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Comparing deliantra/server/common/object.C (file contents):
Revision 1.50 by root, Sat Sep 16 22:40:22 2006 UTC vs.
Revision 1.308 by root, Sun Nov 29 17:26:28 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 50};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 56};
50int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 62};
54 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
55static void 71static void
56write_uuid (void) 72write_uuid (uval64 skip, bool sync)
57{ 73{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
59 75 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 78 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 79}
75 80
76static void 81static void
77read_uuid (void) 82read_uuid ()
78{ 83{
79 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
80 85
81 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
82 89
83 FILE *fp; 90 FILE *fp;
84 91
85 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
86 { 93 {
87 if (errno == ENOENT) 94 if (errno == ENOENT)
88 { 95 {
89 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 97 UUID::cur.seq = 0;
91 write_uuid (); 98 write_uuid (UUID_GAP, true);
92 return; 99 return;
93 } 100 }
94 101
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 103 _exit (1);
97 } 104 }
98 105
99 int version; 106 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 107 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
102 { 111 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 113 _exit (1);
105 } 114 }
106 115
107 uuid.seq = uid;
108 write_uuid ();
109 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);
110 fclose (fp); 119 fclose (fp);
111} 120}
112 121
113UUID 122UUID
114gen_uuid () 123UUID::gen ()
115{ 124{
116 UUID uid; 125 UUID uid;
117 126
118 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
119 128
120 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
122 135
123 return uid; 136 return uid;
124} 137}
125 138
126void 139void
127init_uuid () 140UUID::init ()
128{ 141{
129 read_uuid (); 142 read_uuid ();
130} 143}
131 144
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
132/* 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. */
133static int 211static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
135{ 213{
136 key_value *wants_field;
137
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
141 */ 217 */
142 218
143 /* For each field in wants, */ 219 /* For each field in wants, */
144 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)
145 { 221 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 222 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 223
167 /* 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. */
168 return TRUE; 225 return true;
169} 226}
170 227
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 229static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 230compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 231{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
177 */ 234 */
178 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);
179} 237}
180 238
181/* 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
182 * they can be merged together. 240 * they can be merged together.
183 * 241 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
187 * 245 *
188 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
189 * 247 *
190 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
191 * check weight 249 * check weight
192 */ 250 */
193
194bool object::can_merge (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
195{ 252{
196 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
197 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)
198 return 0; 259 return 0;
199 260
200 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)
201 return 0; 264 return 0;
202 265
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 269 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 270 * flags lose any meaning.
215 */ 271 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 274
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 277
222 278 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 279 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 280 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 281 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 282 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 283 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 284 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 285 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 286 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 287 || ob1->value != ob2->value
243 (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
244 (ob1->client_type != ob2->client_type) || 290 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 291 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 292 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 293 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 294 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 295 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 296 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 297 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
253 return 0; 303 return 0;
254 304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
255 /* This is really a spellbook check - really, we should 311 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 312 * not merge objects with real inventories, as splitting them
313 * is hard.
257 */ 314 */
258 if (ob1->inv || ob2->inv) 315 if (ob1->inv || ob2->inv)
259 { 316 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 317 if (!(ob1->inv && ob2->inv))
266 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 */
267 325
268 /* 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
269 * if it is valid. 327 * if it is valid.
270 */ 328 */
271 } 329 }
279 337
280 /* 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
281 * 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
282 * check? 340 * check?
283 */ 341 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 343 return 0;
286 344
287 switch (ob1->type) 345 switch (ob1->type)
288 { 346 {
289 case SCROLL: 347 case SCROLL:
290 if (ob1->level != ob2->level) 348 if (ob1->level != ob2->level)
291 return 0; 349 return 0;
292 break; 350 break;
293 } 351 }
294 352
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 353 if (ob1->key_values || ob2->key_values)
296 { 354 {
297 /* At least one of these has key_values. */ 355 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 356 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 360 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 361 }
304 362
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 363 if (ob1->self || ob2->self)
307 { 364 {
308 ob1->optimise (); 365 ob1->optimise ();
309 ob2->optimise (); 366 ob2->optimise ();
310 367
311 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)
312 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 }
313 } 382 }
314 383
315 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
316 return 1; 385 return 1;
317} 386}
318 387
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
323 */ 465 */
324long 466void
325sum_weight (object *op) 467object::update_weight ()
326{ 468{
327 long sum; 469 sint32 sum = 0;
328 object *inv;
329 470
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 471 for (object *op = inv; op; op = op->below)
331 { 472 {
332 if (inv->inv) 473 if (op->inv)
333 sum_weight (inv); 474 op->update_weight ();
334 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)
335 } 482 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 483 carrying = sum;
342 484
343 return sum; 485 if (object *pl = visible_to ())
344} 486 if (pl != this) // player is handled lazily
345 487 esrv_update_item (UPD_WEIGHT, pl, this);
346/**
347 * Return the outermost environment object for a given object.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379void
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 { 488 }
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427} 489}
428 490
429/* 491/*
430 * Dumps an object. Returns output in the static global errmsg array. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
431 */ 493 */
432 494char *
433void
434dump_object (object *op) 495dump_object (object *op)
435{ 496{
436 if (op == NULL) 497 if (!op)
437 { 498 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 499
445void 500 object_freezer freezer;
446dump_all_objects (void) 501 op->write (freezer);
447{ 502 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 503}
456 504
457/* 505char *
458 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
459 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned.
461 */
462
463object *
464get_nearest_part (object *op, const object *pl)
465{ 507{
466 object *tmp, *closest; 508 return dump_object (this);
467 int last_dist, i;
468
469 if (op->more == NULL)
470 return op;
471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
472 if ((i = distance (tmp, pl)) < last_dist)
473 closest = tmp, last_dist = i;
474 return closest;
475} 509}
476 510
477/* 511/*
478 * 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.
479 */ 514 */
480
481object * 515object *
482find_object (tag_t i) 516find_object (tag_t i)
483{ 517{
484 object *op; 518 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 519 if (op->count == i)
488 break;
489
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 dst->activate ();
693}
694
695void
696object::instantiate ()
697{
698 if (!uuid.seq) // HACK
699 uuid = UUID::gen ();
700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation
704 else
705 speed_left = -1.;
706
707 /* copy the body_info to the body_used - this is only really
708 * need for monsters, but doesn't hurt to do it for everything.
709 * by doing so, when a monster is created, it has good starting
710 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped.
712 */
713 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info;
715
716 attachable::instantiate ();
717}
718
719object *
720object::clone ()
721{
722 object *neu = create ();
723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = - neu->speed - rndm (); // TODO animation
728
729 neu->map = map; // not copied by copy_to
730 return neu;
664} 731}
665 732
666/* 733/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 734 * 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 735 * 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. 736 * be called to update the face variable, _and_ how it looks on the map.
670 */ 737 */
671
672void 738void
673update_turn_face (object *op) 739update_turn_face (object *op)
674{ 740{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 742 return;
743
677 SET_ANIMATION (op, op->direction); 744 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 745 update_object (op, UP_OBJ_FACE);
679} 746}
680 747
681/* 748/*
682 * Updates the speed of an object. If the speed changes from 0 to another 749 * 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. 750 * 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. 751 * This function needs to be called whenever the speed of an object changes.
685 */ 752 */
686void 753void
687update_ob_speed (object *op) 754object::set_speed (float speed)
688{ 755{
689 extern int arch_init; 756 this->speed = speed;
690 757
691 /* No reason putting the archetypes objects on the speed list, 758 if (has_active_speed ())
692 * since they never really need to be updated. 759 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 760 else
724 { 761 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} 762}
748 763
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/* 764/*
781 * update_object() updates the array which represents the map. 765 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 766 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 767 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 768 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 769 * 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 770 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 771 * updating that window, though, since update_object() is called _often_)
788 * 772 *
789 * action is a hint of what the caller believes need to be done. 773 * 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: 774 * current action are:
795 * UP_OBJ_INSERT: op was inserted 775 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 776 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 777 * 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. 778 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 779 * UP_OBJ_FACE: only the objects face has changed.
