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Comparing deliantra/server/common/object.C (file contents):
Revision 1.45 by root, Thu Sep 14 18:13:01 2006 UTC vs.
Revision 1.302 by root, Tue Nov 10 00:01:31 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36int nrofallocobjects = 0; 33#include <bitset>
37static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39 39
40object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
41 42
42short 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, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 50};
45short 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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47};
48int 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,
49 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
50}; 56};
51int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
52 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, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 62};
55 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
56static void 71static void
57write_uuid (void) 72write_uuid (uval64 skip, bool sync)
58{ 73{
59 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
60 75 CALL_ARG_SV (newSVval64 (skip));
61 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
62 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
63 78 CALL_END;
64 FILE *fp;
65
66 if (!(fp = fopen (filename2, "w")))
67 {
68 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69 return;
70 }
71
72 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73 fclose (fp);
74 rename (filename2, filename1);
75} 79}
76 80
77static void 81static void
78read_uuid (void) 82read_uuid (void)
79{ 83{
80 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
81 85
82 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
83 89
84 FILE *fp; 90 FILE *fp;
85 91
86 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
87 { 93 {
88 if (errno == ENOENT) 94 if (errno == ENOENT)
89 { 95 {
90 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
91 uuid.seq = 0; 97 UUID::cur.seq = 0;
92 write_uuid (); 98 write_uuid (UUID_GAP, true);
93 return; 99 return;
94 } 100 }
95 101
96 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97 _exit (1); 103 _exit (1);
98 } 104 }
99 105
100 int version; 106 char buf [UUID::MAX_LEN];
101 unsigned long long uid; 107 buf[0] = 0;
102 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
103 { 111 {
104 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
105 _exit (1); 113 _exit (1);
106 } 114 }
107 115
108 uuid.seq = uid;
109 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
111 fclose (fp); 119 fclose (fp);
112} 120}
113 121
114UUID 122UUID
115gen_uuid () 123UUID::gen ()
116{ 124{
117 UUID uid; 125 UUID uid;
118 126
119 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
120 128
121 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
122 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
123 135
124 return uid; 136 return uid;
125} 137}
126 138
127void 139void
128init_uuid () 140UUID::init ()
129{ 141{
130 read_uuid (); 142 read_uuid ();
131} 143}
132 144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
209
133/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
134static int 211static bool
135compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
136{ 213{
137 key_value *wants_field;
138
139 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* n-squared behaviour (see kv_get), but I'm hoping both
140 * objects with lists are rare, and lists stay short. If not, use a 215 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
142 */ 217 */
143 218
144 /* For each field in wants, */ 219 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
146 { 221 if (has->kv_get (kv->key) != kv->value)
147 key_value *has_field; 222 return false;
148
149 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key);
151
152 if (has_field == NULL)
153 {
154 /* No field with that name. */
155 return FALSE;
156 }
157
158 /* Found the matching field. */
159 if (has_field->value != wants_field->value)
160 {
161 /* Values don't match, so this half of the comparison is false. */
162 return FALSE;
163 }
164
165 /* If we get here, we found a match. Now for the next field in wants. */
166 }
167 223
168 /* If we get here, every field in wants has a matching field in has. */ 224 /* If we get here, every field in wants has a matching field in has. */
169 return TRUE; 225 return true;
170} 226}
171 227
172/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
173static int 229static bool
174compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
175{ 231{
176 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
177 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
178 */ 234 */
179 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
180} 237}
181 238
182/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
183 * they can be merged together. 240 * they can be merged together.
184 * 241 *
185 * Note that this function appears a lot longer than the macro it 242 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
188 * 245 *
189 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
190 * 247 *
191 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
192 * check weight 249 * check weight
193 */ 250 */
194
195bool object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
196{ 252{
197 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 254 if (ob1 == ob2
255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
199 return 0; 259 return 0;
200 260
201 if (ob1->speed != ob2->speed) 261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
202 return 0; 264 return 0;
203 265
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof).
207 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31)
209 return 0;
210
211 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
212 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
213 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
214 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
215 * flags lose any meaning. 270 * flags lose any meaning.
216 */ 271 */
217 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 274
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 277
223 278 if (ob1->arch->archname != ob2->arch->archname
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 279 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 282 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
239 (ob1->attacktype != ob2->attacktype) || 283 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
245 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 291 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 298 || ob1->move_off != ob2->move_off
299 || ob1->move_slow != ob2->move_slow
300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
254 return 0; 303 return 0;
255 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
256 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
257 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
258 */ 314 */
259 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
260 { 316 {
261 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0;
264
265 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 317 if (!(ob1->inv && ob2->inv))
267 return 0; 318 return 0; /* inventories differ in length */
319
320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
323 if (!object::can_merge (ob1->inv, ob2->inv))
324 return 0; /* inventory objects differ */
268 325
269 /* inventory ok - still need to check rest of this object to see 326 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 327 * if it is valid.
271 */ 328 */
272 } 329 }
280 337
281 /* Note sure why the following is the case - either the object has to 338 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster 339 * be animated or have a very low speed. Is this an attempted monster
283 * check? 340 * check?
284 */ 341 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 343 return 0;
287 344
288 switch (ob1->type) 345 switch (ob1->type)
289 { 346 {
290 case SCROLL: 347 case SCROLL:
291 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
292 return 0; 349 return 0;
293 break; 350 break;
294 } 351 }
295 352
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
297 { 354 {
298 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 360 return 0;
302 else if (!compare_ob_value_lists (ob1, ob2))
303 return 0;
304 } 361 }
305 362
306 //TODO: generate an event or call into perl for additional checks
307 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
308 { 364 {
309 ob1->optimise (); 365 ob1->optimise ();
310 ob2->optimise (); 366 ob2->optimise ();
311 367
312 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
313 return 0; 374 return 0;
375
376 if (k1 == 0)
377 return 1;
378
379 if (!cfperl_can_merge (ob1, ob2))
380 return 0;
381 }
314 } 382 }
315 383
316 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
317 return 1; 385 return 1;
318} 386}
319 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
320/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
321 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
322 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
323 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
324 */ 465 */
325long 466void
326sum_weight (object *op) 467object::update_weight ()
327{ 468{
328 long sum; 469 sint32 sum = 0;
329 object *inv;
330 470
331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
332 { 472 {
333 if (inv->inv) 473 if (op->inv)
334 sum_weight (inv); 474 op->update_weight ();
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
477 }
478
479 sum = weight_adjust_for (this, sum);
480
481 if (sum != carrying)
336 } 482 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 483 carrying = sum;
343 484
344 return sum; 485 if (object *pl = visible_to ())
345} 486 if (pl != this) // player is handled lazily
346 487 esrv_update_item (UPD_WEIGHT, pl, this);
347/**
348 * Return the outermost environment object for a given object.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array.
378 */
379
380void
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 { 488 }
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428} 489}
429 490
430/* 491/*
431 * Dumps an object. Returns output in the static global errmsg array. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
432 */ 493 */
433 494char *
434void
435dump_object (object *op) 495dump_object (object *op)
436{ 496{
437 if (op == NULL) 497 if (!op)
438 { 498 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 499
446void 500 object_freezer freezer;
447dump_all_objects (void) 501 op->write (freezer);
448{ 502 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 503}
457 504
458/* 505char *
459 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
460 * multi-object 1 which is closest to the second object.
461 * If it's not a multi-object, it is returned.
462 */
463
464object *
465get_nearest_part (object *op, const object *pl)
466{ 507{
467 object *tmp, *closest; 508 return dump_object (this);
468 int last_dist, i;
469
470 if (op->more == NULL)
471 return op;
472 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
473 if ((i = distance (tmp, pl)) < last_dist)
474 closest = tmp, last_dist = i;
475 return closest;
476} 509}
477 510
478/* 511/*
479 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
480 */ 514 */
481
482object * 515object *
483find_object (tag_t i) 516find_object (tag_t i)
484{ 517{
485 object *op; 518 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 519 if (op->count == i)
489 break;
490 return op; 520 return op;
521
522 return 0;
491} 523}
492 524
493/* 525/*
494 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
497 */ 529 */
498
499object * 530object *
500find_object_name (const char *str) 531find_object_name (const char *str)
501{ 532{
502 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
503 object *op;
504 534
505 for (op = object::first; op != NULL; op = op->next) 535 if (str_)
536 for_all_objects (op)
506 if (op->name == str_) 537 if (op->name == str_)
507 break; 538 return op;
508 539
509 return op; 540 return 0;
510}
511
512void
513free_all_object_data ()
514{
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516} 541}
517 542
518/* 543/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
521 */ 547 */
522void 548void
523object::set_owner (object *owner) 549object::set_owner (object *owner)
524{ 550{
551 // allow objects which own objects
525 if (!owner) 552 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 553 while (owner->owner)
536 owner = owner->owner; 554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return;
560 }
537 561
538 this->owner = owner; 562 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
539} 630}
540 631
541/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 633 * refcounts and freeing the links.
