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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.314 by root, Fri Mar 26 00:59:20 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
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, 42//+GPL
43
44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 49};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 55};
50int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 57 0,
58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 61};
54 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
55static void 70static void
56write_uuid (void) 71write_uuid (uval64 skip, bool sync)
57{ 72{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
59 74 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 77 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} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
82 88
83 FILE *fp; 89 FILE *fp;
84 90
85 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
86 { 92 {
87 if (errno == ENOENT) 93 if (errno == ENOENT)
88 { 94 {
89 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 96 UUID::cur.seq = 0;
91 write_uuid (); 97 write_uuid (UUID_GAP, true);
92 return; 98 return;
93 } 99 }
94 100
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 102 _exit (1);
97 } 103 }
98 104
99 int version; 105 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 106 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
102 { 110 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 112 _exit (1);
105 } 113 }
106 114
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
110 fclose (fp); 118 fclose (fp);
111} 119}
112 120
113UUID 121UUID
114gen_uuid () 122UUID::gen ()
115{ 123{
116 UUID uid; 124 UUID uid;
117 125
118 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
119 127
120 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
122 134
123 return uid; 135 return uid;
124} 136}
125 137
126void 138void
127init_uuid () 139UUID::init ()
128{ 140{
129 read_uuid (); 141 read_uuid ();
130} 142}
131 143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
208
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 210static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
135{ 212{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
141 */ 216 */
142 217
143 /* For each field in wants, */ 218 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 220 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 221 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 }
166 222
167 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 224 return true;
169} 225}
170 226
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 228static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 229compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 230{
175 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
177 */ 233 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
179} 236}
180 237
181/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 239 * they can be merged together.
183 * 240 *
184 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
187 * 244 *
188 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
189 * 246 *
190 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
191 * check weight 248 * check weight
192 */ 249 */
193
194bool object::can_merge (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
195{ 251{
196 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 258 return 0;
199 259
200 if (ob1->speed != ob2->speed) 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 263 return 0;
202 264
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. 265 /* 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 266 * 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 267 * 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 268 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 269 * flags lose any meaning.
215 */ 270 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 273
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 276
222 277 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) || 278 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 279 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 280 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 281 || 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) || 282 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 283 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 284 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 285 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 286 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 289 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 290 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 291 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 292 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 293 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 294 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 295 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 296 || 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)) 297 || ob1->move_off != ob2->move_off
298 || ob1->move_slow != ob2->move_slow
299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 302 return 0;
254 303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
255 /* This is really a spellbook check - really, we should 310 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 311 * not merge objects with real inventories, as splitting them
312 * is hard.
257 */ 313 */
258 if (ob1->inv || ob2->inv) 314 if (ob1->inv || ob2->inv)
259 { 315 {
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)) 316 if (!(ob1->inv && ob2->inv))
266 return 0; 317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
267 324
268 /* inventory ok - still need to check rest of this object to see 325 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 326 * if it is valid.
270 */ 327 */
271 } 328 }
279 336
280 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
282 * check? 339 * check?
283 */ 340 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 342 return 0;
286 343
287 switch (ob1->type) 344 switch (ob1->type)
288 { 345 {
289 case SCROLL: 346 case SCROLL:
290 if (ob1->level != ob2->level) 347 if (ob1->level != ob2->level)
291 return 0; 348 return 0;
292 break; 349 break;
293 } 350 }
294 351
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 352 if (ob1->key_values || ob2->key_values)
296 { 353 {
297 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 355 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 359 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 360 }
304 361
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 362 if (ob1->self || ob2->self)
307 { 363 {
308 ob1->optimise (); 364 ob1->optimise ();
309 ob2->optimise (); 365 ob2->optimise ();
310 366
311 if (ob1->self || ob2->self) 367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
312 return 0; 373 return 0;
374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
379 return 0;
380 }
313 } 381 }
314 382
315 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
316 return 1; 384 return 1;
317} 385}
318 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
319/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
320 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
323 */ 464 */
324long 465void
325sum_weight (object *op) 466object::update_weight ()
326{ 467{
327 long sum; 468 sint32 sum = 0;
328 object *inv;
329 469
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 470 for (object *op = inv; op; op = op->below)
331 { 471 {
332 if (inv->inv) 472 if (op->inv)
333 sum_weight (inv); 473 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
476 }
477
478 sum = weight_adjust_for (this, sum);
479
480 if (sum != carrying)
335 } 481 {
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; 482 carrying = sum;
342 483
343 return sum; 484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
344} 488}
345 489
346/** 490/*
347 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 492 */
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
379char * 493char *
380dump_object (object *op) 494dump_object (object *op)
381{ 495{
382 if (!op) 496 if (!op)
383 return strdup ("[NULLOBJ]"); 497 return strdup ("[NULLOBJ]");
384 498
385 object_freezer freezer; 499 object_freezer freezer;
386 save_object (freezer, op, 3); 500 op->write (freezer);
387 return freezer.as_string (); 501 return freezer.as_string ();
388} 502}
389 503
390/* 504char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 506{
399 object *tmp, *closest; 507 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 508}
409 509
410/* 510/*
411 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
412 */ 513 */
413
414object * 514object *
415find_object (tag_t i) 515find_object (tag_t i)
416{ 516{
417 object *op; 517 for_all_objects (op)
418
419 for (op = object::first; op != NULL; op = op->next)
420 if (op->count == i) 518 if (op->count == i)
421 break;
422
423 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
424} 537}
425 538
426/* 539/*
427 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
430 */ 543 */
431
432object * 544object *
433find_object_name (const char *str) 545find_object_name (const char *str)
434{ 546{
435 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
436 object *op;
437 548
438 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
439 if (op->name == str_) 551 if (op->name == str_)
440 break; 552 return op;
441 553
442 return op; 554 return 0;
443}
444
445void
446free_all_object_data ()
447{
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449} 555}
450 556
451/* 557/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
454 */ 561 */
455void 562void
456object::set_owner (object *owner) 563object::set_owner (object *owner)
457{ 564{
565 // allow objects which own objects
458 if (!owner) 566 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 567 while (owner->owner)
469 owner = owner->owner; 568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
571 {
572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
470 575
471 this->owner = owner; 576 this->owner = owner;
577}
578
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
472} 644}
473 645
474/* Zero the key_values on op, decrementing the shared-string 646/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 647 * refcounts and freeing the links.