800 */ 780 */
801
802void 781void
803update_object (object *op, int action) 782update_object (object *op, int action)
804{ 783{
805 int update_now = 0, flags; 784 if (!op)
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 { 785 {
810 /* this should never happen */ 786 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
812 return; 788 return;
813 } 789 }
814 790
815 if (op->env != NULL) 791 if (!op->is_on_map ())
816 { 792 {
817 /* Animation is currently handled by client, so nothing 793 /* Animation is currently handled by client, so nothing
818 * to do in this case. 794 * to do in this case.
819 */ 795 */
820 return; 796 return;
821 } 797 }
822 798
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 */ 799 /* 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)) 800 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 801 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 802 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 803#ifdef MANY_CORES
834 abort (); 804 abort ();
835#endif 805#endif
836 return; 806 return;
837 } 807 }
838 808
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 809 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);
845 810
811 if (!(m.flags_ & P_UPTODATE))
812 /* nop */;
846 if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
847 { 814 {
815#if 0
816 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 817 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)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
853 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 822 || (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) 823 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 824 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 825 || (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 826 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 827 * have move_allow right now.
871 */ 828 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 830 m.invalidate ();
874 831#else
875 if ((move_slow | op->move_slow) != move_slow) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
876 update_now = 1; 833 m.invalidate ();
834#endif
877 } 835 }
878 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 838 * that is being removed.
881 */ 839 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 841 m.invalidate ();
884 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
886 else 844 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 846
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) 847 if (op->more)
896 update_object (op->more, action); 848 update_object (op->more, action);
897} 849}
898 850
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 () 851object::object ()
924{ 852{
925 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
926 854
927 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
928 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
929} 858}
930 859
931object::~object () 860object::~object ()
932{ 861{
862 unlink ();
863
933 free_key_values (this); 864 free_key_values (this);
934} 865}
935 866
867static int object_count;
868
936void object::link () 869void object::link ()
937{ 870{
871 assert (!index);//D
872 uuid = UUID::gen ();
938 count = ++ob_count; 873 count = ++object_count;
939 uuid = gen_uuid ();
940 874
941 prev = 0; 875 refcnt_inc ();
942 next = object::first; 876 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 877}
949 878
950void object::unlink () 879void object::unlink ()
951{ 880{
952 if (this == object::first) 881 if (!index)
953 object::first = next; 882 return;
954 883
955 /* Remove this object from the list of used objects */ 884 objects.erase (this);
956 if (prev) prev->next = next; 885 refcnt_dec ();
957 if (next) next->prev = prev; 886}
958 887
959 prev = 0; 888void
960 next = 0; 889object::activate ()
890{
891 /* If already on active list, don't do anything */
892 if (active)
893 return;
894
895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
900 actives.insert (this);
901 }
902}
903
904void
905object::activate_recursive ()
906{
907 activate ();
908
909 for (object *op = inv; op; op = op->below)
910 op->activate_recursive ();
911}
912
913/* This function removes object 'op' from the list of active
914 * objects.
915 * This should only be used for style maps or other such
916 * reference maps where you don't want an object that isn't
917 * in play chewing up cpu time getting processed.
918 * The reverse of this is to call update_ob_speed, which
919 * will do the right thing based on the speed of the object.
920 */
921void
922object::deactivate ()
923{
924 /* If not on the active list, nothing needs to be done */
925 if (!active)
926 return;
927
928 actives.erase (this);
929}
930
931void
932object::deactivate_recursive ()
933{
934 for (object *op = inv; op; op = op->below)
935 op->deactivate_recursive ();
936
937 deactivate ();
938}
939
940void
941object::set_flag_inv (int flag, int value)
942{
943 for (object *op = inv; op; op = op->below)
944 {
945 op->flag [flag] = value;
946 op->set_flag_inv (flag, value);
947 }
948}
949
950/*
951 * Remove and free all objects in the inventory of the given object.
952 * object.c ?
953 */
954void
955object::destroy_inv (bool drop_to_ground)
956{
957 // need to check first, because the checks below might segfault
958 // as we might be on an invalid mapspace and crossfire code
959 // is too buggy to ensure that the inventory is empty.
960 // corollary: if you create arrows etc. with stuff in its inventory,
961 // cf will crash below with off-map x and y
962 if (!inv)
963 return;
964
965 /* Only if the space blocks everything do we not process -
966 * if some form of movement is allowed, let objects
967 * drop on that space.
968 */
969 if (!drop_to_ground
970 || !map
971 || map->in_memory != MAP_ACTIVE
972 || map->no_drop
973 || ms ().move_block == MOVE_ALL)
974 {
975 while (inv)
976 inv->destroy ();
977 }
978 else
979 { /* Put objects in inventory onto this space */
980 while (inv)
981 {
982 object *op = inv;
983
984 if (op->flag [FLAG_STARTEQUIP]
985 || op->flag [FLAG_NO_DROP]
986 || op->type == RUNE
987 || op->type == TRAP
988 || op->flag [FLAG_IS_A_TEMPLATE]
989 || op->flag [FLAG_DESTROY_ON_DEATH])
990 op->destroy ();
991 else
992 map->insert (op, x, y);
993 }
994 }
961} 995}
962 996
963object *object::create () 997object *object::create ()
964{ 998{
965 object *op = new object; 999 object *op = new object;
966 op->link (); 1000 op->link ();
967 return op; 1001 return op;
968} 1002}
969 1003
970/* 1004static struct freed_map : maptile
971 * free_object() frees everything allocated by an object, removes
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 1005{
982 if (QUERY_FLAG (this, FLAG_FREED)) 1006 freed_map ()
1007 {
1008 path = "<freed objects map>";
1009 name = "/internal/freed_objects_map";
1010 width = 3;
1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1014
1015 alloc ();
1016 in_memory = MAP_ACTIVE;
1017 }
1018
1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023} freed_map; // freed objects are moved here to avoid crashes
1024
1025void
1026object::do_destroy ()
1027{
1028 if (flag [FLAG_IS_LINKED])
1029 remove_link ();
1030
1031 if (flag [FLAG_FRIENDLY])
1032 remove_friendly_object (this);
1033
1034 remove ();
1035
1036 attachable::do_destroy ();
1037
1038 deactivate ();
1039 unlink ();
1040
1041 flag [FLAG_FREED] = 1;
1042
1043 // hack to ensure that freed objects still have a valid map
1044 map = &freed_map;
1045 x = 1;
1046 y = 1;
1047
1048 if (more)
1049 {
1050 more->destroy ();
1051 more = 0;
1052 }
1053
1054 head = 0;
1055
1056 // clear those pointers that likely might cause circular references
1057 owner = 0;
1058 enemy = 0;
1059 attacked_by = 0;
1060 current_weapon = 0;
1061}
1062
1063void
1064object::destroy ()
1065{
1066 if (destroyed ())
983 return; 1067 return;
984 1068
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1069 if (!is_head () && !head->destroyed ())
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
994 {
995 more->free (free_inventory);
996 more = 0;
997 } 1070 {
998 1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 if (inv) 1072 head->destroy ();
1073 return;
1000 { 1074 }
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008 1075
1009 while (op) 1076 destroy_inv (false);
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019 1077
1020 while (op) 1078 if (is_head ())
1021 { 1079 if (sound_destroy)
1022 object *tmp = op->below; 1080 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER])
1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1023 1083
1024 remove_ob (op); 1084 attachable::destroy ();
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 /* Remove object from the active list */
1047 speed = 0;
1048 update_ob_speed (this);
1049
1050 unlink ();
1051
1052 mortals.push_back (this);
1053} 1085}
1054 1086
1055/* 1087/* op->remove ():
1056 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)).