543 */ 634 */
544static void 635static void
545free_key_values (object *op) 636free_key_values (object *op)
546{ 637{
547 for (key_value *i = op->key_values; i != 0;) 638 for (key_value *i = op->key_values; i; )
548 { 639 {
549 key_value *next = i->next; 640 key_value *next = i->next;
550 delete i; 641 delete i;
551 642
552 i = next; 643 i = next;
553 } 644 }
554 645
555 op->key_values = 0; 646 op->key_values = 0;
556} 647}
557 648
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 649/*
610 * copy object first frees everything allocated by the second object, 650 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 653 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 654 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 655 * will point at garbage.
616 */ 656 */
617void 657void
618copy_object (object *op2, object *op) 658object::copy_to (object *dst)
619{ 659{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 660 dst->remove ();
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 661 *(object_copy *)dst = *this;
622 662 dst->flag [FLAG_REMOVED] = true;
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 663
633 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
634 if (op2->key_values) 665 if (key_values)
635 { 666 {
636 key_value *tail = 0; 667 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 668 dst->key_values = 0;
640 669
641 for (i = op2->key_values; i; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
642 { 671 {
643 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
644 673
645 new_link->next = 0; 674 new_link->next = 0;
646 new_link->key = i->key; 675 new_link->key = i->key;
647 new_link->value = i->value; 676 new_link->value = i->value;
648 677
649 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
650 if (!op->key_values) 679 if (!dst->key_values)
651 { 680 {
652 op->key_values = new_link; 681 dst->key_values = new_link;
653 tail = new_link; 682 tail = new_link;
654 } 683 }
655 else 684 else
656 { 685 {
657 tail->next = new_link; 686 tail->next = new_link;
658 tail = new_link; 687 tail = new_link;
659 } 688 }
660 } 689 }
661 } 690 }
662 691
663 update_ob_speed (op); 692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate ();
696}
697
698void
699object::instantiate ()
700{
701 if (!uuid.seq) // HACK
702 uuid = UUID::gen ();
703
704 speed_left = -0.1f;
705 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped.
710 */
711 for (int i = NUM_BODY_LOCATIONS; i--; )
712 slot[i].used = slot[i].info;
713
714 attachable::instantiate ();
715}
716
717object *
718object::clone ()
719{
720 object *neu = create ();
721 copy_to (neu);
722 neu->map = map; // not copied by copy_to
723 return neu;
664} 724}
665 725
666/* 726/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 727 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 728 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 729 * be called to update the face variable, _and_ how it looks on the map.
670 */ 730 */
671
672void 731void
673update_turn_face (object *op) 732update_turn_face (object *op)
674{ 733{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 735 return;
736
677 SET_ANIMATION (op, op->direction); 737 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 738 update_object (op, UP_OBJ_FACE);
679} 739}
680 740
681/* 741/*
682 * Updates the speed of an object. If the speed changes from 0 to another 742 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 743 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 744 * This function needs to be called whenever the speed of an object changes.
685 */ 745 */
686void 746void
687update_ob_speed (object *op) 747object::set_speed (float speed)
688{ 748{
689 extern int arch_init; 749 this->speed = speed;
690 750
691 /* No reason putting the archetypes objects on the speed list, 751 if (has_active_speed ())
692 * since they never really need to be updated. 752 activate ();
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
714 /* process_events() expects us to insert the object at the beginning
715 * of the list. */
716 op->active_next = active_objects;
717
718 if (op->active_next != NULL)
719 op->active_next->active_prev = op;
720
721 active_objects = op;
722 }
723 else 753 else
724 { 754 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 755}
748 756
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 757/*
781 * update_object() updates the array which represents the map. 758 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 759 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 760 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 761 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 762 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 763 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 764 * updating that window, though, since update_object() is called _often_)
788 * 765 *
789 * action is a hint of what the caller believes need to be done. 766 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 767 * current action are:
795 * UP_OBJ_INSERT: op was inserted 768 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 769 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 770 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 771 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 772 * UP_OBJ_FACE: only the objects face has changed.
800 */ 773 */
801
802void 774void
803update_object (object *op, int action) 775update_object (object *op, int action)
804{ 776{
805 int update_now = 0, flags; 777 if (!op)
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 { 778 {
810 /* this should never happen */ 779 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 780 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
812 return; 781 return;
813 } 782 }
814 783
815 if (op->env != NULL) 784 if (!op->is_on_map ())
816 { 785 {
817 /* Animation is currently handled by client, so nothing 786 /* Animation is currently handled by client, so nothing
818 * to do in this case. 787 * to do in this case.
819 */ 788 */
820 return; 789 return;
821 } 790 }
822 791
823 /* If the map is saving, don't do anything as everything is
824 * going to get freed anyways.
825 */
826 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return;
828
829 /* make sure the object is within map boundaries */ 792 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 793 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 794 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 795 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 796#ifdef MANY_CORES
834 abort (); 797 abort ();
835#endif 798#endif
836 return; 799 return;
837 } 800 }
838 801
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 802 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 803
804 if (!(m.flags_ & P_UPTODATE))
805 /* nop */;
846 if (action == UP_OBJ_INSERT) 806 else if (action == UP_OBJ_INSERT)
847 { 807 {
808#if 0
809 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 812 || (op->is_player () && !(m.flags_ & P_PLAYER))
853 813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 816 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 817 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 818 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 819 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 820 * have move_allow right now.
871 */ 821 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 822 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 823 m.invalidate ();
874 824#else
875 if ((move_slow | op->move_slow) != move_slow) 825 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
876 update_now = 1; 826 m.invalidate ();
827#endif
877 } 828 }
878 /* if the object is being removed, we can't make intelligent 829 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 830 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 831 * that is being removed.
881 */ 832 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 833 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 834 m.invalidate ();
884 else if (action == UP_OBJ_FACE) 835 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 836 /* Nothing to do for that case */ ;
886 else 837 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 838 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 839
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 840 if (op->more)
896 update_object (op->more, action); 841 update_object (op->more, action);
897} 842}
898 843
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object () 844object::object ()
924{ 845{
925 SET_FLAG (this, FLAG_REMOVED); 846 SET_FLAG (this, FLAG_REMOVED);
926 847
927 expmul = 1.0; 848 //expmul = 1.0; declared const for the time being
928 face = blank_face; 849 face = blank_face;
929} 850}
930 851
931object::~object () 852object::~object ()
932{ 853{
854 unlink ();
855
933 free_key_values (this); 856 free_key_values (this);
934} 857}
935 858
859static int object_count;
860
936void object::link () 861void object::link ()
937{ 862{
863 assert (!index);//D
864 uuid = UUID::gen ();
938 count = ++ob_count; 865 count = ++object_count;
939 uuid = gen_uuid ();
940 866
941 prev = 0; 867 refcnt_inc ();
942 next = object::first; 868 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 869}
949 870
950void object::unlink () 871void object::unlink ()
951{ 872{
952 //count = 0;//D 873 if (!index)
953 if (!prev && !next) return;//D 874 return;
954 875
955 if (this == object::first) 876 objects.erase (this);
956 object::first = next; 877 refcnt_dec ();
878}
957 879
958 /* Remove this object from the list of used objects */ 880void
959 if (prev) prev->next = next; 881object::activate ()
960 if (next) next->prev = prev; 882{
883 /* If already on active list, don't do anything */
884 if (active)
885 return;
961 886
962 prev = 0; 887 if (has_active_speed ())
963 next = 0; 888 {
889 if (flag [FLAG_FREED])
890 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
891
892 actives.insert (this);
893 }
894}
895
896void
897object::activate_recursive ()
898{
899 activate ();
900
901 for (object *op = inv; op; op = op->below)
902 op->activate_recursive ();
903}
904
905/* This function removes object 'op' from the list of active
906 * objects.
907 * This should only be used for style maps or other such
908 * reference maps where you don't want an object that isn't
909 * in play chewing up cpu time getting processed.
910 * The reverse of this is to call update_ob_speed, which
911 * will do the right thing based on the speed of the object.
912 */
913void
914object::deactivate ()
915{
916 /* If not on the active list, nothing needs to be done */
917 if (!active)
918 return;
919
920 actives.erase (this);
921}
922
923void
924object::deactivate_recursive ()
925{
926 for (object *op = inv; op; op = op->below)
927 op->deactivate_recursive ();
928
929 deactivate ();
930}
931
932void
933object::set_flag_inv (int flag, int value)
934{
935 for (object *op = inv; op; op = op->below)
936 {
937 op->flag [flag] = value;
938 op->set_flag_inv (flag, value);
939 }
940}
941
942/*
943 * Remove and free all objects in the inventory of the given object.
944 * object.c ?
945 */
946void
947object::destroy_inv (bool drop_to_ground)
948{
949 // need to check first, because the checks below might segfault
950 // as we might be on an invalid mapspace and crossfire code
951 // is too buggy to ensure that the inventory is empty.
952 // corollary: if you create arrows etc. with stuff in its inventory,
953 // cf will crash below with off-map x and y
954 if (!inv)
955 return;
956
957 /* Only if the space blocks everything do we not process -
958 * if some form of movement is allowed, let objects
959 * drop on that space.