476 */ 648 */
477static void 649static void
478free_key_values (object *op) 650free_key_values (object *op)
479{ 651{
480 for (key_value *i = op->key_values; i != 0;) 652 for (key_value *i = op->key_values; i; )
481 { 653 {
482 key_value *next = i->next; 654 key_value *next = i->next;
483 delete i; 655 delete i;
484 656
485 i = next; 657 i = next;
486 } 658 }
487 659
488 op->key_values = 0; 660 op->key_values = 0;
489} 661}
490 662
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 663/*
543 * copy object first frees everything allocated by the second object, 664 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 665 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 666 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 667 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object 668 * if the first object is freed, the pointers in the new object
548 * will point at garbage. 669 * will point at garbage.
549 */ 670 */
550void 671void
551copy_object (object *op2, object *op) 672object::copy_to (object *dst)
552{ 673{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 674 dst->remove ();
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 675 *(object_copy *)dst = *this;
555 676 dst->flag [FLAG_REMOVED] = true;
556 op2->clone (op);
557
558 if (is_freed)
559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED);
562
563 if (op2->speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
565 677
566 /* Copy over key_values, if any. */ 678 /* Copy over key_values, if any. */
567 if (op2->key_values) 679 if (key_values)
568 { 680 {
569 key_value *tail = 0; 681 key_value *tail = 0;
570 key_value *i;
571
572 op->key_values = 0; 682 dst->key_values = 0;
573 683
574 for (i = op2->key_values; i; i = i->next) 684 for (key_value *i = key_values; i; i = i->next)
575 { 685 {
576 key_value *new_link = new key_value; 686 key_value *new_link = new key_value;
577 687
578 new_link->next = 0; 688 new_link->next = 0;
579 new_link->key = i->key; 689 new_link->key = i->key;
580 new_link->value = i->value; 690 new_link->value = i->value;
581 691
582 /* Try and be clever here, too. */ 692 /* Try and be clever here, too. */
583 if (!op->key_values) 693 if (!dst->key_values)
584 { 694 {
585 op->key_values = new_link; 695 dst->key_values = new_link;
586 tail = new_link; 696 tail = new_link;
587 } 697 }
588 else 698 else
589 { 699 {
590 tail->next = new_link; 700 tail->next = new_link;
591 tail = new_link; 701 tail = new_link;
592 } 702 }
593 } 703 }
594 } 704 }
595 705
596 update_ob_speed (op); 706 dst->activate ();
707}
708
709void
710object::instantiate ()
711{
712 if (!uuid.seq) // HACK
713 uuid = UUID::gen ();
714
715 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
716 if (flag [FLAG_RANDOM_SPEED] && speed)
717 speed_left = - speed - rndm (); // TODO animation
718 else
719 speed_left = -1.;
720
721 /* copy the body_info to the body_used - this is only really
722 * need for monsters, but doesn't hurt to do it for everything.
723 * by doing so, when a monster is created, it has good starting
724 * values for the body_used info, so when items are created
725 * for it, they can be properly equipped.
726 */
727 for (int i = NUM_BODY_LOCATIONS; i--; )
728 slot[i].used = slot[i].info;
729
730 attachable::instantiate ();
731}
732
733object *
734object::clone ()
735{
736 object *neu = create ();
737 copy_to (neu);
738
739 // TODO: unclean state changes, should not be done in clone AND instantiate
740 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
741 neu->speed_left = - neu->speed - rndm (); // TODO animation
742
743 neu->map = map; // not copied by copy_to
744 return neu;
597} 745}
598 746
599/* 747/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 748 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 749 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 750 * be called to update the face variable, _and_ how it looks on the map.
603 */ 751 */
604
605void 752void
606update_turn_face (object *op) 753update_turn_face (object *op)
607{ 754{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 756 return;
757
610 SET_ANIMATION (op, op->direction); 758 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 759 update_object (op, UP_OBJ_FACE);
612} 760}
613 761
614/* 762/*
615 * Updates the speed of an object. If the speed changes from 0 to another 763 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 764 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 765 * This function needs to be called whenever the speed of an object changes.
618 */ 766 */
619void 767void
620update_ob_speed (object *op) 768object::set_speed (float speed)
621{ 769{
622 extern int arch_init; 770 this->speed = speed;
623 771
624 /* No reason putting the archetypes objects on the speed list, 772 if (has_active_speed ())
625 * since they never really need to be updated. 773 activate ();
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else 774 else
657 { 775 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 776}
681 777
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 778/*
714 * update_object() updates the array which represents the map. 779 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 780 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 781 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 782 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 783 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 784 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 785 * updating that window, though, since update_object() is called _often_)
721 * 786 *
722 * action is a hint of what the caller believes need to be done. 787 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 788 * current action are:
728 * UP_OBJ_INSERT: op was inserted 789 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 790 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 791 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 792 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 793 * UP_OBJ_FACE: only the objects face has changed.
733 */ 794 */
734
735void 795void
736update_object (object *op, int action) 796update_object (object *op, int action)
737{ 797{
738 int update_now = 0, flags; 798 if (!op)
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 { 799 {
743 /* this should never happen */ 800 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 801 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 return; 802 return;
746 } 803 }
747 804
748 if (op->env != NULL) 805 if (!op->is_on_map ())
749 { 806 {
750 /* Animation is currently handled by client, so nothing 807 /* Animation is currently handled by client, so nothing
751 * to do in this case. 808 * to do in this case.
752 */ 809 */
753 return; 810 return;
754 } 811 }
755 812
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */ 813 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 814 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 815 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 816 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 817#ifdef MANY_CORES
767 abort (); 818 abort ();
768#endif 819#endif
769 return; 820 return;
770 } 821 }
771 822
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 823 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 824
825 if (!(m.flags_ & P_UPTODATE))
826 /* nop */;
779 if (action == UP_OBJ_INSERT) 827 else if (action == UP_OBJ_INSERT)
780 { 828 {
829#if 0
830 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 833 || (op->is_player () && !(m.flags_ & P_PLAYER))
786 834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 837 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 838 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 839 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 840 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 841 * have move_allow right now.
804 */ 842 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 843 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 844 m.invalidate ();
807 845#else
808 if ((move_slow | op->move_slow) != move_slow) 846 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
809 update_now = 1; 847 m.invalidate ();
848#endif
810 } 849 }
811 /* if the object is being removed, we can't make intelligent 850 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 851 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 852 * that is being removed.