1058 */
1059
1060void
1061sub_weight (object *op, signed long weight)
1062{
1063 while (op != NULL)
1064 {
1065 if (op->type == CONTAINER)
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067
1068 op->carrying -= weight;
1069 op = op->env;
1070 }
1071}
1072
1073/* remove_ob(op):
1074 * This function removes the object op from the linked list of objects 1088 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 1089 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 1090 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 1091 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 1092 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 1093 */
1081
1082void 1094void
1083remove_ob (object *op) 1095object::do_remove ()
1084{ 1096{
1085 object *tmp, *last = 0; 1097 if (flag [FLAG_REMOVED])
1086 object *otmp;
1087
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1094 return; 1098 return;
1095 1099
1096 SET_FLAG (op, FLAG_REMOVED); 1100 INVOKE_OBJECT (REMOVE, this);
1097 1101
1098 if (op->more != NULL) 1102 flag [FLAG_REMOVED] = true;
1099 remove_ob (op->more); 1103
1104 if (more)
1105 more->remove ();
1100 1106
1101 /* 1107 /*
1102 * In this case, the object to be removed is in someones 1108 * In this case, the object to be removed is in someones
1103 * inventory. 1109 * inventory.
1104 */ 1110 */
1105 if (op->env != NULL) 1111 if (env)
1106 { 1112 {
1107 if (op->nrof) 1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1108 sub_weight (op->env, op->weight * op->nrof); 1114 if (object *pl = visible_to ())
1109 else 1115 esrv_del_item (pl->contr, count);
1110 sub_weight (op->env, op->weight + op->carrying); 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1111 1117
1112 /* NO_FIX_PLAYER is set when a great many changes are being 1118 adjust_weight (env, -total_weight ());
1113 * made to players inventory. If set, avoiding the call
1114 * to save cpu time.
1115 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp);
1118 1119
1119 if (op->above != NULL) 1120 object *pl = in_player ();
1120 op->above->below = op->below;
1121 else
1122 op->env->inv = op->below;
1123
1124 if (op->below != NULL)
1125 op->below->above = op->above;
1126 1121
1127 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1130 */ 1125 */
1131 op->x = op->env->x, op->y = op->env->y;
1132 op->map = op->env->map; 1126 map = env->map;
1133 op->above = NULL, op->below = NULL;
1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x; 1127 x = env->x;
1139 y = op->y; 1128 y = env->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141 1129
1142 if (!m) 1130 // make sure cmov optimisation is applicable
1131 *(above ? &above->below : &env->inv) = below;
1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1133
1134 above = 0;
1135 below = 0;
1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1143 { 1139 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1140 pl->contr->queue_stats_update ();
1145 op->map->path, op->x, op->y); 1141
1146 /* in old days, we used to set x and y to 0 and continue. 1142 if (glow_radius && pl->is_on_map ())
1147 * it seems if we get into this case, something is probablye 1143 update_all_los (pl->map, pl->x, pl->y);
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 } 1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1152 1150
1153 if (op->map != m) 1151 if (object *pl = ms.player ())
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */ 1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1160 1175
1161 /* link the object above us */ 1176 /* link the object above us */
1162 if (op->above) 1177 // re-link, make sure compiler can easily use cmove
1163 op->above->below = op->below; 1178 *(above ? &above->below : &ms.top) = below;
1164 else 1179 *(below ? &below->above : &ms.bot) = above;
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166 1180
1167 /* Relink the object below us, if there is one */ 1181 above = 0;
1168 if (op->below) 1182 below = 0;
1169 op->below->above = op->above; 1183
1170 else 1184 ms.invalidate ();
1185
1186 if (map->in_memory == MAP_SAVING)
1187 return;
1188
1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1190
1191 if (object *pl = ms.player ())
1171 { 1192 {
1172 /* Nothing below, which means we need to relink map object for this space 1193 if (pl->container_ () == this)
1173 * use translated coordinates in case some oddness with map tiling is 1194 /* If a container that the player is currently using somehow gets
1174 * evident 1195 * removed (most likely destroyed), update the player view
1196 * appropriately.
1175 */ 1197 */
1176 if (GET_MAP_OB (m, x, y) != op) 1198 pl->close_container ();
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184 1199
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1200 //TODO: the floorbox prev/next might need updating
1201 //esrv_del_item (pl->contr, count);
1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1204 pl->contr->ns->floorbox_update ();
1186 } 1205 }
1187 1206
1188 op->above = 0; 1207 if (check_walk_off)
1189 op->below = 0; 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1190
1191 if (op->map->in_memory == MAP_SAVING)
1192 return;
1193
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 { 1209 {
1210 above = tmp->above;
1211
1198 /* No point updating the players look faces if he is the object 1212 /* No point updating the players look faces if he is the object
1199 * being removed. 1213 * being removed.
1200 */
1201
1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1204 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1207 */ 1214 */
1208 if (tmp->container == op)
1209 {
1210 CLEAR_FLAG (op, FLAG_APPLIED);
1211 tmp->container = NULL;
1212 }
1213 1215
1214 tmp->contr->socket.update_look = 1;
1215 }
1216
1217 /* See if player moving off should effect something */ 1216 /* See if object moving off should effect something */
1218 if (check_walk_off
1219 && ((op->move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1221 {
1222 move_apply (tmp, op, NULL); 1219 move_apply (tmp, this, 0);
1223
1224 if (op->destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 } 1220 }
1227 1221
1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1222 if (affects_los ())
1229
1230 if (tmp->above == tmp)
1231 tmp->above = NULL;
1232
1233 last = tmp;
1234 }
1235
1236 /* last == NULL of there are no objects on this space */
1237 if (last == NULL)
1238 {
1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241 * those out anyways, and if there are any flags set right now, they won't
1242 * be correct anyways.
1243 */
1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245 update_position (op->map, op->x, op->y);
1246 }
1247 else
1248 update_object (last, UP_OBJ_REMOVE);
1249
1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1251 update_all_los (op->map, op->x, op->y); 1223 update_all_los (map, x, y);
1252 } 1224 }
1253} 1225}
1254 1226
1255/* 1227/*
1256 * merge_ob(op,top): 1228 * merge_ob(op,top):
1264merge_ob (object *op, object *top) 1236merge_ob (object *op, object *top)
1265{ 1237{
1266 if (!op->nrof) 1238 if (!op->nrof)
1267 return 0; 1239 return 0;
1268 1240
1269 if (top == NULL) 1241 if (!top)
1270 for (top = op; top != NULL && top->above != NULL; top = top->above); 1242 for (top = op; top && top->above; top = top->above)
1243 ;
1271 1244
1272 for (; top != NULL; top = top->below) 1245 for (; top; top = top->below)
1273 { 1246 if (object::can_merge (op, top))
1274 if (top == op)
1275 continue;
1276 if (CAN_MERGE (op, top))
1277 { 1247 {
1278 top->nrof += op->nrof; 1248 top->nrof += op->nrof;
1279 1249
1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1250 if (object *pl = top->visible_to ())
1281 op->weight = 0; /* Don't want any adjustements now */ 1251 esrv_update_item (UPD_NROF, pl, top);
1282 remove_ob (op); 1252
1283 free_object (op); 1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1256 op->destroy ();
1257
1284 return top; 1258 return top;
1285 } 1259 }
1286 }
1287 1260
1288 return 0; 1261 return 0;
1289} 1262}
1290 1263
1264void
1265object::expand_tail ()
1266{
1267 if (more)
1268 return;
1269
1270 object *prev = this;
1271
1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1273 {
1274 object *op = arch_to_object (at);
1275
1276 op->name = name;
1277 op->name_pl = name_pl;
1278 op->title = title;
1279
1280 op->head = this;
1281 prev->more = op;
1282
1283 prev = op;
1284 }
1285}
1286
1291/* 1287/*
1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1288 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1293 * job preparing multi-part monsters 1289 * job preparing multi-part monsters.