960 */
961 if (!drop_to_ground
962 || !map
963 || map->in_memory != MAP_ACTIVE
964 || map->no_drop
965 || ms ().move_block == MOVE_ALL)
966 {
967 while (inv)
968 inv->destroy ();
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 while (inv)
973 {
974 object *op = inv;
975
976 if (op->flag [FLAG_STARTEQUIP]
977 || op->flag [FLAG_NO_DROP]
978 || op->type == RUNE
979 || op->type == TRAP
980 || op->flag [FLAG_IS_A_TEMPLATE]
981 || op->flag [FLAG_DESTROY_ON_DEATH])
982 op->destroy ();
983 else
984 map->insert (op, x, y);
985 }
986 }
964} 987}
965 988
966object *object::create () 989object *object::create ()
967{ 990{
968 object *op = new object; 991 object *op = new object;
969 op->link (); 992 op->link ();
970 return op; 993 return op;
971} 994}
972 995
973/* 996static struct freed_map : maptile
974 * free_object() frees everything allocated by an object, removes
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 997{
985 if (QUERY_FLAG (this, FLAG_FREED)) 998 freed_map ()
999 {
1000 path = "<freed objects map>";
1001 name = "/internal/freed_objects_map";
1002 width = 3;
1003 height = 3;
1004 no_drop = 1;
1005 no_reset = 1;
1006
1007 alloc ();
1008 in_memory = MAP_ACTIVE;
1009 }
1010
1011 ~freed_map ()
1012 {
1013 destroy ();
1014 }
1015} freed_map; // freed objects are moved here to avoid crashes
1016
1017void
1018object::do_destroy ()
1019{
1020 if (flag [FLAG_IS_LINKED])
1021 remove_link ();
1022
1023 if (flag [FLAG_FRIENDLY])
1024 remove_friendly_object (this);
1025
1026 remove ();
1027
1028 attachable::do_destroy ();
1029
1030 deactivate ();
1031 unlink ();
1032
1033 flag [FLAG_FREED] = 1;
1034
1035 // hack to ensure that freed objects still have a valid map
1036 map = &freed_map;
1037 x = 1;
1038 y = 1;
1039
1040 if (more)
1041 {
1042 more->destroy ();
1043 more = 0;
1044 }
1045
1046 head = 0;
1047
1048 // clear those pointers that likely might cause circular references
1049 owner = 0;
1050 enemy = 0;
1051 attacked_by = 0;
1052 current_weapon = 0;
1053}
1054
1055void
1056object::destroy ()
1057{
1058 if (destroyed ())
986 return; 1059 return;
987 1060
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1061 if (!is_head () && !head->destroyed ())
989 remove_friendly_object (this);
990
991 if (!QUERY_FLAG (this, FLAG_REMOVED))
992 remove_ob (this);
993
994 SET_FLAG (this, FLAG_FREED);
995
996 if (more)
997 {
998 more->free (free_inventory);
999 more = 0;
1000 } 1062 {
1001 1063 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1002 if (inv) 1064 head->destroy ();
1065 return;
1003 { 1066 }
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011 1067
1012 while (op) 1068 destroy_inv (false);
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022 1069
1023 while (op) 1070 if (is_head ())
1024 { 1071 if (sound_destroy)
1025 object *tmp = op->below; 1072 play_sound (sound_destroy);
1073 else if (flag [FLAG_MONSTER])
1074 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1026 1075
1027 remove_ob (op); 1076 attachable::destroy ();
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 }
1043
1044 // clear those pointers that likely might have circular references to us
1045 owner = 0;
1046 enemy = 0;
1047 attacked_by = 0;
1048
1049 /* Remove object from the active list */
1050 speed = 0;
1051 update_ob_speed (this);
1052
1053 unlink ();
1054
1055 mortals.push_back (this);
1056} 1077}
1057 1078
1058/* 1079/* op->remove ():
1059 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)).
1061 */
1062
1063void
1064sub_weight (object *op, signed long weight)
1065{
1066 while (op != NULL)
1067 {
1068 if (op->type == CONTAINER)
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070
1071 op->carrying -= weight;
1072 op = op->env;
1073 }
1074}
1075
1076/* remove_ob(op):
1077 * This function removes the object op from the linked list of objects 1080 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 1081 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 1082 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 1083 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 1084 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 1085 */
1084
1085void 1086void
1086remove_ob (object *op) 1087object::do_remove ()
1087{ 1088{
1088 object *tmp, *last = 0; 1089 if (flag [FLAG_REMOVED])
1089 object *otmp;
1090
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED))
1098 return; 1090 return;
1099 1091
1100 SET_FLAG (op, FLAG_REMOVED); 1092 INVOKE_OBJECT (REMOVE, this);
1101 1093
1102 if (op->more != NULL) 1094 flag [FLAG_REMOVED] = true;
1103 remove_ob (op->more); 1095
1096 if (more)
1097 more->remove ();
1104 1098
1105 /* 1099 /*
1106 * In this case, the object to be removed is in someones 1100 * In this case, the object to be removed is in someones
1107 * inventory. 1101 * inventory.
1108 */ 1102 */
1109 if (op->env != NULL) 1103 if (env)
1110 { 1104 {
1111 if (op->nrof) 1105 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1112 sub_weight (op->env, op->weight * op->nrof); 1106 if (object *pl = visible_to ())
1113 else 1107 esrv_del_item (pl->contr, count);
1114 sub_weight (op->env, op->weight + op->carrying); 1108 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1109
1110 adjust_weight (env, -total_weight ());
1111
1112 object *pl = in_player ();
1113
1114 /* we set up values so that it could be inserted into
1115 * the map, but we don't actually do that - it is up
1116 * to the caller to decide what we want to do.
1117 */
1118 map = env->map;
1119 x = env->x;
1120 y = env->y;
1121
1122 // make sure cmov optimisation is applicable
1123 *(above ? &above->below : &env->inv) = below;
1124 *(below ? &below->above : &above ) = above; // &above is just a dummy
1125
1126 above = 0;
1127 below = 0;
1128 env = 0;
1115 1129
1116 /* NO_FIX_PLAYER is set when a great many changes are being 1130 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 1131 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 1132 * to save cpu time.
1119 */ 1133 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1134 if (pl)
1121 fix_player (otmp); 1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 {
1137 pl->update_stats ();
1122 1138
1123 if (op->above != NULL) 1139 if (glow_radius && pl->is_on_map ())
1124 op->above->below = op->below; 1140 update_all_los (pl->map, pl->x, pl->y);
1125 else 1141 }
1126 op->env->inv = op->below;
1127
1128 if (op->below != NULL)
1129 op->below->above = op->above;
1130
1131 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do.
1134 */
1135 op->x = op->env->x, op->y = op->env->y;
1136 op->map = op->env->map;
1137 op->above = NULL, op->below = NULL;
1138 op->env = NULL;
1139 } 1142 }
1140 else if (op->map) 1143 else if (map)
1141 { 1144 {
1142 x = op->x; 1145 map->dirty = true;
1143 y = op->y; 1146 mapspace &ms = this->ms ();
1144 m = get_map_from_coord (op->map, &x, &y);
1145 1147
1146 if (!m) 1148 if (object *pl = ms.player ())
1147 { 1149 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1150 if (is_player ())
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */ 1151 {
1154 abort (); 1152 if (!flag [FLAG_WIZPASS])
1153 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1154
1155 // leaving a spot always closes any open container on the ground
1156 if (container && !container->env)
1157 // this causes spurious floorbox updates, but it ensures
1158 // that the CLOSE event is being sent.
1159 close_container ();
1160
1161 --map->players;
1162 map->touch ();
1163 }
1164 else if (pl->container_ () == this)
1165 {
1166 // removing a container should close it
1167 close_container ();
1168 }
1169
1170 esrv_del_item (pl->contr, count);
1155 } 1171 }
1156 1172
1157 if (op->map != m)
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */
1164
1165 /* link the object above us */ 1173 /* link the object above us */
1166 if (op->above) 1174 // re-link, make sure compiler can easily use cmove
1167 op->above->below = op->below; 1175 *(above ? &above->below : &ms.top) = below;
1168 else 1176 *(below ? &below->above : &ms.bot) = above;
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1170 1177
1171 /* Relink the object below us, if there is one */ 1178 above = 0;
1172 if (op->below) 1179 below = 0;
1173 op->below->above = op->above; 1180
1174 else 1181 ms.invalidate ();
1182
1183 if (map->in_memory == MAP_SAVING)
1184 return;
1185
1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1187
1188 if (object *pl = ms.player ())
1175 { 1189 {
1176 /* Nothing below, which means we need to relink map object for this space 1190 if (pl->container_ () == this)
1177 * use translated coordinates in case some oddness with map tiling is 1191 /* If a container that the player is currently using somehow gets
1178 * evident 1192 * removed (most likely destroyed), update the player view
1193 * appropriately.
1179 */ 1194 */
1180 if (GET_MAP_OB (m, x, y) != op) 1195 pl->close_container ();
1181 {
1182 dump_object (op);
1183 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1185 dump_object (GET_MAP_OB (m, x, y));
1186 LOG (llevError, "%s\n", errmsg);
1187 }
1188 1196
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1190 } 1202 }
1191 1203
1192 op->above = 0; 1204 if (check_walk_off)
1193 op->below = 0; 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1194
1195 if (op->map->in_memory == MAP_SAVING)
1196 return;
1197
1198 tag = op->count;
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1202 { 1206 {
1207 above = tmp->above;
1208
1203 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1204 * being removed. 1210 * being removed.