814 */ 853 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 854 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 855 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 856 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 857 /* Nothing to do for that case */ ;
819 else 858 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 859 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 860
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 861 if (op->more)
829 update_object (op->more, action); 862 update_object (op->more, action);
830} 863}
831 864
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object () 865object::object ()
857{ 866{
858 SET_FLAG (this, FLAG_REMOVED); 867 SET_FLAG (this, FLAG_REMOVED);
859 868
860 expmul = 1.0; 869 //expmul = 1.0; declared const for the time being
861 face = blank_face; 870 face = blank_face;
871 material = MATERIAL_NULL;
862} 872}
863 873
864object::~object () 874object::~object ()
865{ 875{
876 unlink ();
877
866 free_key_values (this); 878 free_key_values (this);
867} 879}
868 880
881static int object_count;
882
869void object::link () 883void object::link ()
870{ 884{
885 assert (!index);//D
886 uuid = UUID::gen ();
871 count = ++ob_count; 887 count = ++object_count;
872 uuid = gen_uuid ();
873 888
874 prev = 0; 889 refcnt_inc ();
875 next = object::first; 890 objects.insert (this);
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881} 891}
882 892
883void object::unlink () 893void object::unlink ()
884{ 894{
885 if (this == object::first) 895 if (!index)
886 object::first = next; 896 return;
887 897
888 /* Remove this object from the list of used objects */ 898 objects.erase (this);
889 if (prev) prev->next = next; 899 refcnt_dec ();
890 if (next) next->prev = prev; 900}
891 901
892 prev = 0; 902void
893 next = 0; 903object::activate ()
904{
905 /* If already on active list, don't do anything */
906 if (active)
907 return;
908
909 if (has_active_speed ())
910 {
911 if (flag [FLAG_FREED])
912 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
913
914 actives.insert (this);
915 }
916}
917
918void
919object::activate_recursive ()
920{
921 activate ();
922
923 for (object *op = inv; op; op = op->below)
924 op->activate_recursive ();
925}
926
927/* This function removes object 'op' from the list of active
928 * objects.
929 * This should only be used for style maps or other such
930 * reference maps where you don't want an object that isn't
931 * in play chewing up cpu time getting processed.
932 * The reverse of this is to call update_ob_speed, which
933 * will do the right thing based on the speed of the object.
934 */
935void
936object::deactivate ()
937{
938 /* If not on the active list, nothing needs to be done */
939 if (!active)
940 return;
941
942 actives.erase (this);
943}
944
945void
946object::deactivate_recursive ()
947{
948 for (object *op = inv; op; op = op->below)
949 op->deactivate_recursive ();
950
951 deactivate ();
952}
953
954void
955object::set_flag_inv (int flag, int value)
956{
957 for (object *op = inv; op; op = op->below)
958 {
959 op->flag [flag] = value;
960 op->set_flag_inv (flag, value);
961 }
962}
963
964/*
965 * Remove and free all objects in the inventory of the given object.
966 * object.c ?
967 */
968void
969object::destroy_inv (bool drop_to_ground)
970{
971 // need to check first, because the checks below might segfault
972 // as we might be on an invalid mapspace and crossfire code
973 // is too buggy to ensure that the inventory is empty.
974 // corollary: if you create arrows etc. with stuff in its inventory,
975 // cf will crash below with off-map x and y
976 if (!inv)
977 return;
978
979 /* Only if the space blocks everything do we not process -
980 * if some form of movement is allowed, let objects
981 * drop on that space.
982 */
983 if (!drop_to_ground
984 || !map
985 || map->in_memory != MAP_ACTIVE
986 || map->no_drop
987 || ms ().move_block == MOVE_ALL)
988 {
989 while (inv)
990 inv->destroy ();
991 }
992 else
993 { /* Put objects in inventory onto this space */
994 while (inv)
995 {
996 object *op = inv;
997
998 if (op->flag [FLAG_STARTEQUIP]
999 || op->flag [FLAG_NO_DROP]
1000 || op->type == RUNE
1001 || op->type == TRAP
1002 || op->flag [FLAG_IS_A_TEMPLATE]
1003 || op->flag [FLAG_DESTROY_ON_DEATH])
1004 op->destroy ();
1005 else
1006 map->insert (op, x, y);
1007 }
1008 }
894} 1009}
895 1010
896object *object::create () 1011object *object::create ()
897{ 1012{
898 object *op = new object; 1013 object *op = new object;
899 op->link (); 1014 op->link ();
900 return op; 1015 return op;
901} 1016}
902 1017
903/* 1018static struct freed_map : maptile
904 * free_object() frees everything allocated by an object, removes
905 * it from the list of used objects, and puts it on the list of
906 * free objects. The IS_FREED() flag is set in the object.
907 * The object must have been removed by remove_ob() first for
908 * this function to succeed.
909 *
910 * If destroy_inventory is set, free inventory as well. Else drop items in
911 * inventory to the ground.
912 */
913void object::destroy (bool destroy_inventory)
914{ 1019{
915 if (QUERY_FLAG (this, FLAG_FREED)) 1020 freed_map ()
1021 {
1022 path = "<freed objects map>";
1023 name = "/internal/freed_objects_map";
1024 width = 3;
1025 height = 3;
1026 no_drop = 1;
1027 no_reset = 1;
1028
1029 alloc ();
1030 in_memory = MAP_ACTIVE;
1031 }
1032
1033 ~freed_map ()
1034 {
1035 destroy ();
1036 }
1037} freed_map; // freed objects are moved here to avoid crashes
1038
1039void
1040object::do_destroy ()
1041{
1042 if (flag [FLAG_IS_LINKED])
1043 remove_link ();
1044
1045 if (flag [FLAG_FRIENDLY])
1046 remove_friendly_object (this);
1047
1048 remove ();
1049
1050 attachable::do_destroy ();
1051
1052 deactivate ();
1053 unlink ();
1054
1055 flag [FLAG_FREED] = 1;
1056
1057 // hack to ensure that freed objects still have a valid map
1058 map = &freed_map;
1059 x = 1;
1060 y = 1;
1061
1062 if (more)
1063 {
1064 more->destroy ();
1065 more = 0;
1066 }
1067
1068 head = 0;
1069
1070 // clear those pointers that likely might cause circular references
1071 owner = 0;
1072 enemy = 0;
1073 attacked_by = 0;
1074 current_weapon = 0;
1075}
1076
1077void
1078object::destroy ()
1079{
1080 if (destroyed ())
916 return; 1081 return;
917 1082
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1083 if (!is_head () && !head->destroyed ())
919 remove_friendly_object (this);
920
921 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 remove_ob (this);
923
924 SET_FLAG (this, FLAG_FREED);
925
926 if (more)
927 {
928 more->destroy (destroy_inventory);
929 more = 0;
930 } 1084 {
931 1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
932 if (inv) 1086 head->destroy ();
1087 return;
933 { 1088 }
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941 1089
942 while (op) 1090 destroy_inv (false);
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952 1091
953 while (op) 1092 if (is_head ())
954 { 1093 if (sound_destroy)
955 object *tmp = op->below; 1094 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER])
1096 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
956 1097
957 remove_ob (op); 1098 attachable::destroy ();
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 }
973
974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
981
982 /* Remove object from the active list */
983 speed = 0;
984 update_ob_speed (this);
985
986 unlink ();
987
988 mortals.push_back (this);
989} 1099}
990 1100
991/* 1101/* op->remove ():
992 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)).