1294 */ 1290 */
1295object * 1291object *
1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{ 1293{
1298 object *tmp; 1294 op->remove ();
1299 1295
1300 if (op->head)
1301 op = op->head;
1302
1303 for (tmp = op; tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1304 { 1297 {
1305 tmp->x = x + tmp->arch->clone.x; 1298 tmp->x = x + tmp->arch->x;
1306 tmp->y = y + tmp->arch->clone.y; 1299 tmp->y = y + tmp->arch->y;
1307 } 1300 }
1308 1301
1309 return insert_ob_in_map (op, m, originator, flag); 1302 return insert_ob_in_map (op, m, originator, flag);
1310} 1303}
1311 1304
1327 * Return value: 1320 * Return value:
1328 * new object if 'op' was merged with other object 1321 * new object if 'op' was merged with other object
1329 * NULL if 'op' was destroyed 1322 * NULL if 'op' was destroyed
1330 * just 'op' otherwise 1323 * just 'op' otherwise
1331 */ 1324 */
1332
1333object * 1325object *
1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335{ 1327{
1336 object *tmp, *top, *floor = NULL; 1328 op->remove ();
1337 sint16 x, y;
1338 1329
1339 if (QUERY_FLAG (op, FLAG_FREED)) 1330 if (m == &freed_map)//D TODO: remove soon
1340 { 1331 {//D
1341 LOG (llevError, "Trying to insert freed object!\n"); 1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1342 return NULL;
1343 } 1333 }//D
1344
1345 if (m == NULL)
1346 {
1347 dump_object (op);
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1349 return op;
1350 }
1351
1352 if (out_of_map (m, op->x, op->y))
1353 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1356#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted.
1360 */
1361 abort ();
1362#endif
1363 return op;
1364 }
1365
1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402
1403 CLEAR_FLAG (op, FLAG_REMOVED);
1404 1334
1405 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work 1337 * need extra work
1408 */ 1338 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y); 1339 maptile *newmap = m;
1410 x = op->x; 1340 if (!xy_normalise (newmap, op->x, op->y))
1411 y = op->y; 1341 {
1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1343 return 0;
1344 }
1345
1346 if (object *more = op->more)
1347 if (!insert_ob_in_map (more, m, originator, flag))
1348 return 0;
1349
1350 op->flag [FLAG_REMOVED] = false;
1351 op->env = 0;
1352 op->map = newmap;
1353
1354 mapspace &ms = op->ms ();
1412 1355
1413 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1414 */ 1357 */
1415 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp)) 1360 if (object::can_merge (op, tmp))
1418 { 1361 {
1362 // TODO: we actually want to update tmp, not op,
1363 // but some caller surely breaks when we return tmp
1364 // from here :/
1419 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1420 remove_ob (tmp); 1366 tmp->destroy ();
1421 free_object (tmp);
1422 } 1367 }
1423 1368
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426 1371
1433 { 1378 {
1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1435 abort (); 1380 abort ();
1436 } 1381 }
1437 1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1438 op->above = originator; 1390 op->above = originator;
1439 op->below = originator->below; 1391 op->below = originator->below;
1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1446 /* since *below* originator, no need to update top */
1447 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1448 } 1395 }
1449 else 1396 else
1450 { 1397 {
1398 object *floor = 0;
1399 object *top = ms.top;
1400
1451 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1402 if (top)
1453 { 1403 {
1454 object *last = NULL;
1455
1456 /* 1404 /*
1457 * If there are multiple objects on this space, we do some trickier handling. 1405 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if 1407 * Generally, we want to put the new object on top. But if
1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1463 * once we get to them. This reduces the need to traverse over all of 1411 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time 1412 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed 1413 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1467 */ 1415 */
1468 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1469 while (top != NULL)
1470 { 1417 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1472 floor = top; 1419 floor = tmp;
1473 1420
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1475 { 1422 {
1476 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1477 top = top->below; 1424 top = tmp->below;
1478 break; 1425 break;
1479 } 1426 }
1480 1427
1481 last = top;
1482 top = top->above; 1428 top = tmp;
1483 } 1429 }
1484
1485 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last;
1487 1430
1488 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1489 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1491 */ 1434 */
1492 1435
1493 /* Have object 'fall below' other objects that block view. 1436 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66 1437 * Unless those objects are exits.
1495 * If INS_ON_TOP is used, don't do this processing 1438 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise 1439 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd. 1440 * stacking is a bit odd.
1498 */ 1441 */
1499 if (!(flag & INS_ON_TOP) && 1442 if (!(flag & INS_ON_TOP)
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1443 && ms.flags () & P_BLOCKSVIEW
1444 && (op->face && !faces [op->face].visibility))
1501 { 1445 {
1446 object *last;
1447
1502 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break; 1450 break;
1451
1505 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that 1453 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we 1454 * we can get inserted below this one, which requires we
1508 * set top to the object below us. 1455 * set top to the object below us.
1509 */ 1456 */
1510 if (last && last->below && last != floor) 1457 if (last && last->below && last != floor)
1511 top = last->below; 1458 top = last->below;
1512 } 1459 }
1513 } /* If objects on this space */ 1460 } /* If objects on this space */
1514 1461
1515 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1518 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor; 1463 top = floor;
1520 1464
1521 /* Top is the object that our object (op) is going to get inserted above. 1465 // insert object above top, or bottom-most if top = 0
1522 */
1523
1524 /* First object on this space */
1525 if (!top) 1466 if (!top)
1526 { 1467 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1528
1529 if (op->above)
1530 op->above->below = op;
1531
1532 op->below = NULL; 1468 op->below = 0;
1533 SET_MAP_OB (op->map, op->x, op->y, op); 1469 op->above = ms.bot;
1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1534 } 1473 }
1535 else 1474 else
1536 { /* get inserted into the stack above top */ 1475 {
1537 op->above = top->above; 1476 op->above = top->above;
1538
1539 if (op->above)
1540 op->above->below = op; 1477 top->above = op;
1541 1478
1542 op->below = top; 1479 op->below = top;
1543 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1544 } 1481 }
1482 }
1545 1483
1546 if (op->above == NULL) 1484 if (op->is_player ())
1547 SET_MAP_TOP (op->map, op->x, op->y, op); 1485 {
1548 } /* else not INS_BELOW_ORIGINATOR */
1549
1550 if (op->type == PLAYER)
1551 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1487 ++op->map->players;
1488 op->map->touch ();
1489 }
1552 1490
1553 /* If we have a floor, we know the player, if any, will be above 1491 op->map->dirty = true;
1554 * it, so save a few ticks and start from there. 1492
1555 */ 1493 if (object *pl = ms.player ())
1556 if (!(flag & INS_MAP_LOAD)) 1494 //TODO: the floorbox prev/next might need updating
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1495 //esrv_send_item (pl, op);
1558 if (tmp->type == PLAYER) 1496 //TODO: update floorbox to preserve ordering
1559 tmp->contr->socket.update_look = 1; 1497 if (pl->contr->ns)
1498 pl->contr->ns->floorbox_update ();
1560 1499
1561 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really 1501 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players 1502 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1568 * of effect may be sufficient. 1507 * of effect may be sufficient.
1569 */ 1508 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1571 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1572 1514
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1575 1517
1518 INVOKE_OBJECT (INSERT, op);
1519
1576 /* Don't know if moving this to the end will break anything. However, 1520 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this. 1521 * we want to have floorbox_update called before calling this.
1578 * 1522 *
1579 * check_move_on() must be after this because code called from 1523 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like 1524 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object(). 1526 * update_object().
1583 */ 1527 */
1584 1528
1585 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1587 { 1531 {
1588 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1589 return NULL; 1533 return 0;
1590 1534
1591 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1592 * walk on's. 1536 * walk on's.