1205 */
1206
1207 if (tmp->type == PLAYER && tmp != op)
1208 {
1209 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1212 */ 1211 */
1213 if (tmp->container == op)
1214 {
1215 CLEAR_FLAG (op, FLAG_APPLIED);
1216 tmp->container = NULL;
1217 }
1218 1212
1219 tmp->contr->socket.update_look = 1; 1213 /* See if object moving off should effect something */
1214 if ((move_type & tmp->move_off)
1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1216 move_apply (tmp, this, 0);
1220 } 1217 }
1221 1218
1222 /* See if player moving off should effect something */ 1219 if (affects_los ())
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 {
1225 move_apply (tmp, op, NULL);
1226
1227 if (was_destroyed (op, tag))
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1230 }
1231 }
1232
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234
1235 if (tmp->above == tmp)
1236 tmp->above = NULL;
1237
1238 last = tmp;
1239 }
1240
1241 /* last == NULL of there are no objects on this space */
1242 if (last == NULL)
1243 {
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else
1253 update_object (last, UP_OBJ_REMOVE);
1254
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1256 update_all_los (op->map, op->x, op->y); 1220 update_all_los (map, x, y);
1257 } 1221 }
1258} 1222}
1259 1223
1260/* 1224/*
1261 * merge_ob(op,top): 1225 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1270{ 1234{
1271 if (!op->nrof) 1235 if (!op->nrof)
1272 return 0; 1236 return 0;
1273 1237
1274 if (top == NULL) 1238 if (!top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1239 for (top = op; top && top->above; top = top->above)
1240 ;
1276 1241
1277 for (; top != NULL; top = top->below) 1242 for (; top; top = top->below)
1278 { 1243 if (object::can_merge (op, top))
1279 if (top == op)
1280 continue;
1281 if (CAN_MERGE (op, top))
1282 { 1244 {
1283 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1284 1246
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1286 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1287 remove_ob (op); 1249
1288 free_object (op); 1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1253 op->destroy ();
1254
1289 return top; 1255 return top;
1290 } 1256 }
1291 }
1292 1257
1293 return 0; 1258 return 0;
1294} 1259}
1295 1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = arch_to_object (at);
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282}
1283
1296/* 1284/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1298 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1299 */ 1287 */
1300object * 1288object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1290{
1303 object *tmp; 1291 op->remove ();
1304 1292
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1294 {
1310 tmp->x = x + tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1311 tmp->y = y + tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1312 } 1297 }
1313 1298
1314 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1315} 1300}
1316 1301
1332 * Return value: 1317 * Return value:
1333 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1319 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1320 * just 'op' otherwise
1336 */ 1321 */
1337
1338object * 1322object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1324{
1341 object *tmp, *top, *floor = NULL; 1325 op->remove ();
1342 sint16 x, y;
1343 1326
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1327 if (m == &freed_map)//D TODO: remove soon
1345 { 1328 {//D
1346 LOG (llevError, "Trying to insert freed object!\n"); 1329 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1347 return NULL;
1348 } 1330 }//D
1349
1350 if (m == NULL)
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1354 return op;
1355 }
1356
1357 if (out_of_map (m, op->x, op->y))
1358 {
1359 dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1361#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted.
1365 */
1366 abort ();
1367#endif
1368 return op;
1369 }
1370
1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1373 dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375 return op;
1376 }
1377
1378 if (op->more != NULL)
1379 {
1380 /* The part may be on a different map. */
1381
1382 object *more = op->more;
1383
1384 /* We really need the caller to normalize coordinates - if
1385 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it.
1388 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map)
1392 {
1393 /* For backwards compatibility - when not dealing with tiled maps,
1394 * more->map should always point to the parent.
1395 */
1396 more->map = m;
1397 }
1398
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 {
1401 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403
1404 return NULL;
1405 }
1406 }
1407
1408 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1331
1410 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1411 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1412 * need extra work 1334 * need extra work
1413 */ 1335 */
1414 op->map = get_map_from_coord (m, &op->x, &op->y); 1336 maptile *newmap = m;
1415 x = op->x; 1337 if (!xy_normalise (newmap, op->x, op->y))
1416 y = op->y; 1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1340 return 0;
1341 }
1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1350
1351 mapspace &ms = op->ms ();
1417 1352
1418 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1419 */ 1354 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1357 if (object::can_merge (op, tmp))
1423 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1424 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1363 tmp->destroy ();
1426 free_object (tmp);
1427 } 1364 }
1428 1365
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1368
1438 { 1375 {
1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1440 abort (); 1377 abort ();
1441 } 1378 }
1442 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1443 op->above = originator; 1387 op->above = originator;
1444 op->below = originator->below; 1388 op->below = originator->below;
1445
1446 if (op->below)
1447 op->below->above = op;
1448 else
1449 SET_MAP_OB (op->map, op->x, op->y, op);
1450
1451 /* since *below* originator, no need to update top */
1452 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1453 } 1392 }
1454 else 1393 else
1455 { 1394 {
1395 object *floor = 0;
1396 object *top = ms.top;
1397
1456 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1399 if (top)
1458 { 1400 {
1459 object *last = NULL;
1460
1461 /* 1401 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1465 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1468 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1472 */ 1412 */
1473 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1474 while (top != NULL)
1475 { 1414 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1416 floor = tmp;
1478 1417
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1480 { 1419 {
1481 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1482 top = top->below; 1421 top = tmp->below;
1483 break; 1422 break;
1484 } 1423 }
1485 1424
1486 last = top;
1487 top = top->above; 1425 top = tmp;
1488 } 1426 }
1489
1490 /* Don't want top to be NULL, so set it to the last valid object */
1491 top = last;
1492 1427
1493 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1494 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1495 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1496 */ 1431 */
1497 1432
1498 /* Have object 'fall below' other objects that block view. 1433 /* Have object 'fall below' other objects that block view.
1499 * Unless those objects are exits, type 66 1434 * Unless those objects are exits.
1500 * If INS_ON_TOP is used, don't do this processing 1435 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1436 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1437 * stacking is a bit odd.
1503 */ 1438 */
1504 if (!(flag & INS_ON_TOP) && 1439 if (!(flag & INS_ON_TOP)
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1506 { 1442 {
1443 object *last;
1444
1507 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1447 break;
1448
1510 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1511 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1512 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1513 * set top to the object below us. 1452 * set top to the object below us.
1514 */ 1453 */
1515 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1516 top = last->below; 1455 top = last->below;
1517 } 1456 }
1518 } /* If objects on this space */ 1457 } /* If objects on this space */
1519 1458
1520 if (flag & INS_MAP_LOAD)
1521 top = GET_MAP_TOP (op->map, op->x, op->y);
1522
1523 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor; 1460 top = floor;
1525 1461
1526 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1527 */
1528
1529 /* First object on this space */
1530 if (!top) 1463 if (!top)
1531 { 1464 {
1532 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533
1534 if (op->above)
1535 op->above->below = op;
1536
1537 op->below = NULL; 1465 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1466 op->above = ms.bot;
1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1539 } 1470 }
1540 else 1471 else
1541 { /* get inserted into the stack above top */ 1472 {
1542 op->above = top->above; 1473 op->above = top->above;
1543
1544 if (op->above)
1545 op->above->below = op; 1474 top->above = op;
1546 1475
1547 op->below = top; 1476 op->below = top;
1548 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1549 } 1478 }
1479 }
1550 1480
1551 if (op->above == NULL) 1481 if (op->is_player ())
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1482 {
1553 } /* else not INS_BELOW_ORIGINATOR */
1554
1555 if (op->type == PLAYER)
1556 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1484 ++op->map->players;
1485 op->map->touch ();
1486 }
1557 1487
1558 /* If we have a floor, we know the player, if any, will be above 1488 op->map->dirty = true;
1559 * it, so save a few ticks and start from there. 1489
1560 */ 1490 if (object *pl = ms.player ())
1561 if (!(flag & INS_MAP_LOAD)) 1491 //TODO: the floorbox prev/next might need updating
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 //esrv_send_item (pl, op);
1563 if (tmp->type == PLAYER) 1493 //TODO: update floorbox to preserve ordering
1564 tmp->contr->socket.update_look = 1; 1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1565 1496
1566 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1504 * of effect may be sufficient.
1574 */ 1505 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1576 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1577 1511
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1580 1514
1515 INVOKE_OBJECT (INSERT, op);
1516
1581 /* Don't know if moving this to the end will break anything. However, 1517 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1518 * we want to have floorbox_update called before calling this.
1583 * 1519 *
1584 * check_move_on() must be after this because code called from 1520 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1521 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1523 * update_object().
1588 */ 1524 */
1589 1525
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1592 { 1528 {
1593 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator))
1594 return NULL; 1530 return 0;
1595 1531
1596 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1533 * walk on's.