994 */
995
996void
997sub_weight (object *op, signed long weight)
998{
999 while (op != NULL)
1000 {
1001 if (op->type == CONTAINER)
1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1003
1004 op->carrying -= weight;
1005 op = op->env;
1006 }
1007}
1008
1009/* remove_ob(op):
1010 * This function removes the object op from the linked list of objects 1102 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 1103 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 1104 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 1105 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 1106 * the previous environment.
1015 * Beware: This function is called from the editor as well!
1016 */ 1107 */
1017
1018void 1108void
1019remove_ob (object *op) 1109object::do_remove ()
1020{ 1110{
1021 object *tmp, *last = 0; 1111 if (flag [FLAG_REMOVED])
1022 object *otmp;
1023
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1030 return; 1112 return;
1031 1113
1032 SET_FLAG (op, FLAG_REMOVED); 1114 INVOKE_OBJECT (REMOVE, this);
1033 1115
1034 if (op->more != NULL) 1116 flag [FLAG_REMOVED] = true;
1035 remove_ob (op->more); 1117
1118 if (more)
1119 more->remove ();
1036 1120
1037 /* 1121 /*
1038 * In this case, the object to be removed is in someones 1122 * In this case, the object to be removed is in someones
1039 * inventory. 1123 * inventory.
1040 */ 1124 */
1041 if (op->env != NULL) 1125 if (env)
1042 { 1126 {
1043 if (op->nrof) 1127 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1044 sub_weight (op->env, op->weight * op->nrof); 1128 if (object *pl = visible_to ())
1045 else 1129 esrv_del_item (pl->contr, count);
1046 sub_weight (op->env, op->weight + op->carrying); 1130 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1047 1131
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1132 adjust_weight (env, -total_weight ());
1049 * made to players inventory. If set, avoiding the call
1050 * to save cpu time.
1051 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp);
1054 1133
1055 if (op->above != NULL) 1134 object *pl = in_player ();
1056 op->above->below = op->below;
1057 else
1058 op->env->inv = op->below;
1059
1060 if (op->below != NULL)
1061 op->below->above = op->above;
1062 1135
1063 /* we set up values so that it could be inserted into 1136 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1137 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1138 * to the caller to decide what we want to do.
1066 */ 1139 */
1067 op->x = op->env->x, op->y = op->env->y;
1068 op->map = op->env->map; 1140 map = env->map;
1069 op->above = NULL, op->below = NULL;
1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x; 1141 x = env->x;
1075 y = op->y; 1142 y = env->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077 1143
1078 if (!m) 1144 // make sure cmov optimisation is applicable
1145 *(above ? &above->below : &env->inv) = below;
1146 *(below ? &below->above : &above ) = above; // &above is just a dummy
1147
1148 above = 0;
1149 below = 0;
1150 env = 0;
1151
1152 if (pl && pl->is_player ())
1079 { 1153 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1154 pl->contr->queue_stats_update ();
1081 op->map->path, op->x, op->y); 1155
1082 /* in old days, we used to set x and y to 0 and continue. 1156 if (glow_radius && pl->is_on_map ())
1083 * it seems if we get into this case, something is probablye 1157 update_all_los (pl->map, pl->x, pl->y);
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 } 1158 }
1159 }
1160 else if (map)
1161 {
1162 map->dirty = true;
1163 mapspace &ms = this->ms ();
1088 1164
1089 if (op->map != m) 1165 if (object *pl = ms.player ())
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */ 1166 {
1167 if (is_player ())
1168 {
1169 if (!flag [FLAG_WIZPASS])
1170 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1171
1172 // leaving a spot always closes any open container on the ground
1173 if (container && !container->env)
1174 // this causes spurious floorbox updates, but it ensures
1175 // that the CLOSE event is being sent.
1176 close_container ();
1177
1178 --map->players;
1179 map->touch ();
1180 }
1181 else if (pl->container_ () == this)
1182 {
1183 // removing a container should close it
1184 close_container ();
1185 }
1186
1187 esrv_del_item (pl->contr, count);
1188 }
1096 1189
1097 /* link the object above us */ 1190 /* link the object above us */
1098 if (op->above) 1191 // re-link, make sure compiler can easily use cmove
1099 op->above->below = op->below; 1192 *(above ? &above->below : &ms.top) = below;
1100 else 1193 *(below ? &below->above : &ms.bot) = above;
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102 1194
1103 /* Relink the object below us, if there is one */ 1195 above = 0;
1104 if (op->below) 1196 below = 0;
1105 op->below->above = op->above; 1197
1106 else 1198 ms.invalidate ();
1199
1200 if (map->in_memory == MAP_SAVING)
1201 return;
1202
1203 int check_walk_off = !flag [FLAG_NO_APPLY];
1204
1205 if (object *pl = ms.player ())
1107 { 1206 {
1108 /* Nothing below, which means we need to relink map object for this space 1207 if (pl->container_ () == this)
1109 * use translated coordinates in case some oddness with map tiling is 1208 /* If a container that the player is currently using somehow gets
1110 * evident 1209 * removed (most likely destroyed), update the player view
1210 * appropriately.
1111 */ 1211 */
1112 if (GET_MAP_OB (m, x, y) != op) 1212 pl->close_container ();
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122 1213
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1214 //TODO: the floorbox prev/next might need updating
1215 //esrv_del_item (pl->contr, count);
1216 //TODO: update floorbox to preserve ordering
1217 if (pl->contr->ns)
1218 pl->contr->ns->floorbox_update ();
1124 } 1219 }
1125 1220
1126 op->above = 0; 1221 if (check_walk_off)
1127 op->below = 0; 1222 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1128
1129 if (op->map->in_memory == MAP_SAVING)
1130 return;
1131
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 { 1223 {
1224 above = tmp->above;
1225
1136 /* No point updating the players look faces if he is the object 1226 /* No point updating the players look faces if he is the object
1137 * being removed. 1227 * being removed.