1593 */ 1537 */
1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1538 for (object *tmp = op->more; tmp; tmp = tmp->more)
1595 if (check_move_on (tmp, originator)) 1539 if (check_move_on (tmp, originator))
1596 return NULL; 1540 return 0;
1597 } 1541 }
1598 1542
1599 return op; 1543 return op;
1600} 1544}
1601 1545
1602/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1603 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1604 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1605 */ 1549 */
1606void 1550void
1607replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1608{ 1552{
1609 object *
1610 tmp;
1611 object *
1612 tmp1;
1613
1614 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1615 1554
1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1617 {
1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1619 { 1557 tmp->destroy ();
1620 remove_ob (tmp);
1621 free_object (tmp);
1622 }
1623 }
1624 1558
1625 tmp1 = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = archetype::find (archname)->instance ();
1626 1560
1627 tmp1->x = op->x; 1561 tmp->x = op->x;
1628 tmp1->y = op->y; 1562 tmp->y = op->y;
1563
1629 insert_ob_in_map (tmp1, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1630} 1565}
1631
1632/*
1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634 * is returned contains nr objects, and the remaining parts contains
1635 * the rest (or is removed and freed if that number is 0).
1636 * On failure, NULL is returned, and the reason put into the
1637 * global static errmsg array.
1638 */
1639 1566
1640object * 1567object *
1641get_split_ob (object *orig_ob, uint32 nr) 1568object::insert_at (object *where, object *originator, int flags)
1642{ 1569{
1643 object * 1570 if (where->env)
1644 newob; 1571 return where->env->insert (this);
1645 int 1572 else
1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1647
1648 if (orig_ob->nrof < nr)
1649 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL;
1652 }
1653
1654 newob = object_create_clone (orig_ob);
1655
1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1658 if (!is_removed)
1659 remove_ob (orig_ob);
1660 free_object2 (orig_ob, 1);
1661 }
1662 else if (!is_removed)
1663 {
1664 if (orig_ob->env != NULL)
1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1668 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1670 return NULL;
1671 }
1672 }
1673
1674 newob->nrof = nr;
1675
1676 return newob;
1677} 1574}
1678 1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1596}
1597
1679/* 1598/*
1680 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1681 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1682 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1683 * 1602 *
1684 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1685 */ 1604 */
1605bool
1606object::decrease (sint32 nr)
1607{
1608 if (!nr)
1609 return true;
1686 1610
1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1687object * 1636object *
1688decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1689{ 1638{
1690 object *tmp; 1639 int have = number_of ();
1691 player *pl;
1692 1640
1693 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1694 return op; 1642 return 0;
1695 1643 else if (have == nr)
1696 if (i > op->nrof)
1697 i = op->nrof;
1698
1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 { 1644 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op); 1645 remove ();
1736 op->nrof = 0; 1646 return this;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1742 } 1647 }
1743 else 1648 else
1744 { 1649 {
1745 object *above = op->above; 1650 decrease (nr);
1746 1651
1747 if (i < op->nrof) 1652 object *op = deep_clone ();
1748 op->nrof -= i; 1653 op->nrof = nr;
1749 else
1750 {
1751 remove_ob (op);
1752 op->nrof = 0;
1753 }
1754
1755 /* Since we just removed op, op->above is null */
1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1757 if (tmp->type == PLAYER)
1758 {
1759 if (op->nrof)
1760 esrv_send_item (tmp, op);
1761 else
1762 esrv_del_item (tmp->contr, op->count);
1763 }
1764 }
1765
1766 if (op->nrof)
1767 return op; 1654 return op;
1768 else
1769 { 1655 }
1770 free_object (op); 1656}
1657
1658object *
1659insert_ob_in_ob (object *op, object *where)
1660{
1661 if (!where)
1662 {
1663 char *dump = dump_object (op);
1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1665 free (dump);
1771 return NULL; 1666 return op;
1772 }
1773}
1774
1775/*
1776 * add_weight(object, weight) adds the specified weight to an object,
1777 * and also updates how much the environment(s) is/are carrying.
1778 */
1779
1780void
1781add_weight (object *op, signed long weight)
1782{
1783 while (op != NULL)
1784 { 1667 }
1785 if (op->type == CONTAINER)
1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1787 1668
1788 op->carrying += weight; 1669 if (where->head_ () != where)
1789 op = op->env;
1790 } 1670 {
1791} 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1792 1674
1675 return where->insert (op);
1676}
1677
1793/* 1678/*
1794 * insert_ob_in_ob(op,environment): 1679 * env->insert (op)
1795 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1796 * inside the object environment. 1681 * inside the object environment.
1797 * 1682 *
1798 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799 * the inventory at the last position or next to other objects of the same
1800 * type.
1801 * Frank: Now sorted by type, archetype and magic!
1802 *
1803 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1804 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1805 */ 1685 */
1806
1807object * 1686object *
1808insert_ob_in_ob (object *op, object *where) 1687object::insert (object *op)
1809{ 1688{
1810 object *
1811 tmp, *
1812 otmp;
1813
1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1816 dump_object (op);
1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818 return op;
1819 }
1820
1821 if (where == NULL)
1822 {
1823 dump_object (op);
1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825 return op;
1826 }
1827
1828 if (where->head)
1829 {
1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831 where = where->head;
1832 }
1833
1834 if (op->more) 1689 if (op->more)
1835 { 1690 {
1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837 return op; 1692 return op;
1838 } 1693 }
1839 1694
1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1841 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1842 if (op->nrof) 1699 if (op->nrof)
1843 {
1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1845 if (CAN_MERGE (tmp, op)) 1701 if (object::can_merge (tmp, op))
1846 { 1702 {
1847 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1848 (client needs the original object) */ 1704 (client needs the original object) */
1849 tmp->nrof += op->nrof; 1705 tmp->nrof += op->nrof;
1850 /* Weight handling gets pretty funky. Since we are adding to 1706
1851 * tmp->nrof, we need to increase the weight. 1707 if (object *pl = tmp->visible_to ())
1852 */ 1708 esrv_update_item (UPD_NROF, pl, tmp);
1853 add_weight (where, op->weight * op->nrof); 1709
1854 SET_FLAG (op, FLAG_REMOVED); 1710 adjust_weight (this, op->total_weight ());
1855 free_object (op); /* free the inserted object */ 1711
1712 op->destroy ();
1856 op = tmp; 1713 op = tmp;
1857 remove_ob (op); /* and fix old object's links */ 1714 goto inserted;
1858 CLEAR_FLAG (op, FLAG_REMOVED);
1859 break;
1860 } 1715 }
1861 1716
1862 /* I assume combined objects have no inventory 1717 op->owner = 0; // it's his/hers now. period.
1863 * We add the weight - this object could have just been removed
1864 * (if it was possible to merge). calling remove_ob will subtract
1865 * the weight, so we need to add it in again, since we actually do
1866 * the linking below
1867 */
1868 add_weight (where, op->weight * op->nrof);
1869 }
1870 else
1871 add_weight (where, (op->weight + op->carrying));
1872
1873 otmp = is_player_inv (where);
1874 if (otmp && otmp->contr != NULL)
1875 {
1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877 fix_player (otmp);
1878 }
1879
1880 op->map = NULL; 1718 op->map = 0;
1881 op->env = where; 1719 op->x = 0;
1720 op->y = 0;
1721
1882 op->above = NULL; 1722 op->above = 0;
1883 op->below = NULL; 1723 op->below = inv;
1884 op->x = 0, op->y = 0; 1724 op->env = this;
1885 1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738inserted:
1886 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1887 if ((op->glow_radius != 0) && where->map) 1740 if (op->glow_radius && is_on_map ())
1888 {
1889#ifdef DEBUG_LIGHTS
1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1893 update_all_los (where->map, where->x, where->y);
1894 } 1741 {
1895 1742 update_stats ();
1896 /* Client has no idea of ordering so lets not bother ordering it here. 1743 update_all_los (map, x, y);
1897 * It sure simplifies this function...
