
2224 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2225 return 7; 2261 return 7;
2226 } 2262 }
2227 2263#endif
2228 if (q < -242)
2229 return 7;
2230 if (q < -41)
2231 return 6;
2232 if (q < 41)
2233 return 5;
2234 if (q < 242)
2235 return 4;
2236
2237 return 3;
2238}
2239
2240/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254} 2264}
2255 2265
2256/* 2266/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2269 */
2260
2261int 2270int
2262dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2263{ 2272{
2264 int
2265 d;
2266
2267 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2268 if (d > 4) 2274
2269 d = 8 - d; 2275 return d > 4 ? 8 - d : d;
2270 return d;
2271} 2276}
2272 2277
2273/* peterm: 2278/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2275 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2277 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2285 * functions.
2281 */ 2286 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2380 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2381 * core dumps if they do. 2384 * core dumps if they do.
2382 * 2385 *
2383 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2384 */ 2387 */
2385
2386int 2388int
2387can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2388{ 2390{
2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2391 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2392} 2394}
2395
2396//-GPL
2393 2397
2394/* 2398/*
2395 * create clone from object to another 2399 * create clone from object to another
2396 */ 2400 */
2397object * 2401object *
2398object_create_clone (object *asrc) 2402object::deep_clone ()
2399{ 2403{
2400 object *dst = 0, *tmp, *src, *part, *prev, *item; 2404 assert (("deep_clone called on non-head object", is_head ()));
2401 2405
2402 if (!asrc) 2406 object *dst = clone ();
2403 return 0;
2404 2407
2405 src = asrc; 2408 object *prev = dst;
2406 if (src->head)
2407 src = src->head;
2408
2409 prev = 0;
2410 for (part = src; part; part = part->more) 2409 for (object *part = this->more; part; part = part->more)
2411 { 2410 {
2412 tmp = part->clone (); 2411 object *tmp = part->clone ();
2413 tmp->x -= src->x;
2414 tmp->y -= src->y;
2415
2416 if (!part->head)
2417 {
2418 dst = tmp;
2419 tmp->head = 0;
2420 }
2421 else
2422 tmp->head = dst; 2412 tmp->head = dst;
2423
2424 tmp->more = 0;
2425
2426 if (prev)
2427 prev->more = tmp; 2413 prev->more = tmp;
2428
2429 prev = tmp; 2414 prev = tmp;
2430 } 2415 }
2431 2416
2432 for (item = src->inv; item; item = item->below) 2417 for (object *item = inv; item; item = item->below)
2433 insert_ob_in_ob (object_create_clone (item), dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2434 2419
2435 return dst; 2420 return dst;
2436}
2437
2438/* GROS - Creates an object using a string representing its content. */
2439/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */
2444
2445object *
2446load_object_str (const char *obstr)
2447{
2448 object *op;
2449 char filename[MAX_BUF];
2450
2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2453 FILE *tempfile = fopen (filename, "w");
2454
2455 if (tempfile == NULL)
2456 {
2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2458 return NULL;
2459 }
2460
2461 fprintf (tempfile, obstr);
2462 fclose (tempfile);
2463
2464 op = object::create ();
2465
2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2469 load_object (thawer, op, 0);
2470
2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2472 CLEAR_FLAG (op, FLAG_REMOVED);
2473
2474 return op;
2475} 2421}
2476 2422
2477/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2478 * has the same type and subtype match. 2424 * has the same type and subtype match.
2479 * returns NULL if no match. 2425 * returns NULL if no match.
2480 */ 2426 */
2481object * 2427object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2428find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2429{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2430 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2431 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2432 return tmp;
2489 2433
2490 return NULL;
2491}
2492
2493/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL.
2495 *
2496 * key must be a passed in shared string - otherwise, this won't
2497 * do the desired thing.
2498 */
2499key_value *
2500get_ob_key_link (const object *ob, const char *key)
2501{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next)
2505 if (link->key == key)
2506 return link;
2507
2508 return NULL;
2509}
2510
2511/*
2512 * Returns the value of op has an extra_field for key, or NULL.
2513 *
2514 * The argument doesn't need to be a shared string.
2515 *
2516 * The returned string is shared.
2517 */
2518const char *
2519get_ob_key_value (const object *op, const char *const key)
2520{
2521 key_value *link;
2522 shstr_cmp canonical_key (key);
2523
2524 if (!canonical_key)
2525 {
2526 /* 1. There being a field named key on any object
2527 * implies there'd be a shared string to find.
2528 * 2. Since there isn't, no object has this field.
2529 * 3. Therefore, *this* object doesn't have this field.
2530 */
2531 return 0;
2532 }
2533
2534 /* This is copied from get_ob_key_link() above -
2535 * only 4 lines, and saves the function call overhead.
2536 */
2537 for (link = op->key_values; link; link = link->next)
2538 if (link->key == canonical_key)
2539 return link->value;
2540
2541 return 0; 2434 return 0;
2542} 2435}
2543 2436
2544 2437/* Zero the key_values on op, decrementing the shared-string
2545/* 2438 * refcounts and freeing the links.