1598 */ 1534 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1601 return NULL; 1537 return 0;
1602 } 1538 }
1603 1539
1604 return op; 1540 return op;
1605} 1541}
1606 1542
1607/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1610 */ 1546 */
1611void 1547void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1613{ 1549{
1614 object *
1615 tmp;
1616 object *
1617 tmp1;
1618
1619 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1620 1551
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1624 { 1554 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1555
1630 tmp1 = arch_to_object (find_archetype (arch_string)); 1556 object *tmp = arch_to_object (archetype::find (archname));
1631 1557
1632 tmp1->x = op->x; 1558 tmp->x = op->x;
1633 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1635} 1562}
1636
1637/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array.
1643 */
1644 1563
1645object * 1564object *
1646get_split_ob (object *orig_ob, uint32 nr) 1565object::insert_at (object *where, object *originator, int flags)
1647{ 1566{
1648 object * 1567 if (where->env)
1649 newob; 1568 return where->env->insert (this);
1650 int 1569 else
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1652
1653 if (orig_ob->nrof < nr)
1654 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL;
1657 }
1658
1659 newob = object_create_clone (orig_ob);
1660
1661 if ((orig_ob->nrof -= nr) < 1)
1662 {
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed)
1668 {
1669 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1672 {
1673 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1674 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1675 return NULL;
1676 }
1677 }
1678
1679 newob->nrof = nr;
1680
1681 return newob;
1682} 1571}
1683 1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator && originator->is_player ())
1587 originator->contr->failmsg (format (
1588 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 ));
1591
1592 return false;
1593}
1594
1684/* 1595/*
1685 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1686 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1687 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1688 * 1599 *
1689 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1690 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1691 1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 nrof -= nr;
1613 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 return true;
1619 }
1620 else
1621 {
1622 destroy ();
1623 return false;
1624 }
1625}
1626
1627/*
1628 * split(ob,nr) splits up ob into two parts. The part which
1629 * is returned contains nr objects, and the remaining parts contains
1630 * the rest (or is removed and returned if that number is 0).
1631 * On failure, NULL is returned.
1632 */
1692object * 1633object *
1693decrease_ob_nr (object *op, uint32 i) 1634object::split (sint32 nr)
1694{ 1635{
1695 object *tmp; 1636 int have = number_of ();
1696 player *pl;
1697 1637
1698 if (i == 0) /* objects with op->nrof require this check */ 1638 if (have < nr)
1699 return op; 1639 return 0;
1700 1640 else if (have == nr)
1701 if (i > op->nrof)
1702 i = op->nrof;
1703
1704 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i;
1706 else if (op->env != NULL)
1707 { 1641 {
1708 /* is this object in the players inventory, or sub container
1709 * therein?
1710 */
1711 tmp = is_player_inv (op->env);
1712 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player.
1717 */
1718 if (!tmp)
1719 {
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env)
1722 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 }
1728
1729 if (i < op->nrof)
1730 {
1731 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i;
1733 if (tmp)
1734 {
1735 esrv_send_item (tmp, op);
1736 }
1737 }
1738 else
1739 {
1740 remove_ob (op); 1642 remove ();
1741 op->nrof = 0; 1643 return this;
1742 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count);
1745 }
1746 }
1747 } 1644 }
1748 else 1645 else
1749 { 1646 {
1750 object *above = op->above; 1647 decrease (nr);
1751 1648
1752 if (i < op->nrof) 1649 object *op = deep_clone ();
1753 op->nrof -= i; 1650 op->nrof = nr;
1754 else
1755 {
1756 remove_ob (op);
1757 op->nrof = 0;
1758 }
1759
1760 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above)
1762 if (tmp->type == PLAYER)
1763 {
1764 if (op->nrof)
1765 esrv_send_item (tmp, op);
1766 else
1767 esrv_del_item (tmp->contr, op->count);
1768 }
1769 }
1770
1771 if (op->nrof)
1772 return op; 1651 return op;
1773 else
1774 { 1652 }
1775 free_object (op); 1653}
1654
1655object *
1656insert_ob_in_ob (object *op, object *where)
1657{
1658 if (!where)
1659 {
1660 char *dump = dump_object (op);
1661 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1662 free (dump);
1776 return NULL; 1663 return op;
1777 }
1778}
1779
1780/*
1781 * add_weight(object, weight) adds the specified weight to an object,
1782 * and also updates how much the environment(s) is/are carrying.
1783 */
1784
1785void
1786add_weight (object *op, signed long weight)
1787{
1788 while (op != NULL)
1789 { 1664 }
1790 if (op->type == CONTAINER)
1791 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1792 1665
1793 op->carrying += weight; 1666 if (where->head_ () != where)
1794 op = op->env;
1795 } 1667 {
1796} 1668 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1669 where = where->head;
1670 }
1797 1671
1672 return where->insert (op);
1673}
1674
1798/* 1675/*
1799 * insert_ob_in_ob(op,environment): 1676 * env->insert (op)
1800 * This function inserts the object op in the linked list 1677 * This function inserts the object op in the linked list
1801 * inside the object environment. 1678 * inside the object environment.
1802 * 1679 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1680 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1681 * be != op, if items are merged. -Tero
1810 */ 1682 */
1811
1812object * 1683object *
1813insert_ob_in_ob (object *op, object *where) 1684object::insert (object *op)
1814{ 1685{
1815 object *
1816 tmp, *
1817 otmp;
1818
1819 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838
1839 if (op->more) 1686 if (op->more)
1840 { 1687 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1688 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1689 return op;
1843 } 1690 }
1844 1691
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1692 op->remove ();
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1693
1694 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1695
1847 if (op->nrof) 1696 if (op->nrof)
1848 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1697 for (object *tmp = inv; tmp; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1698 if (object::can_merge (tmp, op))
1851 { 1699 {
1852 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1701 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1703
1856 * tmp->nrof, we need to increase the weight. 1704 if (object *pl = tmp->visible_to ())
1857 */ 1705 esrv_update_item (UPD_NROF, pl, tmp);
1858 add_weight (where, op->weight * op->nrof); 1706
1859 SET_FLAG (op, FLAG_REMOVED); 1707 adjust_weight (this, op->total_weight ());
1860 free_object (op); /* free the inserted object */ 1708
1709 op->destroy ();
1861 op = tmp; 1710 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1711 goto inserted;
1863 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break;
1865 } 1712 }
1866 1713
1867 /* I assume combined objects have no inventory 1714 op->owner = 0; // it's his/hers now. period.
1868 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do
1871 * the linking below
1872 */
1873 add_weight (where, op->weight * op->nrof);
1874 }
1875 else
1876 add_weight (where, (op->weight + op->carrying));
1877
1878 otmp = is_player_inv (where);
1879 if (otmp && otmp->contr != NULL)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp);
1883 }
1884
1885 op->map = NULL; 1715 op->map = 0;
1886 op->env = where; 1716 op->x = 0;
1717 op->y = 0;
1718
1887 op->above = NULL; 1719 op->above = 0;
1888 op->below = NULL; 1720 op->below = inv;
1889 op->x = 0, op->y = 0; 1721 op->env = this;
1890 1722
1723 if (inv)
1724 inv->above = op;
1725
1726 inv = op;
1727
1728 op->flag [FLAG_REMOVED] = 0;
1729
1730 if (object *pl = op->visible_to ())
1731 esrv_send_item (pl, op);
1732
1733 adjust_weight (this, op->total_weight ());
1734
1735inserted:
1891 /* reset the light list and los of the players on the map */ 1736 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1737 if (op->glow_radius && is_on_map ())
1893 {
1894#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map))
1898 update_all_los (where->map, where->x, where->y);
1899 } 1738 {
1900 1739 update_stats ();
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1740 update_all_los (map, x, y);
1902 * It sure simplifies this function...
1903 */
1904 if (where->inv == NULL)
1905 where->inv = op;
1906 else
1907 { 1741 }
1908 op->below = where->inv; 1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1909 op->below->above = op; 1743 // if this is a player's inventory, update stats
1910 where->inv = op; 1744 update_stats ();
1911 } 1745
1746 INVOKE_OBJECT (INSERT, this);
1747
1912 return op; 1748 return op;
1913} 1749}
1914 1750
1915/* 1751/*
1916 * Checks if any objects has a move_type that matches objects 1752 * Checks if any objects has a move_type that matches objects
1930 * 1766 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1767 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1768 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1769 * on top.
1934 */ 1770 */
1935
1936int 1771int
1937check_move_on (object *op, object *originator) 1772check_move_on (object *op, object *originator)
1938{ 1773{
1939 object *
1940 tmp;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y;
1947
1948 MoveType
1949 move_on,
1950 move_slow,
1951 move_block;
1952
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1775 return 0;
1955 1776
1956 tag = op->count; 1777 object *tmp;
1778 maptile *m = op->map;
1779 int x = op->x, y = op->y;
1957 1780
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 mapspace &ms = m->at (x, y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 ms.update ();
1784
1785 MoveType move_on = ms.move_on;
1786 MoveType move_slow = ms.move_slow;
1787 MoveType move_block = ms.move_block;
1961 1788
1962 /* if nothing on this space will slow op down or be applied, 1789 /* if nothing on this space will slow op down or be applied,
1963 * no need to do checking below. have to make sure move_type 1790 * no need to do checking below. have to make sure move_type
1964 * is set, as lots of objects don't have it set - we treat that 1791 * is set, as lots of objects don't have it set - we treat that
1965 * as walking. 1792 * as walking.