1898 */
1899 if (where->inv == NULL)
1900 where->inv = op;
1901 else
1902 { 1744 }
1903 op->below = where->inv; 1745 else if (is_player ())
1904 op->below->above = op; 1746 // if this is a player's inventory, update stats
1905 where->inv = op; 1747 contr->queue_stats_update ();
1906 } 1748
1749 INVOKE_OBJECT (INSERT, this);
1750
1907 return op; 1751 return op;
1908} 1752}
1909 1753
1910/* 1754/*
1911 * Checks if any objects has a move_type that matches objects 1755 * Checks if any objects has a move_type that matches objects
1925 * 1769 *
1926 * MSW 2001-07-08: Check all objects on space, not just those below 1770 * MSW 2001-07-08: Check all objects on space, not just those below
1927 * object being inserted. insert_ob_in_map may not put new objects 1771 * object being inserted. insert_ob_in_map may not put new objects
1928 * on top. 1772 * on top.
1929 */ 1773 */
1930
1931int 1774int
1932check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1933{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1934 object *tmp; 1780 object *tmp;
1935 maptile *m = op->map; 1781 maptile *m = op->map;
1936 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1937 1783
1938 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1939 1785
1940 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1941 return 0;
1942 1787
1943 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1944 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1946 1791
1947 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1948 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1949 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1950 * as walking. 1795 * as walking.
1961 return 0; 1806 return 0;
1962 1807
1963 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1965 */ 1810 */
1966 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1968 {
1969 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them.
1972 */
1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 } 1812 {
1813 next = tmp->below;
1976 1814
1977 for (; tmp; tmp = tmp->below)
1978 {
1979 if (tmp == op) 1815 if (tmp == op)
1980 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1981 1817
1982 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1983 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1988 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 { 1825 {
1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 { 1828 {
1993
1994 float
1995 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1996 1830
1997 if (op->type == PLAYER) 1831 if (op->is_player ())
1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2000 diff /= 4.0; 1834 diff /= 4.0;
2001 1835
2002 op->speed_left -= diff; 1836 op->speed_left -= diff;
2003 } 1837 }
2004 } 1838 }
2027/* 1861/*
2028 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
2029 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
2031 */ 1865 */
2032
2033object * 1866object *
2034present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
2035{ 1868{
2036 object *
2037 tmp;
2038
2039 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
2040 { 1870 {
2041 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
2042 return NULL; 1872 return NULL;
2043 } 1873 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
2045 if (tmp->arch == at) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch->archname == at->archname)
2046 return tmp; 1877 return tmp;
1878
2047 return NULL; 1879 return NULL;
2048} 1880}
2049 1881
2050/* 1882/*
2051 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
2052 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
2054 */ 1886 */
2055
2056object * 1887object *
2057present (unsigned char type, maptile *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
2058{ 1889{
2059 object *
2060 tmp;
2061
2062 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
2063 { 1891 {
2064 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
2065 return NULL; 1893 return NULL;
2066 } 1894 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->type == type) 1897 if (tmp->type == type)
2069 return tmp; 1898 return tmp;
1899
2070 return NULL; 1900 return NULL;
2071} 1901}
2072 1902
2073/* 1903/*
2074 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
2075 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2077 */ 1907 */
2078
2079object * 1908object *
2080present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
2081{ 1910{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->type == type) 1912 if (tmp->type == type)
2087 return tmp; 1913 return tmp;
1914
2088 return NULL; 1915 return NULL;
2089} 1916}
2090 1917
2091/* 1918/*
2092 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2100 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
2101 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
2102 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
2103 * to be unique. 1930 * to be unique.
2104 */ 1931 */
2105
2106object * 1932object *
2107present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
2108{ 1934{
2109 object *
2110 tmp;
2111
2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2113 {
2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115 return tmp; 1937 return tmp;
2116 } 1938
2117 return NULL; 1939 return 0;
2118} 1940}
2119 1941
2120/* 1942/*
2121 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2122 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2123 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2124 */ 1946 */
2125
2126object * 1947object *
2127present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
2128{ 1949{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 if (tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
2134 return tmp; 1952 return tmp;
1953
2135 return NULL; 1954 return NULL;
2136} 1955}
2137 1956
2138/* 1957/*
2139 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2140 */ 1959 */
2141void 1960void
2142flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
2143{ 1962{
2144 object *
2145 tmp;
2146
2147 if (op->inv)
2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2149 { 1964 {
2150 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
2151 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
2152 } 1967 }
2153} /* 1968}
1969
1970/*
2154 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2155 */ 1972 */
2156void 1973void
2157unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
2158{ 1975{
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2164 { 1977 {
2165 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2166 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2167 } 1980 }
2168}
2169
2170/*
2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172 * all it's inventory (recursively).
2173 * If checksums are used, a player will get set_cheat called for
2174 * him/her-self and all object carried by a call to this function.
2175 */
2176
2177void
2178set_cheat (object *op)
2179{
2180 SET_FLAG (op, FLAG_WAS_WIZ);
2181 flag_inv (op, FLAG_WAS_WIZ);
2182} 1981}
2183 1982
2184/* 1983/*
2185 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2186 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2188 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2189 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2190 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2191 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2192 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2193 * Note - this only checks to see if there is space for the head of the
2194 * object - if it is a multispace object, this should be called for all
2195 * pieces.
2196 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2197 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2198 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2199 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2200 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2201 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2202 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2203 * customized, changed states, etc. 1999 * customized, changed states, etc.
2204 */ 2000 */
2205
2206int 2001int
2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{ 2003{
2209 int
2210 i,
2211 index = 0, flag;
2212 static int
2213 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2214 2006
2215 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2216 { 2008 {
2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2218 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2219 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2220 2028
2221 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2222 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2223 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2224 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2225 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2226 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2227 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2228 */ 2036 */
2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2230 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2231 } 2053 }
2054
2232 if (!index) 2055 if (!index)
2233 return -1; 2056 return -1;
2057
2234 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2235} 2059}
2236 2060
2237/* 2061/*
2238 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2239 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2240 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2241 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242 */ 2066 */
2243
2244int 2067int
2245find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{ 2069{
2247 int
2248 i;
2249
2250 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2251 {
2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2253 return i; 2072 return i;
2254 } 2073
2255 return -1; 2074 return -1;
2256} 2075}
2257 2076
2258/* 2077/*
2259 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2260 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2261 */ 2081 */
2262static void 2082static void
2263permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2264{ 2084{
2265 int 2085 arr += begin;
2266 i,
2267 j,
2268 tmp,
2269 len;
2270
2271 len = end - begin; 2086 end -= begin;
2272 for (i = begin; i < end; i++)
2273 {
2274 j = begin + RANDOM () % len;
2275 2087
2276 tmp = arr[i]; 2088 while (--end)
2277 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2278 arr[j] = tmp;
2279 }
2280} 2090}
2281 2091
2282/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2283 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2284 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2287 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2288 */ 2098 */
2289void 2099void
2290get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2291{ 2101{
2292 int 2102 int i;
2293 i;
2294 2103
2295 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2296 {
2297 search_arr[i] = i; 2105 search_arr[i] = i;
2298 }
2299 2106
2300 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303} 2110}
2312 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2313 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2314 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2315 * there is capable of. 2122 * there is capable of.