1138 */
1139
1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */ 1228 */
1146 if (tmp->container == op)
1147 {
1148 CLEAR_FLAG (op, FLAG_APPLIED);
1149 tmp->container = NULL;
1150 }
1151 1229
1152 tmp->contr->socket.update_look = 1;
1153 }
1154
1155 /* See if player moving off should effect something */ 1230 /* See if object moving off should effect something */
1156 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1231 if ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1232 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1159 {
1160 move_apply (tmp, op, NULL); 1233 move_apply (tmp, this, 0);
1161
1162 if (op->destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1234 }
1165 1235
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1236 if (affects_los ())
1167
1168 if (tmp->above == tmp)
1169 tmp->above = NULL;
1170
1171 last = tmp;
1172 }
1173
1174 /* last == NULL of there are no objects on this space */
1175 if (last == NULL)
1176 {
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else
1186 update_object (last, UP_OBJ_REMOVE);
1187
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1189 update_all_los (op->map, op->x, op->y); 1237 update_all_los (map, x, y);
1190 } 1238 }
1191} 1239}
1192 1240
1193/* 1241/*
1194 * merge_ob(op,top): 1242 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1250merge_ob (object *op, object *top)
1203{ 1251{
1204 if (!op->nrof) 1252 if (!op->nrof)
1205 return 0; 1253 return 0;
1206 1254
1207 if (top == NULL) 1255 if (!top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1256 for (top = op; top && top->above; top = top->above)
1257 ;
1209 1258
1210 for (; top != NULL; top = top->below) 1259 for (; top; top = top->below)
1211 { 1260 if (object::can_merge (op, top))
1212 if (top == op)
1213 continue;
1214 if (CAN_MERGE (op, top))
1215 { 1261 {
1216 top->nrof += op->nrof; 1262 top->nrof += op->nrof;
1217 1263
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264 if (object *pl = top->visible_to ())
1219 op->weight = 0; /* Don't want any adjustements now */ 1265 esrv_update_item (UPD_NROF, pl, top);
1220 remove_ob (op); 1266
1221 free_object (op); 1267 op->weight = 0; // cancel the addition above
1268 op->carrying = 0; // must be 0 already
1269
1270 op->destroy ();
1271
1222 return top; 1272 return top;
1223 } 1273 }
1224 }
1225 1274
1226 return 0; 1275 return 0;
1227} 1276}
1228 1277
1278void
1279object::expand_tail ()
1280{
1281 if (more)
1282 return;
1283
1284 object *prev = this;
1285
1286 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1287 {
1288 object *op = at->instance ();
1289
1290 op->name = name;
1291 op->name_pl = name_pl;
1292 op->title = title;
1293
1294 op->head = this;
1295 prev->more = op;
1296
1297 prev = op;
1298 }
1299}
1300
1229/* 1301/*
1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1302 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1231 * job preparing multi-part monsters 1303 * job preparing multi-part monsters.
1232 */ 1304 */
1233object * 1305object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1306insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1307{
1236 object *tmp; 1308 op->remove ();
1237 1309
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1310 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1311 {
1243 tmp->x = x + tmp->arch->clone.x; 1312 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->clone.y; 1313 tmp->y = y + tmp->arch->y;
1245 } 1314 }
1246 1315
1247 return insert_ob_in_map (op, m, originator, flag); 1316 return insert_ob_in_map (op, m, originator, flag);
1248} 1317}
1249 1318
1262 * Passing 0 for flag gives proper default values, so flag really only needs 1331 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed. 1332 * to be set if special handling is needed.
1264 * 1333 *
1265 * Return value: 1334 * Return value:
1266 * new object if 'op' was merged with other object 1335 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1336 * NULL if there was an error (destroyed, blocked etc.)
1268 * just 'op' otherwise 1337 * just 'op' otherwise
1269 */ 1338 */
1270
1271object * 1339object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1341{
1274 object *tmp, *top, *floor = NULL; 1342 op->remove ();
1275 sint16 x, y;
1276 1343
1277 if (QUERY_FLAG (op, FLAG_FREED)) 1344 if (m == &freed_map)//D TODO: remove soon
1278 { 1345 {//D
1279 LOG (llevError, "Trying to insert freed object!\n"); 1346 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1280 return NULL;
1281 } 1347 }//D
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1348
1346 /* Ideally, the caller figures this out. However, it complicates a lot 1349 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now 1350 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work 1351 * need extra work
1349 */ 1352 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y); 1353 maptile *newmap = m;
1351 x = op->x; 1354 if (!xy_normalise (newmap, op->x, op->y))
1352 y = op->y; 1355 {
1356 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1357 return 0;
1358 }
1359
1360 if (object *more = op->more)
1361 if (!insert_ob_in_map (more, m, originator, flag))
1362 return 0;
1363
1364 op->flag [FLAG_REMOVED] = false;
1365 op->env = 0;
1366 op->map = newmap;
1367
1368 mapspace &ms = op->ms ();
1353 1369
1354 /* this has to be done after we translate the coordinates. 1370 /* this has to be done after we translate the coordinates.
1355 */ 1371 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1372 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1374 if (object::can_merge (op, tmp))
1359 { 1375 {
1376 // TODO: we actually want to update tmp, not op,
1377 // but some caller surely breaks when we return tmp
1378 // from here :/
1360 op->nrof += tmp->nrof; 1379 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1380 tmp->destroy ();
1362 free_object (tmp);
1363 } 1381 }
1364 1382
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1385
1374 { 1392 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort (); 1394 abort ();
1377 } 1395 }
1378 1396
1397 if (!originator->is_on_map ())
1398 {
1399 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1400 op->debug_desc (), originator->debug_desc ());
1401 abort ();
1402 }
1403
1379 op->above = originator; 1404 op->above = originator;
1380 op->below = originator->below; 1405 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op; 1406 originator->below = op;
1407
1408 *(op->below ? &op->below->above : &ms.bot) = op;
1389 } 1409 }
1390 else 1410 else
1391 { 1411 {
1412 object *floor = 0;
1413 object *top = ms.top;
1414
1392 /* If there are other objects, then */ 1415 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1416 if (top)
1394 { 1417 {
1395 object *last = NULL;
1396
1397 /* 1418 /*
1398 * If there are multiple objects on this space, we do some trickier handling. 1419 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate. 1420 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if 1421 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1422 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1404 * once we get to them. This reduces the need to traverse over all of 1425 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time 1426 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed 1427 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1428 * that flying non pickable objects are spell objects.
1408 */ 1429 */
1409 1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1410 while (top != NULL)
1411 { 1431 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1432 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1413 floor = top; 1433 floor = tmp;
1414 1434
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1435 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1416 { 1436 {
1417 /* We insert above top, so we want this object below this */ 1437 /* We insert above top, so we want this object below this */
1418 top = top->below; 1438 top = tmp->below;
1419 break; 1439 break;
1420 } 1440 }
1421 1441
1422 last = top;
1423 top = top->above; 1442 top = tmp;
1424 } 1443 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428 1444
1429 /* We let update_position deal with figuring out what the space 1445 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here. 1446 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result. 1447 * makes things faster, and effectively the same result.
1432 */ 1448 */
1433 1449
1434 /* Have object 'fall below' other objects that block view. 1450 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66 1451 * Unless those objects are exits.
1436 * If INS_ON_TOP is used, don't do this processing 1452 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1453 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1454 * stacking is a bit odd.