1976 return 0; 1803 return 0;
1977 1804
1978 /* The objects have to be checked from top to bottom. 1805 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1806 * Hence, we first go to the top:
1980 */ 1807 */
1981 1808 for (object *next, *tmp = ms.top; tmp; tmp = next)
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1983 {
1984 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them.
1987 */
1988 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1989 break;
1990 } 1809 {
1810 next = tmp->below;
1991 1811
1992 for (; tmp; tmp = tmp->below)
1993 {
1994 if (tmp == op) 1812 if (tmp == op)
1995 continue; /* Can't apply yourself */ 1813 continue; /* Can't apply yourself */
1996 1814
1997 /* Check to see if one of the movement types should be slowed down. 1815 /* Check to see if one of the movement types should be slowed down.
1998 * Second check makes sure that the movement types not being slowed 1816 * Second check makes sure that the movement types not being slowed
2003 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1821 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2004 { 1822 {
2005 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 { 1825 {
2008
2009 float
2010 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 float diff = tmp->move_slow_penalty * fabs (op->speed);
2011 1827
2012 if (op->type == PLAYER) 1828 if (op->is_player ())
2013 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2015 diff /= 4.0; 1831 diff /= 4.0;
2016 1832
2017 op->speed_left -= diff; 1833 op->speed_left -= diff;
2018 } 1834 }
2019 } 1835 }
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1840 {
2025 move_apply (tmp, op, originator); 1841 move_apply (tmp, op, originator);
2026 1842
2027 if (was_destroyed (op, tag)) 1843 if (op->destroyed ())
2028 return 1; 1844 return 1;
2029 1845
2030 /* what the person/creature stepped onto has moved the object 1846 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1847 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1848 * have a feeling strange problems would result.
2042/* 1858/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
2046 */ 1862 */
2047
2048object * 1863object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1865{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
2055 { 1867 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1869 return NULL;
2058 } 1870 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871
2060 if (tmp->arch == at) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1873 if (tmp->arch->archname == at->archname)
2061 return tmp; 1874 return tmp;
1875
2062 return NULL; 1876 return NULL;
2063} 1877}
2064 1878
2065/* 1879/*
2066 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2069 */ 1883 */
2070
2071object * 1884object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1885present (unsigned char type, maptile *m, int x, int y)
2073{ 1886{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1887 if (out_of_map (m, x, y))
2078 { 1888 {
2079 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1890 return NULL;
2081 } 1891 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1894 if (tmp->type == type)
2084 return tmp; 1895 return tmp;
1896
2085 return NULL; 1897 return NULL;
2086} 1898}
2087 1899
2088/* 1900/*
2089 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
2092 */ 1904 */
2093
2094object * 1905object *
2095present_in_ob (unsigned char type, const object *op) 1906present_in_ob (unsigned char type, const object *op)
2096{ 1907{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1909 if (tmp->type == type)
2102 return tmp; 1910 return tmp;
1911
2103 return NULL; 1912 return NULL;
2104} 1913}
2105 1914
2106/* 1915/*
2107 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1924 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1925 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1926 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1927 * to be unique.
2119 */ 1928 */
2120
2121object * 1929object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1930present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1931{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1934 return tmp;
2131 } 1935
2132 return NULL; 1936 return 0;
2133} 1937}
2134 1938
2135/* 1939/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
2139 */ 1943 */
2140
2141object * 1944object *
2142present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
2143{ 1946{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2148 if (tmp->arch == at) 1948 if (tmp->arch->archname == at->archname)
2149 return tmp; 1949 return tmp;
1950
2150 return NULL; 1951 return NULL;
2151} 1952}
2152 1953
2153/* 1954/*
2154 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
2155 */ 1956 */
2156void 1957void
2157flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
2158{ 1959{
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2164 { 1961 {
2165 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
2167 } 1964 }
2168} /* 1965}
1966
1967/*
2169 * desactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
2170 */ 1969 */
2171void 1970void
2172unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
2173{ 1972{
2174 object *
2175 tmp;
2176
2177 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2179 { 1974 {
2180 CLEAR_FLAG (tmp, flag); 1975 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1976 unflag_inv (tmp, flag);
2182 } 1977 }
2183}
2184
2185/*
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function.
2190 */
2191
2192void
2193set_cheat (object *op)
2194{
2195 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ);
2197} 1978}
2198 1979
2199/* 1980/*
2200 * find_free_spot(object, map, x, y, start, stop) will search for 1981 * find_free_spot(object, map, x, y, start, stop) will search for
2201 * a spot at the given map and coordinates which will be able to contain 1982 * a spot at the given map and coordinates which will be able to contain
2203 * to search (see the freearr_x/y[] definition). 1984 * to search (see the freearr_x/y[] definition).
2204 * It returns a random choice among the alternatives found. 1985 * It returns a random choice among the alternatives found.
2205 * start and stop are where to start relative to the free_arr array (1,9 1986 * start and stop are where to start relative to the free_arr array (1,9
2206 * does all 4 immediate directions). This returns the index into the 1987 * does all 4 immediate directions). This returns the index into the
2207 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1988 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2208 * Note - this only checks to see if there is space for the head of the
2209 * object - if it is a multispace object, this should be called for all
2210 * pieces.
2211 * Note2: This function does correctly handle tiled maps, but does not 1989 * Note: This function does correctly handle tiled maps, but does not
2212 * inform the caller. However, insert_ob_in_map will update as 1990 * inform the caller. However, insert_ob_in_map will update as
2213 * necessary, so the caller shouldn't need to do any special work. 1991 * necessary, so the caller shouldn't need to do any special work.
2214 * Note - updated to take an object instead of archetype - this is necessary 1992 * Note - updated to take an object instead of archetype - this is necessary
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 1993 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 1994 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 1995 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 1996 * customized, changed states, etc.
2219 */ 1997 */
2220
2221int 1998int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1999find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 2000{
2224 int
2225 i,
2226 index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 2001 int altern[SIZEOFFREE];
2002 int index = 0, flag;
2229 2003
2230 for (i = start; i < stop; i++) 2004 for (int i = start; i < stop; i++)
2231 { 2005 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2006 mapxy pos (m, x, y); pos.move (i);
2233 if (!flag) 2007
2008 if (!pos.normalise ())
2009 continue;
2010
2011 mapspace &ms = *pos;
2012
2013 if (ms.flags () & P_IS_ALIVE)
2014 continue;
2015
2016 /* However, often
2017 * ob doesn't have any move type (when used to place exits)
2018 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2019 */
2020 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2021 {
2234 altern[index++] = i; 2022 altern [index++] = i;
2023 continue;
2024 }
2235 2025
2236 /* Basically, if we find a wall on a space, we cut down the search size. 2026 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 2027 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 2028 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 2029 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 2030 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 2031 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 2032 * won't look 2 spaces south of the target space.
2243 */ 2033 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2034 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2035 {
2245 stop = maxfree[i]; 2036 stop = maxfree[i];
2037 continue;
2038 }
2039
2040 /* Note it is intentional that we check ob - the movement type of the
2041 * head of the object should correspond for the entire object.
2042 */
2043 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2044 continue;
2045
2046 if (ob->blocked (pos.m, pos.x, pos.y))
2047 continue;
2048
2049 altern [index++] = i;
2246 } 2050 }
2051
2247 if (!index) 2052 if (!index)
2248 return -1; 2053 return -1;
2054
2249 return altern[RANDOM () % index]; 2055 return altern [rndm (index)];
2250} 2056}
2251 2057
2252/* 2058/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2059 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2060 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2061 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2062 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2063 */
2258
2259int 2064int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2065find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2066{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2067 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2068 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2069 return i;
2269 } 2070
2270 return -1; 2071 return -1;
2271} 2072}
2272 2073
2273/* 2074/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2075 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2076 * arr[begin..end-1].
2077 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2078 */
2277static void 2079static void
2278permute (int *arr, int begin, int end) 2080permute (int *arr, int begin, int end)
2279{ 2081{
2280 int 2082 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2083 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2084
2291 tmp = arr[i]; 2085 while (--end)
2292 arr[i] = arr[j]; 2086 swap (arr [end], arr [rndm (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2087}
2296 2088
2297/* new function to make monster searching more efficient, and effective! 2089/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2090 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2091 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2094 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2095 */
2304void 2096void
2305get_search_arr (int *search_arr) 2097get_search_arr (int *search_arr)
2306{ 2098{
2307 int 2099 int i;
2308 i;
2309 2100
2310 for (i = 0; i < SIZEOFFREE; i++) 2101 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2102 search_arr[i] = i;
2313 }
2314 2103
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2104 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2105 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2106 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2107}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2116 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2117 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2118 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2119 * there is capable of.