2546 * Updates the canonical_key in op to value.
2547 * 2439 */
2548 * canonical_key is a shared string (value doesn't have to be). 2440void
2549 * 2441key_values::clear ()
2550 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2551 * keys.
2552 *
2553 * Returns TRUE on success.
2554 */
2555int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2442{
2558 key_value * 2443 for (key_value *kvp = first; kvp; )
2559 field = NULL, *last = NULL; 2444 {
2560 2445 key_value *next = kvp->next;
2561 for (field = op->key_values; field != NULL; field = field->next) 2446 delete kvp;
2447 kvp = next;
2562 { 2448 }
2563 if (field->key != canonical_key) 2449
2450 first = 0;
2451}
2452
2453shstr_tmp
2454key_values::get (shstr_tmp key) const
2455{
2456 for (key_value *kv = first; kv; kv = kv->next)
2457 if (kv->key == key)
2458 return kv->value;
2459
2460 return shstr ();
2461}
2462
2463void
2464key_values::add (shstr_tmp key, shstr_tmp value)
2465{
2466 key_value *kv = new key_value;
2467
2468 kv->next = first;
2469 kv->key = key;
2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2476key_values::set (shstr_tmp key, shstr_tmp value)
2477{
2478 for (key_value *kv = first; kv; kv = kv->next)
2479 if (kv->key == key)
2564 { 2480 {
2565 last = field; 2481 kv->value = value;
2566 continue; 2482 return;
2567 } 2483 }
2568 2484
2569 if (value) 2485 add (key, value);
2570 field->value = value; 2486}
2571 else 2487
2488void
2489key_values::del (shstr_tmp key)
2490{
2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2492 if ((*kvp)->key == key)
2572 { 2493 {
2573 /* Basically, if the archetype has this key set, 2494 key_value *kv = *kvp;
2574 * we need to store the null value so when we save 2495 *kvp = (*kvp)->next;
2575 * it, we save the empty value so that when we load, 2496 delete kv;
2576 * we get this value back again. 2497 return;
2577 */
2578 if (get_ob_key_link (&op->arch->clone, canonical_key))
2579 field->value = 0;
2580 else
2581 {
2582 if (last)
2583 last->next = field->next;
2584 else
2585 op->key_values = field->next;
2586
2587 delete field;
2588 }
2589 } 2498 }
2590 return TRUE; 2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2591 } 2508 {
2592 /* IF we get here, key doesn't exist */ 2509 key_value *node = head;
2593 2510 head = head->next;
2594 /* No field, we'll have to add it. */ 2511 node->next = prev;
2595 2512 prev = node;
2596 if (!add_key)
2597 { 2513 }
2598 return FALSE;
2599 }
2600 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings,
2604 * should pass in ""
2605 */
2606 if (value == NULL)
2607 return TRUE;
2608 2514
2609 field = new key_value; 2515 first = prev;
2610
2611 field->key = canonical_key;
2612 field->value = value;
2613 /* Usual prepend-addition. */
2614 field->next = op->key_values;
2615 op->key_values = field;
2616
2617 return TRUE;
2618} 2516}
2619 2517
2620/* 2518key_values &
2621 * Updates the key in op to value. 2519key_values::operator =(const key_values &kv)
2622 *
2623 * If add_key is FALSE, this will only update existing keys,
2624 * and not add new ones.
2625 * In general, should be little reason FALSE is ever passed in for add_key
2626 *
2627 * Returns TRUE on success.
2628 */
2629int
2630set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2631{ 2520{
2632 shstr key_ (key); 2521 clear ();
2633 2522
2634 return set_ob_key_value_s (op, key_, value, add_key); 2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2635} 2527}
2636 2528
2637object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2638: iterator_base (container) 2530: iterator_base (container)
2639{ 2531{
2653 } 2545 }
2654 else 2546 else
2655 item = item->env; 2547 item = item->env;
2656} 2548}
2657 2549
2550const char *
2551object::flag_desc (char *desc, int len) const
2552{
2553 char *p = desc;
2554 bool first = true;
2555
2556 *p = 0;
2557
2558 for (int i = 0; i < NUM_FLAGS; i++)
2559 {
2560 if (len <= 10) // magic constant!