1439 */ 1455 */
1440 if (!(flag & INS_ON_TOP) && 1456 if (!(flag & INS_ON_TOP)
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1457 && ms.flags () & P_BLOCKSVIEW
1458 && (op->face && !faces [op->face].visibility))
1442 { 1459 {
1460 object *last;
1461
1443 for (last = top; last != floor; last = last->below) 1462 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1464 break;
1465
1446 /* Check to see if we found the object that blocks view, 1466 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that 1467 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we 1468 * we can get inserted below this one, which requires we
1449 * set top to the object below us. 1469 * set top to the object below us.
1450 */ 1470 */
1451 if (last && last->below && last != floor) 1471 if (last && last->below && last != floor)
1452 top = last->below; 1472 top = last->below;
1453 } 1473 }
1454 } /* If objects on this space */ 1474 } /* If objects on this space */
1455 1475
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY) 1476 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor; 1477 top = floor;
1461 1478
1462 /* Top is the object that our object (op) is going to get inserted above. 1479 // insert object above top, or bottom-most if top = 0
1463 */
1464
1465 /* First object on this space */
1466 if (!top) 1480 if (!top)
1467 { 1481 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL; 1482 op->below = 0;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1483 op->above = ms.bot;
1484 ms.bot = op;
1485
1486 *(op->above ? &op->above->below : &ms.top) = op;
1475 } 1487 }
1476 else 1488 else
1477 { /* get inserted into the stack above top */ 1489 {
1478 op->above = top->above; 1490 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op; 1491 top->above = op;
1482 1492
1483 op->below = top; 1493 op->below = top;
1484 top->above = op; 1494 *(op->above ? &op->above->below : &ms.top) = op;
1485 } 1495 }
1496 }
1486 1497
1487 if (op->above == NULL) 1498 if (op->is_player ())
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1499 {
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1; 1500 op->contr->do_los = 1;
1501 ++op->map->players;
1502 op->map->touch ();
1503 }
1493 1504
1494 /* If we have a floor, we know the player, if any, will be above 1505 op->map->dirty = true;
1495 * it, so save a few ticks and start from there. 1506
1496 */ 1507 if (object *pl = ms.player ())
1497 if (!(flag & INS_MAP_LOAD)) 1508 //TODO: the floorbox prev/next might need updating
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1509 //esrv_send_item (pl, op);
1499 if (tmp->type == PLAYER) 1510 //TODO: update floorbox to preserve ordering
1500 tmp->contr->socket.update_look = 1; 1511 if (pl->contr->ns)
1512 pl->contr->ns->floorbox_update ();
1501 1513
1502 /* If this object glows, it may affect lighting conditions that are 1514 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1515 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1516 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1517 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1518 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1519 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1520 * or just updating the P_UPTODATE for spaces within this area
1509 * of effect may be sufficient. 1521 * of effect may be sufficient.
1510 */ 1522 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1523 if (op->affects_los ())
1524 {
1525 op->ms ().invalidate ();
1512 update_all_los (op->map, op->x, op->y); 1526 update_all_los (op->map, op->x, op->y);
1527 }
1513 1528
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1529 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1530 update_object (op, UP_OBJ_INSERT);
1516 1531
1532 INVOKE_OBJECT (INSERT, op);
1533
1517 /* Don't know if moving this to the end will break anything. However, 1534 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1535 * we want to have floorbox_update called before calling this.
1519 * 1536 *
1520 * check_move_on() must be after this because code called from 1537 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1538 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1539 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1540 * update_object().
1524 */ 1541 */
1525 1542
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1543 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1544 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1528 { 1545 {
1529 if (check_move_on (op, originator)) 1546 if (check_move_on (op, originator))
1530 return NULL; 1547 return 0;
1531 1548
1532 /* If we are a multi part object, lets work our way through the check 1549 /* If we are a multi part object, lets work our way through the check
1533 * walk on's. 1550 * walk on's.
1534 */ 1551 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op->more; tmp; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1553 if (check_move_on (tmp, originator))
1537 return NULL; 1554 return 0;
1538 } 1555 }
1539 1556
1540 return op; 1557 return op;
1541} 1558}
1542 1559
1543/* this function inserts an object in the map, but if it 1560/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1561 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1562 * op is the object to insert it under: supplies x and the map.
1546 */ 1563 */
1547void 1564void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1565replace_insert_ob_in_map (shstr_tmp archname, object *op)
1549{ 1566{
1550 object *
1551 tmp;
1552 object *
1553 tmp1;
1554
1555 /* first search for itself and remove any old instances */ 1567 /* first search for itself and remove any old instances */
1556 1568
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1569 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1570 if (tmp->arch->archname == archname) /* same archetype */
1560 { 1571 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1572
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1573 object *tmp = archetype::find (archname)->instance ();
1567 1574
1568 tmp1->x = op->x; 1575 tmp->x = op->x;
1569 tmp1->y = op->y; 1576 tmp->y = op->y;
1577
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1578 insert_ob_in_map (tmp, op->map, op, 0);
1571} 1579}
1572
1573/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array.
1579 */
1580 1580
1581object * 1581object *
1582get_split_ob (object *orig_ob, uint32 nr) 1582object::insert_at (object *where, object *originator, int flags)
1583{ 1583{
1584 object * 1584 if (where->env)
1585 newob; 1585 return where->env->insert (this);
1586 int 1586 else
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 return where->map->insert (this, where->x, where->y, originator, flags);
1588
1589 if (orig_ob->nrof < nr)
1590 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL;
1593 }
1594
1595 newob = object_create_clone (orig_ob);
1596
1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed)
1604 {
1605 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1609 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1611 return NULL;
1612 }
1613 }
1614
1615 newob->nrof = nr;
1616
1617 return newob;
1618} 1588}
1619 1589
1590// check whether we can put this into the map, respect max_volume, max_items
1591bool
1592object::can_drop_at (maptile *m, int x, int y, object *originator)
1593{
1594 mapspace &ms = m->at (x, y);
1595
1596 int items = ms.items ();
1597
1598 if (!items // testing !items ensures we can drop at least one item
1599 || (items < m->max_items
1600 && ms.volume () < m->max_volume))
1601 return true;
1602
1603 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format (
1605 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1606 query_name ()
1607 ));
1608
1609 return false;
1610}
1611
1620/* 1612/*
1621 * decrease_ob_nr(object, number) decreases a specified number from 1613 * decrease(object, number) decreases a specified number from
1622 * the amount of an object. If the amount reaches 0, the object 1614 * the amount of an object. If the amount reaches 0, the object
1623 * is subsequently removed and freed. 1615 * is subsequently removed and freed.