2331 */ 2120 */
2332
2333int 2121int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2122find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2123{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2124 int max = SIZEOFFREE, mflags;
2339
2340 sint16 nx, ny;
2341 object *
2342 tmp;
2343 mapstruct *
2344 mp;
2345
2346 MoveType blocked, move_type; 2125 MoveType move_type;
2347 2126
2348 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2349 { 2128 {
2350 exclude = exclude->head; 2129 exclude = exclude->head;
2351 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2352 } 2131 }
2353 else 2132 else
2354 { 2133 {
2355 /* If we don't have anything, presume it can use all movement types. */ 2134 /* If we don't have anything, presume it can use all movement types. */
2356 move_type = MOVE_ALL; 2135 move_type = MOVE_ALL;
2357 } 2136 }
2358 2137
2359 for (i = 1; i < max; i++) 2138 for (int i = 1; i < max; i++)
2360 { 2139 {
2361 mp = m; 2140 mapxy pos (m, x, y);
2362 nx = x + freearr_x[i]; 2141 pos.move (i);
2363 ny = y + freearr_y[i];
2364 2142
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 if (!pos.normalise ())
2366 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2144 max = maxfree[i];
2369 }
2370 else 2145 else
2371 { 2146 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2147 mapspace &ms = *pos;
2373 2148
2374 if ((move_type & blocked) == move_type) 2149 if ((move_type & ms.move_block) == move_type)
2150 max = maxfree [i];
2151 else if (ms.flags () & P_IS_ALIVE)
2375 { 2152 {
2376 max = maxfree[i]; 2153 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2377 } 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2378 else if (mflags & P_IS_ALIVE) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2379 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2381 {
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break;
2385 }
2386 }
2387 if (tmp)
2388 {
2389 return freedir[i]; 2156 return freedir [i];
2390 }
2391 } 2157 }
2392 } 2158 }
2393 } 2159 }
2160
2394 return 0; 2161 return 0;
2395} 2162}
2396 2163
2397/* 2164/*
2398 * distance(object 1, object 2) will return the square of the 2165 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2166 * distance between the two given objects.
2400 */ 2167 */
2401
2402int 2168int
2403distance (const object *ob1, const object *ob2) 2169distance (const object *ob1, const object *ob2)
2404{ 2170{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2171 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2172}
2411 2173
2412/* 2174/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2175 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2176 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2177 * object, needs to travel toward it.
2416 */ 2178 */
2417
2418int 2179int
2419find_dir_2 (int x, int y) 2180find_dir_2 (int x, int y)
2420{ 2181{
2421 int 2182 int q;
2422 q;
2423 2183
2424 if (y) 2184 if (y)
2425 q = x * 100 / y; 2185 q = x * 100 / y;
2426 else if (x) 2186 else if (x)
2427 q = -300 * x; 2187 q = -300 * x;
2452 2212
2453 return 3; 2213 return 3;
2454} 2214}
2455 2215
2456/* 2216/*
2457 * absdir(int): Returns a number between 1 and 8, which represent
2458 * the "absolute" direction of a number (it actually takes care of
2459 * "overflow" in previous calculations of a direction).
2460 */
2461
2462int
2463absdir (int d)
2464{
2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2469 return d;
2470}
2471
2472/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2475 */ 2219 */
2476
2477int 2220int
2478dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2479{ 2222{
2480 int 2223 int d;
2481 d;
2482 2224
2483 d = abs (dir1 - dir2); 2225 d = abs (dir1 - dir2);
2484 if (d > 4) 2226 if (d > 4)
2485 d = 8 - d; 2227 d = 8 - d;
2228
2486 return d; 2229 return d;
2487} 2230}
2488 2231
2489/* peterm: 2232/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2233 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2236 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2237 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2238 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2239 * functions.
2497 */ 2240 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2241static const int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2294 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2295 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2296 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2297 * Modified to be map tile aware -.MSW
2557 */ 2298 */
2558
2559
2560int 2299int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2300can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2301{
2563 sint16 dx, dy; 2302 sint16 dx, dy;
2564 int
2565 mflags; 2303 int mflags;
2566 2304
2567 if (dir < 0) 2305 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2306 return 0; /* exit condition: invalid direction */
2569 2307
2570 dx = x + freearr_x[dir]; 2308 dx = x + freearr_x[dir];
2583 return 0; 2321 return 0;
2584 2322
2585 /* yes, can see. */ 2323 /* yes, can see. */
2586 if (dir < 9) 2324 if (dir < 9)
2587 return 1; 2325 return 1;
2326
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2327 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2328 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2329 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2330}
2591
2592
2593 2331
2594/* 2332/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2333 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2334 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2335 * picked up, otherwise 0.
2599 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2600 * core dumps if they do. 2338 * core dumps if they do.
2601 * 2339 *
2602 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2603 */ 2341 */
2604
2605int 2342int
2606can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2607{ 2344{
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2611} 2348}
2612
2613 2349
2614/* 2350/*
2615 * create clone from object to another 2351 * create clone from object to another
2616 */ 2352 */
2617object * 2353object *
2618object_create_clone (object *asrc) 2354object::deep_clone ()
2619{ 2355{
2620 object * 2356 assert (("deep_clone called on non-head object", is_head ()));
2621 dst = NULL, *tmp, *src, *part, *prev, *item;
2622 2357
2623 if (!asrc) 2358 object *dst = clone ();
2624 return NULL;
2625 src = asrc;
2626 if (src->head)
2627 src = src->head;
2628 2359
2629 prev = NULL; 2360 object *prev = dst;
2630 for (part = src; part; part = part->more) 2361 for (object *part = this->more; part; part = part->more)
2631 { 2362 {
2632 tmp = get_object (); 2363 object *tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x;
2635 tmp->y -= src->y;
2636 if (!part->head)
2637 {
2638 dst = tmp;
2639 tmp->head = NULL;
2640 }
2641 else
2642 {
2643 tmp->head = dst; 2364 tmp->head = dst;
2644 }
2645 tmp->more = NULL;
2646 if (prev)
2647 prev->more = tmp; 2365 prev->more = tmp;
2648 prev = tmp; 2366 prev = tmp;
2649 } 2367 }
2650 2368
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2369 for (object *item = inv; item; item = item->below)
2653 { 2370 insert_ob_in_ob (item->deep_clone (), dst);
2654 (void) insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2371
2657 return dst; 2372 return dst;
2658}
2659
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */
2680
2681object *
2682load_object_str (const char *obstr)
2683{
2684 object *
2685 op;
2686 char
2687 filename[MAX_BUF];
2688
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690
2691 FILE *
2692 tempfile = fopen (filename, "w");
2693
2694 if (tempfile == NULL)
2695 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL;
2698 }
2699
2700 fprintf (tempfile, obstr);
2701 fclose (tempfile);
2702
2703 op = get_object ();
2704
2705 object_thawer thawer (filename);
2706
2707 if (thawer)
2708 load_object (thawer, op, 0);
2709
2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2711 CLEAR_FLAG (op, FLAG_REMOVED);
2712
2713 return op;
2714} 2373}
2715 2374
2716/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2717 * has the same type and subtype match. 2376 * has the same type and subtype match.
2718 * returns NULL if no match. 2377 * returns NULL if no match.
2719 */ 2378 */
2720object * 2379object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2380find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2381{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2382 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2383 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2384 return tmp;
2729 2385
2730 return NULL;
2731}
2732
2733/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL.
2735 *
2736 * key must be a passed in shared string - otherwise, this won't
2737 * do the desired thing.
2738 */
2739key_value *
2740get_ob_key_link (const object *ob, const char *key)
2741{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next)
2746 {
2747 if (link->key == key)
2748 {
2749 return link;
2750 }
2751 }
2752
2753 return NULL;
2754}
2755
2756/*
2757 * Returns the value of op has an extra_field for key, or NULL.
2758 *
2759 * The argument doesn't need to be a shared string.
2760 *
2761 * The returned string is shared.
2762 */
2763const char *
2764get_ob_key_value (const object *op, const char *const key)
2765{
2766 key_value *link;
2767 shstr_cmp canonical_key (key);
2768
2769 if (!canonical_key)
2770 {
2771 /* 1. There being a field named key on any object
2772 * implies there'd be a shared string to find.
2773 * 2. Since there isn't, no object has this field.
2774 * 3. Therefore, *this* object doesn't have this field.
2775 */
2776 return 0;
2777 }
2778
2779 /* This is copied from get_ob_key_link() above -
2780 * only 4 lines, and saves the function call overhead.
2781 */
2782 for (link = op->key_values; link; link = link->next)
2783 if (link->key == canonical_key)
2784 return link->value;
2785
2786 return 0; 2386 return 0;
2787} 2387}
2788 2388
2789 2389shstr_tmp
2790/* 2390object::kv_get (shstr_tmp key) const
2791 * Updates the canonical_key in op to value.
2792 *
2793 * canonical_key is a shared string (value doesn't have to be).
2794 *
2795 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2796 * keys.
2797 *
2798 * Returns TRUE on success.