2316 */ 2123 */
2317
2318int 2124int
2319find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2320{ 2126{
2321 int
2322 i,
2323 max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2324
2325 sint16 nx, ny;
2326 object *
2327 tmp;
2328 maptile *
2329 mp;
2330
2331 MoveType blocked, move_type; 2128 MoveType move_type;
2332 2129
2333 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2334 { 2131 {
2335 exclude = exclude->head; 2132 exclude = exclude->head;
2336 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2337 } 2134 }
2338 else 2135 else
2339 { 2136 {
2340 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2341 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2342 } 2139 }
2343 2140
2344 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2345 { 2142 {
2346 mp = m; 2143 mapxy pos (m, x, y);
2347 nx = x + freearr_x[i]; 2144 pos.move (i);
2348 ny = y + freearr_y[i];
2349 2145
2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2351 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i]; 2147 max = maxfree[i];
2354 }
2355 else 2148 else
2356 { 2149 {
2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = *pos;
2358 2151
2359 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2153 max = maxfree [i];
2154 else if (ms.flags () & P_IS_ALIVE)
2360 { 2155 {
2361 max = maxfree[i]; 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2362 } 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2363 else if (mflags & P_IS_ALIVE) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2364 {
2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2366 {
2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2368 {
2369 break;
2370 }
2371 }
2372 if (tmp)
2373 {
2374 return freedir[i]; 2159 return freedir [i];
2375 }
2376 } 2160 }
2377 } 2161 }
2378 } 2162 }
2163
2379 return 0; 2164 return 0;
2380} 2165}
2381 2166
2382/* 2167/*
2383 * distance(object 1, object 2) will return the square of the 2168 * distance(object 1, object 2) will return the square of the
2384 * distance between the two given objects. 2169 * distance between the two given objects.
2385 */ 2170 */
2386
2387int 2171int
2388distance (const object *ob1, const object *ob2) 2172distance (const object *ob1, const object *ob2)
2389{ 2173{
2390 int
2391 i;
2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 return i;
2395} 2175}
2396 2176
2397/* 2177/*
2398 * find_dir_2(delta-x,delta-y) will return a direction in which 2178 * find_dir_2(delta-x,delta-y) will return a direction in which
2399 * an object which has subtracted the x and y coordinates of another 2179 * an object which has subtracted the x and y coordinates of another
2400 * object, needs to travel toward it. 2180 * object, needs to travel toward it.
2401 */ 2181 */
2402
2403int 2182int
2404find_dir_2 (int x, int y) 2183find_dir_2 (int x, int y)
2405{ 2184{
2406 int 2185 int q;
2407 q;
2408 2186
2409 if (y) 2187 if (y)
2410 q = x * 100 / y; 2188 q = x * 100 / y;
2411 else if (x) 2189 else if (x)
2412 q = -300 * x; 2190 q = -300 * x;
2437 2215
2438 return 3; 2216 return 3;
2439} 2217}
2440 2218
2441/* 2219/*
2442 * absdir(int): Returns a number between 1 and 8, which represent
2443 * the "absolute" direction of a number (it actually takes care of
2444 * "overflow" in previous calculations of a direction).
2445 */
2446
2447int
2448absdir (int d)
2449{
2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2454 return d;
2455}
2456
2457/*
2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2459 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2460 */ 2222 */
2461
2462int 2223int
2463dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2464{ 2225{
2465 int 2226 int d;
2466 d;
2467 2227
2468 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2469 if (d > 4) 2229 if (d > 4)
2470 d = 8 - d; 2230 d = 8 - d;
2231
2471 return d; 2232 return d;
2472} 2233}
2473 2234
2474/* peterm: 2235/* peterm:
2475 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2478 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2479 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2480 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2481 * functions. 2242 * functions.
2482 */ 2243 */
2483
2484int
2485 reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2486 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2487 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2488 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2489 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2490 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2538 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2539 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2540 * can see a direct way to get it 2299 * can see a direct way to get it
2541 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2542 */ 2301 */
2543
2544
2545int 2302int
2546can_see_monsterP (maptile *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2547{ 2304{
2548 sint16 dx, dy; 2305 sint16 dx, dy;
2549 int
2550 mflags; 2306 int mflags;
2551 2307
2552 if (dir < 0) 2308 if (dir < 0)
2553 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2554 2310
2555 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2568 return 0; 2324 return 0;
2569 2325
2570 /* yes, can see. */ 2326 /* yes, can see. */
2571 if (dir < 9) 2327 if (dir < 9)
2572 return 1; 2328 return 1;
2329
2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575} 2333}
2576
2577
2578 2334
2579/* 2335/*
2580 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2581 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2582 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2584 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2585 * core dumps if they do. 2341 * core dumps if they do.
2586 * 2342 *
2587 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2588 */ 2344 */
2589
2590int 2345int
2591can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2592{ 2347{
2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2596} 2351}
2597
2598 2352
2599/* 2353/*
2600 * create clone from object to another 2354 * create clone from object to another
2601 */ 2355 */
2602object * 2356object *
2603object_create_clone (object *asrc) 2357object::deep_clone ()
2604{ 2358{
2605 object * 2359 assert (("deep_clone called on non-head object", is_head ()));
2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2607 2360
2608 if (!asrc) 2361 object *dst = clone ();
2609 return NULL;
2610 src = asrc;
2611 if (src->head)
2612 src = src->head;
2613 2362
2614 prev = NULL; 2363 object *prev = dst;
2615 for (part = src; part; part = part->more) 2364 for (object *part = this->more; part; part = part->more)
2616 { 2365 {
2617 tmp = get_object (); 2366 object *tmp = part->clone ();
2618 copy_object (part, tmp);
2619 tmp->x -= src->x;
2620 tmp->y -= src->y;
2621 if (!part->head)
2622 {
2623 dst = tmp;
2624 tmp->head = NULL;
2625 }
2626 else
2627 {
2628 tmp->head = dst; 2367 tmp->head = dst;
2629 }
2630 tmp->more = NULL;
2631 if (prev)
2632 prev->more = tmp; 2368 prev->more = tmp;
2633 prev = tmp; 2369 prev = tmp;
2634 } 2370 }
2635 2371
2636 for (item = src->inv; item; item = item->below) 2372 for (object *item = inv; item; item = item->below)
2637 insert_ob_in_ob (object_create_clone (item), dst); 2373 insert_ob_in_ob (item->deep_clone (), dst);
2638 2374
2639 return dst; 2375 return dst;
2640}
2641
2642/* GROS - Creates an object using a string representing its content. */
2643/* Basically, we save the content of the string to a temp file, then call */
2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2645/* but it was simple to make and allows reusing the load_object function. */
2646/* Remember not to use load_object_str in a time-critical situation. */
2647/* Also remember that multiparts objects are not supported for now. */
2648
2649object *
2650load_object_str (const char *obstr)
2651{
2652 object *op;
2653 char filename[MAX_BUF];
2654
2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656
2657 FILE *tempfile = fopen (filename, "w");
2658
2659 if (tempfile == NULL)
2660 {
2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2662 return NULL;
2663 }
2664
2665 fprintf (tempfile, obstr);
2666 fclose (tempfile);
2667
2668 op = get_object ();
2669
2670 object_thawer thawer (filename);
2671
2672 if (thawer)
2673 load_object (thawer, op, 0);
2674
2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2676 CLEAR_FLAG (op, FLAG_REMOVED);
2677
2678 return op;
2679} 2376}
2680 2377
2681/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2682 * has the same type and subtype match. 2379 * has the same type and subtype match.
2683 * returns NULL if no match. 2380 * returns NULL if no match.
2684 */ 2381 */
2685object * 2382object *
2686find_obj_by_type_subtype (const object *who, int type, int subtype) 2383find_obj_by_type_subtype (const object *who, int type, int subtype)
2687{ 2384{
2688 object *tmp;
2689
2690 for (tmp = who->inv; tmp; tmp = tmp->below) 2385 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->type == type && tmp->subtype == subtype) 2386 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp; 2387 return tmp;
2693 2388
2694 return NULL;
2695}
2696
2697/* If ob has a field named key, return the link from the list,
2698 * otherwise return NULL.
2699 *
2700 * key must be a passed in shared string - otherwise, this won't
2701 * do the desired thing.
2702 */
2703key_value *
2704get_ob_key_link (const object *ob, const char *key)
2705{
2706 key_value *link;
2707
2708 for (link = ob->key_values; link != NULL; link = link->next)
2709 if (link->key == key)
2710 return link;
2711
2712 return NULL;
2713}
2714
2715/*
2716 * Returns the value of op has an extra_field for key, or NULL.