1624 * 1616 *
1625 * Return value: 'op' if something is left, NULL if the amount reached 0 1617 * Return value: 'op' if something is left, NULL if the amount reached 0
1626 */ 1618 */
1619bool
1620object::decrease (sint32 nr)
1621{
1622 if (!nr)
1623 return true;
1627 1624
1625 nr = min (nr, nrof);
1626
1627 if (nrof > nr)
1628 {
1629 nrof -= nr;
1630 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1631
1632 if (object *pl = visible_to ())
1633 esrv_update_item (UPD_NROF, pl, this);
1634
1635 return true;
1636 }
1637 else
1638 {
1639 destroy ();
1640 return false;
1641 }
1642}
1643
1644/*
1645 * split(ob,nr) splits up ob into two parts. The part which
1646 * is returned contains nr objects, and the remaining parts contains
1647 * the rest (or is removed and returned if that number is 0).
1648 * On failure, NULL is returned.
1649 */
1628object * 1650object *
1629decrease_ob_nr (object *op, uint32 i) 1651object::split (sint32 nr)
1630{ 1652{
1631 object *tmp; 1653 int have = number_of ();
1632 player *pl;
1633 1654
1634 if (i == 0) /* objects with op->nrof require this check */ 1655 if (have < nr)
1635 return op; 1656 return 0;
1636 1657 else if (have == nr)
1637 if (i > op->nrof)
1638 i = op->nrof;
1639
1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 { 1658 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op); 1659 remove ();
1677 op->nrof = 0; 1660 return this;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683 } 1661 }
1684 else 1662 else
1685 { 1663 {
1686 object *above = op->above; 1664 decrease (nr);
1687 1665
1688 if (i < op->nrof) 1666 object *op = deep_clone ();
1689 op->nrof -= i; 1667 op->nrof = nr;
1690 else
1691 {
1692 remove_ob (op);
1693 op->nrof = 0;
1694 }
1695
1696 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1698 if (tmp->type == PLAYER)
1699 {
1700 if (op->nrof)
1701 esrv_send_item (tmp, op);
1702 else
1703 esrv_del_item (tmp->contr, op->count);
1704 }
1705 }
1706
1707 if (op->nrof)
1708 return op; 1668 return op;
1709 else
1710 { 1669 }
1711 free_object (op);
1712 return NULL;
1713 }
1714} 1670}
1715
1716/*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721void
1722add_weight (object *op, signed long weight)
1723{
1724 while (op != NULL)
1725 {
1726 if (op->type == CONTAINER)
1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1728
1729 op->carrying += weight;
1730 op = op->env;
1731 }
1732}
1733
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747 1671
1748object * 1672object *
1749insert_ob_in_ob (object *op, object *where) 1673insert_ob_in_ob (object *op, object *where)
1750{ 1674{
1751 object * 1675 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1676 {
1765 char *dump = dump_object (op); 1677 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1678 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1679 free (dump);
1768 return op; 1680 return op;
1769 } 1681 }
1770 1682
1771 if (where->head) 1683 if (where->head_ () != where)
1772 { 1684 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1685 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1686 where = where->head;
1775 } 1687 }
1776 1688
1689 return where->insert (op);
1690}
1691
1692/*
1693 * env->insert (op)
1694 * This function inserts the object op in the linked list
1695 * inside the object environment.
1696 *
1697 * The function returns now pointer to inserted item, and return value can
1698 * be != op, if items are merged. -Tero
1699 */
1700object *
1701object::insert (object *op)
1702{
1777 if (op->more) 1703 if (op->more)
1778 { 1704 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1705 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1706 return op;
1781 } 1707 }
1782 1708
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1709 op->remove ();
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1710
1711 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1712
1785 if (op->nrof) 1713 if (op->nrof)
1786 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1714 for (object *tmp = inv; tmp; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1715 if (object::can_merge (tmp, op))
1789 { 1716 {
1790 /* return the original object and remove inserted object 1717 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1718 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1719 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1720
1794 * tmp->nrof, we need to increase the weight. 1721 if (object *pl = tmp->visible_to ())
1795 */ 1722 esrv_update_item (UPD_NROF, pl, tmp);
1796 add_weight (where, op->weight * op->nrof); 1723
1797 SET_FLAG (op, FLAG_REMOVED); 1724 adjust_weight (this, op->total_weight ());
1798 free_object (op); /* free the inserted object */ 1725
1726 op->destroy ();
1799 op = tmp; 1727 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1728 goto inserted;
1801 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break;
1803 } 1729 }
1804 1730
1805 /* I assume combined objects have no inventory 1731 op->owner = 0; // it's his/hers now. period.
1806 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do
1809 * the linking below
1810 */
1811 add_weight (where, op->weight * op->nrof);
1812 }
1813 else
1814 add_weight (where, (op->weight + op->carrying));
1815
1816 otmp = is_player_inv (where);
1817 if (otmp && otmp->contr != NULL)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp);
1821 }
1822
1823 op->map = NULL; 1732 op->map = 0;
1824 op->env = where; 1733 op->x = 0;
1734 op->y = 0;
1735
1825 op->above = NULL; 1736 op->above = 0;
1826 op->below = NULL; 1737 op->below = inv;
1827 op->x = 0, op->y = 0; 1738 op->env = this;
1828 1739
1740 if (inv)
1741 inv->above = op;
1742
1743 inv = op;
1744
1745 op->flag [FLAG_REMOVED] = 0;
1746
1747 if (object *pl = op->visible_to ())
1748 esrv_send_item (pl, op);
1749
1750 adjust_weight (this, op->total_weight ());
1751
1752inserted:
1829 /* reset the light list and los of the players on the map */ 1753 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1754 if (op->glow_radius && is_on_map ())
1831 {
1832#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1836 update_all_los (where->map, where->x, where->y);
1837 } 1755 {
1838 1756 update_stats ();
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1757 update_all_los (map, x, y);
1840 * It sure simplifies this function...
1841 */
1842 if (where->inv == NULL)
1843 where->inv = op;
1844 else
1845 { 1758 }
1846 op->below = where->inv; 1759 else if (is_player ())
1847 op->below->above = op; 1760 // if this is a player's inventory, update stats
1848 where->inv = op; 1761 contr->queue_stats_update ();
1849 } 1762
1763 INVOKE_OBJECT (INSERT, this);
1764
1850 return op; 1765 return op;
1851} 1766}
1852 1767
1853/* 1768/*
1854 * Checks if any objects has a move_type that matches objects 1769 * Checks if any objects has a move_type that matches objects
1868 * 1783 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1784 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1785 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1786 * on top.