2561 {
2562 snprintf (p, len, ",...");
2563 break;
2564 }
2565
2566 if (flag [i])
2567 {
2568 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2569 len -= cnt;
2570 p += cnt;
2571 first = false;
2572 }
2573 }
2574
2575 return desc;
2576}
2577
2658// return a suitable string describing an objetc in enough detail to find it 2578// return a suitable string describing an object in enough detail to find it
2659const char * 2579const char *
2660object::debug_desc (char *info) const 2580object::debug_desc (char *info) const
2661{ 2581{
2582 char flagdesc[512];
2662 char info2[256 * 3]; 2583 char info2[256 * 4];
2663 char *p = info; 2584 char *p = info;
2664 2585
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2586 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2666 count, 2587 count,
2588 uuid.c_str (),
2667 &name, 2589 &name,
2668 title ? " " : "", 2590 title ? ",title:\"" : "",
2669 title ? (const char *)title : ""); 2591 title ? (const char *)title : "",
2592 title ? "\"" : "",
2593 flag_desc (flagdesc, 512), type);
2670 2594
2671 if (env) 2595 if (!flag[FLAG_REMOVED] && env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2596 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2597
2674 if (map) 2598 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2599 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2600
2677 return info; 2601 return info;
2678} 2602}
2679 2603
2680const char * 2604const char *
2681object::debug_desc () const 2605object::debug_desc () const
2682{ 2606{
2683 static char info[256 * 3]; 2607 static char info[3][256 * 4];
2608 static int info_idx;
2609
2684 return debug_desc (info); 2610 return debug_desc (info [++info_idx % 3]);
2685} 2611}
2686 2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619
2620//+GPL
2621
2622void
2623object::open_container (object *new_container)
2624{
2625 if (container == new_container)
2626 return;
2627
2628 object *old_container = container;
2629
2630 if (old_container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 // make sure the container is available
2643 esrv_send_item (this, old_container);
2644
2645 old_container->flag [FLAG_APPLIED] = false;
2646 container = 0;
2647
2648 // client needs item update to make it work, client bug requires this to be separate
2649 esrv_update_item (UPD_FLAGS, this, old_container);
2650
2651 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2652 play_sound (sound_find ("chest_close"));
2653 }
2654
2655 if (new_container)
2656 {
2657 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2658 return;
2659
2660 // TODO: this does not seem to serve any purpose anymore?
2661#if 0
2662 // insert the "Close Container" object.
2663 if (archetype *closer = new_container->other_arch)
2664 {
2665 object *closer = new_container->other_arch->instance ();
2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2667 new_container->insert (closer);
2668 }
2669#endif
2670
2671 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2672
2673 // make sure the container is available, client bug requires this to be separate
2674 esrv_send_item (this, new_container);
2675
2676 new_container->flag [FLAG_APPLIED] = true;
2677 container = new_container;
2678
2679 // client needs flag change
2680 esrv_update_item (UPD_FLAGS, this, new_container);
2681 esrv_send_inventory (this, new_container);
2682 play_sound (sound_find ("chest_open"));
2683 }
2684// else if (!old_container->env && contr && contr->ns)
2685// contr->ns->floorbox_reset ();
2686}
2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2720object *
2721object::force_find (shstr_tmp name)
2722{
2723 /* cycle through his inventory to look for the MARK we want to
2724 * place
2725 */
2726 for (object *tmp = inv; tmp; tmp = tmp->below)
2727 if (tmp->type == FORCE && tmp->slaying == name)
2728 return splay (tmp);
2729
2730 return 0;
2731}
2732
2733void
2734object::force_set_timer (int duration)
2735{
2736 this->duration = 1;
2737 this->speed_left = -1.f;
2738
2739 this->set_speed (duration ? 1.f / duration : 0.f);
2740}
2741
2742object *
2743object::force_add (shstr_tmp name, int duration)
2744{
2745 if (object *force = force_find (name))
2746 force->destroy ();
2747
2748 object *force = archetype::get (FORCE_NAME);
2749
2750 force->slaying = name;
2751 force->force_set_timer (duration);
2752 force->flag [FLAG_APPLIED] = true;
2753
2754 return insert (force);
2755}
2756
2757void
2758object::play_sound (faceidx sound) const
2759{
2760 if (!sound)
2761 return;
2762
2763 if (is_on_map ())
2764 map->play_sound (sound, x, y);
2765 else if (object *pl = in_player ())
2766 pl->contr->play_sound (sound);
2767}
2768
2769void
2770object::say_msg (const char *msg) const
2771{
2772 if (is_on_map ())
2773 map->say_msg (msg, x, y);
2774 else if (object *pl = in_player ())
2775 pl->contr->play_sound (sound);
2776}
2777
2778void
2779object::make_noise ()
2780{
2781 // we do not model noise in the map, so instead put
2782 // a temporary light into the noise source
2783 // could use the map instead, but that's less reliable for our
2784 // goal, which is to make invisibility a bit harder to exploit
2785
2786 // currently only works sensibly for players
2787 if (!is_player ())
2788 return;
2789
2790 // find old force, or create new one
2791 object *force = force_find (shstr_noise_force);
2792
2793 if (force)
2794 force->speed_left = -1.f; // patch old speed up
2795 else
2796 {
2797 force = archetype::get (shstr_noise_force);
2798
2799 force->slaying = shstr_noise_force;
2800 force->stats.food = 1;
2801 force->speed_left = -1.f;
2802
2803 force->set_speed (1.f / 4.f);
2804 force->flag [FLAG_IS_USED_UP] = true;
2805 force->flag [FLAG_APPLIED] = true;
2806
2807 insert (force);
2808 }
2809}
2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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