2799 */
2800int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2391{
2803 key_value * 2392 for (key_value *kv = key_values; kv; kv = kv->next)
2804 field = NULL, *last = NULL; 2393 if (kv->key == key)
2394 return kv->value;
2805 2395
2806 for (field = op->key_values; field != NULL; field = field->next) 2396 return shstr ();
2807 { 2397}
2808 if (field->key != canonical_key) 2398
2399void
2400object::kv_set (shstr_tmp key, shstr_tmp value)
2401{
2402 for (key_value *kv = key_values; kv; kv = kv->next)
2403 if (kv->key == key)
2809 { 2404 {
2810 last = field; 2405 kv->value = value;
2811 continue; 2406 return;
2812 } 2407 }
2813 2408
2814 if (value) 2409 key_value *kv = new key_value;
2815 field->value = value; 2410
2816 else 2411 kv->next = key_values;
2412 kv->key = key;
2413 kv->value = value;
2414
2415 key_values = kv;
2416}
2417
2418void
2419object::kv_del (shstr_tmp key)
2420{
2421 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2422 if ((*kvp)->key == key)
2817 { 2423 {
2818 /* Basically, if the archetype has this key set, 2424 key_value *kv = *kvp;
2819 * we need to store the null value so when we save 2425 *kvp = (*kvp)->next;
2820 * it, we save the empty value so that when we load, 2426 delete kv;
2821 * we get this value back again. 2427 return;
2822 */
2823 if (get_ob_key_link (&op->arch->clone, canonical_key))
2824 field->value = 0;
2825 else
2826 {
2827 if (last)
2828 last->next = field->next;
2829 else
2830 op->key_values = field->next;
2831
2832 delete field;
2833 }
2834 } 2428 }
2835 return TRUE;
2836 }
2837 /* IF we get here, key doesn't exist */
2838
2839 /* No field, we'll have to add it. */
2840
2841 if (!add_key)
2842 {
2843 return FALSE;
2844 }
2845 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings,
2849 * should pass in ""
2850 */
2851 if (value == NULL)
2852 return TRUE;
2853
2854 field = new key_value;
2855
2856 field->key = canonical_key;
2857 field->value = value;
2858 /* Usual prepend-addition. */
2859 field->next = op->key_values;
2860 op->key_values = field;
2861
2862 return TRUE;
2863}
2864
2865/*
2866 * Updates the key in op to value.
2867 *
2868 * If add_key is FALSE, this will only update existing keys,
2869 * and not add new ones.
2870 * In general, should be little reason FALSE is ever passed in for add_key
2871 *
2872 * Returns TRUE on success.
2873 */
2874int
2875set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2876{
2877 shstr key_ (key);
2878
2879 return set_ob_key_value_s (op, key_, value, add_key);
2880} 2429}
2881 2430
2882object::depth_iterator::depth_iterator (object *container) 2431object::depth_iterator::depth_iterator (object *container)
2883: iterator_base (container) 2432: iterator_base (container)
2884{ 2433{
2898 } 2447 }
2899 else 2448 else
2900 item = item->env; 2449 item = item->env;
2901} 2450}
2902 2451
2452const char *
2453object::flag_desc (char *desc, int len) const
2454{
2455 char *p = desc;
2456 bool first = true;
2457
2458 *p = 0;
2459
2460 for (int i = 0; i < NUM_FLAGS; i++)
2461 {
2462 if (len <= 10) // magic constant!
2463 {
2464 snprintf (p, len, ",...");
2465 break;
2466 }
2467
2468 if (flag [i])
2469 {
2470 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2471 len -= cnt;
2472 p += cnt;
2473 first = false;
2474 }
2475 }
2476
2477 return desc;
2478}
2479
2903// return a suitable string describing an objetc in enough detail to find it 2480// return a suitable string describing an object in enough detail to find it
2904const char * 2481const char *
2905object::debug_desc (char *info) const 2482object::debug_desc (char *info) const
2906{ 2483{
2484 char flagdesc[512];
2907 char info2[256 * 3]; 2485 char info2[256 * 4];
2908 char *p = info; 2486 char *p = info;
2909 2487
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2488 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2911 count, 2489 count,
2490 uuid.c_str (),
2912 &name, 2491 &name,
2913 title ? " " : "", 2492 title ? ",title:\"" : "",
2914 title ? (const char *)title : ""); 2493 title ? (const char *)title : "",
2494 title ? "\"" : "",
2495 flag_desc (flagdesc, 512), type);
2915 2496
2916 if (env) 2497 if (!flag[FLAG_REMOVED] && env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2498 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2499
2919 if (map) 2500 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2501 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2502
2922 return info; 2503 return info;
2923} 2504}
2924 2505
2925const char * 2506const char *
2926object::debug_desc () const 2507object::debug_desc () const
2927{ 2508{
2928 static char info[256 * 3]; 2509 static char info[3][256 * 4];
2510 static int info_idx;
2511
2929 return debug_desc (info); 2512 return debug_desc (info [++info_idx % 3]);
2930} 2513}
2931 2514
2515struct region *
2516object::region () const
2517{
2518 return map ? map->region (x, y)
2519 : region::default_region ();
2520}
2521
2522void
2523object::open_container (object *new_container)
2524{
2525 if (container == new_container)
2526 return;
2527
2528 object *old_container = container;
2529
2530 if (old_container)
2531 {
2532 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2533 return;
2534
2535#if 0
2536 // remove the "Close old_container" object.
2537 if (object *closer = old_container->inv)
2538 if (closer->type == CLOSE_CON)
2539 closer->destroy ();
2540#endif
2541
2542 // make sure the container is available
2543 esrv_send_item (this, old_container);
2544
2545 old_container->flag [FLAG_APPLIED] = false;
2546 container = 0;
2547
2548 // client needs item update to make it work, client bug requires this to be separate
2549 esrv_update_item (UPD_FLAGS, this, old_container);
2550
2551 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2552 play_sound (sound_find ("chest_close"));
2553 }
2554
2555 if (new_container)
2556 {
2557 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2558 return;
2559
2560 // TODO: this does not seem to serve any purpose anymore?
2561#if 0
2562 // insert the "Close Container" object.
2563 if (archetype *closer = new_container->other_arch)
2564 {
2565 object *closer = arch_to_object (new_container->other_arch);
2566 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2567 new_container->insert (closer);
2568 }
2569#endif
2570
2571 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2572
2573 // make sure the container is available, client bug requires this to be separate
2574 esrv_send_item (this, new_container);
2575
2576 new_container->flag [FLAG_APPLIED] = true;
2577 container = new_container;
2578
2579 // client needs flag change
2580 esrv_update_item (UPD_FLAGS, this, new_container);
2581 esrv_send_inventory (this, new_container);
2582 play_sound (sound_find ("chest_open"));
2583 }
2584// else if (!old_container->env && contr && contr->ns)
2585// contr->ns->floorbox_reset ();
2586}
2587
2588object *
2589object::force_find (shstr_tmp name)
2590{
2591 /* cycle through his inventory to look for the MARK we want to
2592 * place
2593 */
2594 for (object *tmp = inv; tmp; tmp = tmp->below)
2595 if (tmp->type == FORCE && tmp->slaying == name)
2596 return splay (tmp);
2597
2598 return 0;
2599}
2600
2601//-GPL
2602
2603void
2604object::force_set_timer (int duration)
2605{
2606 this->duration = 1;
2607 this->speed_left = -1.f;
2608
2609 this->set_speed (duration ? 1.f / duration : 0.f);
2610}
2611
2612object *
2613object::force_add (shstr_tmp name, int duration)
2614{
2615 if (object *force = force_find (name))
2616 force->destroy ();
2617
2618 object *force = get_archetype (FORCE_NAME);
2619
2620 force->slaying = name;
2621 force->force_set_timer (duration);
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 return insert (force);
2625}
2626
2627void
2628object::play_sound (faceidx sound) const
2629{
2630 if (!sound)
2631 return;
2632
2633 if (is_on_map ())
2634 map->play_sound (sound, x, y);
2635 else if (object *pl = in_player ())
2636 pl->contr->play_sound (sound);
2637}
2638
2639void
2640object::say_msg (const char *msg) const
2641{
2642 if (is_on_map ())
2643 map->say_msg (msg, x, y);
2644 else if (object *pl = in_player ())
2645 pl->contr->play_sound (sound);
2646}
2647
2648void
2649object::make_noise ()
2650{
2651 // we do not model noise in the map, so instead put
2652 // a temporary light into the noise source
2653 // could use the map instead, but that's less reliable for our
2654 // goal, which is to make invisibility a bit harder to exploit
2655
2656 // currently only works sensibly for players
2657 if (!is_player ())
2658 return;
2659
2660 // find old force, or create new one
2661 object *force = force_find (shstr_noise_force);
2662
2663 if (force)
2664 force->speed_left = -1.f; // patch old speed up
2665 else
2666 {
2667 force = archetype::get (shstr_noise_force);
2668
2669 force->slaying = shstr_noise_force;
2670 force->stats.food = 1;
2671 force->speed_left = -1.f;
2672
2673 force->set_speed (1.f / 4.f);
2674 force->flag [FLAG_IS_USED_UP] = true;
2675 force->flag [FLAG_APPLIED] = true;
2676
2677 insert (force);
2678 }
2679}
2680

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