2717 *
2718 * The argument doesn't need to be a shared string.
2719 *
2720 * The returned string is shared.
2721 */
2722const char *
2723get_ob_key_value (const object *op, const char *const key)
2724{
2725 key_value *link;
2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2729 {
2730 /* 1. There being a field named key on any object
2731 * implies there'd be a shared string to find.
2732 * 2. Since there isn't, no object has this field.
2733 * 3. Therefore, *this* object doesn't have this field.
2734 */
2735 return 0;
2736 }
2737
2738 /* This is copied from get_ob_key_link() above -
2739 * only 4 lines, and saves the function call overhead.
2740 */
2741 for (link = op->key_values; link; link = link->next)
2742 if (link->key == canonical_key)
2743 return link->value;
2744
2745 return 0; 2389 return 0;
2746} 2390}
2747 2391
2748 2392shstr_tmp
2749/* 2393object::kv_get (shstr_tmp key) const
2750 * Updates the canonical_key in op to value.
2751 *
2752 * canonical_key is a shared string (value doesn't have to be).
2753 *
2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2755 * keys.
2756 *
2757 * Returns TRUE on success.
2758 */
2759int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2394{
2762 key_value * 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2763 field = NULL, *last = NULL; 2396 if (kv->key == key)
2397 return kv->value;
2764 2398
2765 for (field = op->key_values; field != NULL; field = field->next) 2399 return shstr ();
2766 { 2400}
2767 if (field->key != canonical_key) 2401
2402void
2403object::kv_set (shstr_tmp key, shstr_tmp value)
2404{
2405 for (key_value *kv = key_values; kv; kv = kv->next)
2406 if (kv->key == key)
2768 { 2407 {
2769 last = field; 2408 kv->value = value;
2770 continue; 2409 return;
2771 } 2410 }
2772 2411
2773 if (value) 2412 key_value *kv = new key_value;
2774 field->value = value; 2413
2775 else 2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419}
2420
2421void
2422object::kv_del (shstr_tmp key)
2423{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2776 { 2426 {
2777 /* Basically, if the archetype has this key set, 2427 key_value *kv = *kvp;
2778 * we need to store the null value so when we save 2428 *kvp = (*kvp)->next;
2779 * it, we save the empty value so that when we load, 2429 delete kv;
2780 * we get this value back again. 2430 return;
2781 */
2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2783 field->value = 0;
2784 else
2785 {
2786 if (last)
2787 last->next = field->next;
2788 else
2789 op->key_values = field->next;
2790
2791 delete field;
2792 }
2793 } 2431 }
2794 return TRUE;
2795 }
2796 /* IF we get here, key doesn't exist */
2797
2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2801 {
2802 return FALSE;
2803 }
2804 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings,
2808 * should pass in ""
2809 */
2810 if (value == NULL)
2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2822}
2823
2824/*
2825 * Updates the key in op to value.
2826 *
2827 * If add_key is FALSE, this will only update existing keys,
2828 * and not add new ones.
2829 * In general, should be little reason FALSE is ever passed in for add_key
2830 *
2831 * Returns TRUE on success.
2832 */
2833int
2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2835{
2836 shstr key_ (key);
2837
2838 return set_ob_key_value_s (op, key_, value, add_key);
2839} 2432}
2840 2433
2841object::depth_iterator::depth_iterator (object *container) 2434object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container) 2435: iterator_base (container)
2843{ 2436{
2857 } 2450 }
2858 else 2451 else
2859 item = item->env; 2452 item = item->env;
2860} 2453}
2861 2454
2455const char *
2456object::flag_desc (char *desc, int len) const
2457{
2458 char *p = desc;
2459 bool first = true;
2460
2461 *p = 0;
2462
2463 for (int i = 0; i < NUM_FLAGS; i++)
2464 {
2465 if (len <= 10) // magic constant!
2466 {
2467 snprintf (p, len, ",...");
2468 break;
2469 }
2470
2471 if (flag [i])
2472 {
2473 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2474 len -= cnt;
2475 p += cnt;
2476 first = false;
2477 }
2478 }
2479
2480 return desc;
2481}
2482
2862// return a suitable string describing an objetc in enough detail to find it 2483// return a suitable string describing an object in enough detail to find it
2863const char * 2484const char *
2864object::debug_desc (char *info) const 2485object::debug_desc (char *info) const
2865{ 2486{
2487 char flagdesc[512];
2866 char info2[256 * 3]; 2488 char info2[256 * 4];
2867 char *p = info; 2489 char *p = info;
2868 2490
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2870 count, 2492 count,
2493 uuid.c_str (),
2871 &name, 2494 &name,
2872 title ? " " : "", 2495 title ? ",title:\"" : "",
2873 title ? (const char *)title : ""); 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2498 flag_desc (flagdesc, 512), type);
2874 2499
2875 if (env) 2500 if (!flag[FLAG_REMOVED] && env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2502
2878 if (map) 2503 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2505
2881 return info; 2506 return info;
2882} 2507}
2883 2508
2884const char * 2509const char *
2885object::debug_desc () const 2510object::debug_desc () const
2886{ 2511{
2887 static char info[256 * 3]; 2512 static char info[3][256 * 4];
2513 static int info_idx;
2514
2888 return debug_desc (info); 2515 return debug_desc (info [++info_idx % 3]);
2889} 2516}
2890 2517
2518struct region *
2519object::region () const
2520{
2521 return map ? map->region (x, y)
2522 : region::default_region ();
2523}
2524
2525void
2526object::open_container (object *new_container)
2527{
2528 if (container == new_container)
2529 return;
2530
2531 object *old_container = container;
2532
2533 if (old_container)
2534 {
2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2536 return;
2537
2538#if 0
2539 // remove the "Close old_container" object.
2540 if (object *closer = old_container->inv)
2541 if (closer->type == CLOSE_CON)
2542 closer->destroy ();
2543#endif
2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2548 old_container->flag [FLAG_APPLIED] = false;
2549 container = 0;
2550
2551 // client needs item update to make it work, client bug requires this to be separate
2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2555 play_sound (sound_find ("chest_close"));
2556 }
2557
2558 if (new_container)
2559 {
2560 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2561 return;
2562
2563 // TODO: this does not seem to serve any purpose anymore?
2564#if 0
2565 // insert the "Close Container" object.
2566 if (archetype *closer = new_container->other_arch)
2567 {
2568 object *closer = arch_to_object (new_container->other_arch);
2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2570 new_container->insert (closer);
2571 }
2572#endif
2573
2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2579 new_container->flag [FLAG_APPLIED] = true;
2580 container = new_container;
2581
2582 // client needs flag change
2583 esrv_update_item (UPD_FLAGS, this, new_container);
2584 esrv_send_inventory (this, new_container);
2585 play_sound (sound_find ("chest_open"));
2586 }
2587// else if (!old_container->env && contr && contr->ns)
2588// contr->ns->floorbox_reset ();
2589}
2590
2591object *
2592object::force_find (shstr_tmp name)
2593{
2594 /* cycle through his inventory to look for the MARK we want to
2595 * place
2596 */
2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2598 if (tmp->type == FORCE && tmp->slaying == name)
2599 return splay (tmp);
2600
2601 return 0;
2602}
2603
2604//-GPL
2605
2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2616object::force_add (shstr_tmp name, int duration)
2617{
2618 if (object *force = force_find (name))
2619 force->destroy ();
2620
2621 object *force = get_archetype (FORCE_NAME);
2622
2623 force->slaying = name;
2624 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 return insert (force);
2628}
2629
2630void
2631object::play_sound (faceidx sound) const
2632{
2633 if (!sound)
2634 return;
2635
2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2661 return;
2662
2663 // find old force, or create new one
2664 object *force = force_find (shstr_noise_force);
2665
2666 if (force)
2667 force->speed_left = -1.f; // patch old speed up
2668 else
2669 {
2670 force = archetype::get (shstr_noise_force);
2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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