1872 */ 1787 */
1873
1874int 1788int
1875check_move_on (object *op, object *originator) 1789check_move_on (object *op, object *originator)
1876{ 1790{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1792 return 0;
1793
1877 object *tmp; 1794 object *tmp;
1878 maptile *m = op->map; 1795 maptile *m = op->map;
1879 int x = op->x, y = op->y; 1796 int x = op->x, y = op->y;
1880 1797
1881 MoveType move_on, move_slow, move_block; 1798 mapspace &ms = m->at (x, y);
1882 1799
1883 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1800 ms.update ();
1884 return 0;
1885 1801
1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1802 MoveType move_on = ms.move_on;
1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1803 MoveType move_slow = ms.move_slow;
1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1804 MoveType move_block = ms.move_block;
1889 1805
1890 /* if nothing on this space will slow op down or be applied, 1806 /* if nothing on this space will slow op down or be applied,
1891 * no need to do checking below. have to make sure move_type 1807 * no need to do checking below. have to make sure move_type
1892 * is set, as lots of objects don't have it set - we treat that 1808 * is set, as lots of objects don't have it set - we treat that
1893 * as walking. 1809 * as walking.
1904 return 0; 1820 return 0;
1905 1821
1906 /* The objects have to be checked from top to bottom. 1822 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1823 * Hence, we first go to the top:
1908 */ 1824 */
1909 1825 for (object *next, *tmp = ms.top; tmp; tmp = next)
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1911 {
1912 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them.
1915 */
1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 } 1826 {
1827 next = tmp->below;
1919 1828
1920 for (; tmp; tmp = tmp->below)
1921 {
1922 if (tmp == op) 1829 if (tmp == op)
1923 continue; /* Can't apply yourself */ 1830 continue; /* Can't apply yourself */
1924 1831
1925 /* Check to see if one of the movement types should be slowed down. 1832 /* Check to see if one of the movement types should be slowed down.
1926 * Second check makes sure that the movement types not being slowed 1833 * Second check makes sure that the movement types not being slowed
1931 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1838 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 { 1839 {
1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 { 1842 {
1936
1937 float
1938 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 float diff = tmp->move_slow_penalty * fabs (op->speed);
1939 1844
1940 if (op->type == PLAYER) 1845 if (op->is_player ())
1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1943 diff /= 4.0; 1848 diff /= 4.0;
1944 1849
1945 op->speed_left -= diff; 1850 op->speed_left -= diff;
1946 } 1851 }
1947 } 1852 }
1970/* 1875/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1974 */ 1879 */
1975
1976object * 1880object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1882{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
1983 { 1884 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1886 return NULL;
1986 } 1887 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1988 if (tmp->arch == at) 1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1890 if (tmp->arch->archname == at->archname)
1989 return tmp; 1891 return tmp;
1892
1990 return NULL; 1893 return NULL;
1991} 1894}
1992 1895
1993/* 1896/*
1994 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
1997 */ 1900 */
1998
1999object * 1901object *
2000present (unsigned char type, maptile *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
2001{ 1903{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
2006 { 1905 {
2007 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1907 return NULL;
2009 } 1908 }
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2011 if (tmp->type == type) 1911 if (tmp->type == type)
2012 return tmp; 1912 return tmp;
1913
2013 return NULL; 1914 return NULL;
2014} 1915}
2015 1916
2016/* 1917/*
2017 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
2020 */ 1921 */
2021
2022object * 1922object *
2023present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
2024{ 1924{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1926 if (tmp->type == type)
2030 return tmp; 1927 return tmp;
1928
2031 return NULL; 1929 return NULL;
2032} 1930}
2033 1931
2034/* 1932/*
2035 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1941 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1942 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1943 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1944 * to be unique.
2047 */ 1945 */
2048
2049object * 1946object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1948{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1951 return tmp;
2059 } 1952
2060 return NULL; 1953 return 0;
2061} 1954}
2062 1955
2063/* 1956/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2067 */ 1960 */
2068
2069object * 1961object *
2070present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
2071{ 1963{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2076 if (tmp->arch == at) 1965 if (tmp->arch->archname == at->archname)
2077 return tmp; 1966 return tmp;
1967
2078 return NULL; 1968 return NULL;
2079} 1969}
2080 1970
2081/* 1971/*
2082 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
2083 */ 1973 */
2084void 1974void
2085flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
2086{ 1976{
2087 object *
2088 tmp;
2089
2090 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 { 1978 {
2093 SET_FLAG (tmp, flag); 1979 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag); 1980 flag_inv (tmp, flag);
2095 } 1981 }
2096} /* 1982}
1983
1984/*
2097 * desactivate recursively a flag on an object inventory 1985 * deactivate recursively a flag on an object inventory
2098 */ 1986 */
2099void 1987void
2100unflag_inv (object *op, int flag) 1988unflag_inv (object *op, int flag)
2101{ 1989{
2102 object *
2103 tmp;
2104
2105 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2107 { 1991 {
2108 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
2110 } 1994 }
2111}
2112
2113/*
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function.
2118 */
2119
2120void
2121set_cheat (object *op)
2122{
2123 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ);
2125} 1995}
2126 1996
2127/* 1997/*
2128 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
2129 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
2131 * to search (see the freearr_x/y[] definition). 2001 * to search (see the freearr_x/y[] definition).
2132 * It returns a random choice among the alternatives found. 2002 * It returns a random choice among the alternatives found.
2133 * start and stop are where to start relative to the free_arr array (1,9 2003 * start and stop are where to start relative to the free_arr array (1,9
2134 * does all 4 immediate directions). This returns the index into the 2004 * does all 4 immediate directions). This returns the index into the
2135 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2005 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2136 * Note - this only checks to see if there is space for the head of the
2137 * object - if it is a multispace object, this should be called for all
2138 * pieces.
2139 * Note2: This function does correctly handle tiled maps, but does not 2006 * Note: This function does correctly handle tiled maps, but does not
2140 * inform the caller. However, insert_ob_in_map will update as 2007 * inform the caller. However, insert_ob_in_map will update as
2141 * necessary, so the caller shouldn't need to do any special work. 2008 * necessary, so the caller shouldn't need to do any special work.
2142 * Note - updated to take an object instead of archetype - this is necessary 2009 * Note - updated to take an object instead of archetype - this is necessary
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 2010 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 2011 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 2012 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 2013 * customized, changed states, etc.
2147 */ 2014 */
2148
2149int 2015int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 2017{
2152 int
2153 i,
2154 index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 2018 int altern[SIZEOFFREE];
2019 int index = 0, flag;
2157 2020
2158 for (i = start; i < stop; i++) 2021 for (int i = start; i < stop; i++)
2159 { 2022 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2023 mapxy pos (m, x, y); pos.move (i);
2161 if (!flag) 2024
2025 if (!pos.normalise ())
2026 continue;
2027
2028 mapspace &ms = *pos;
2029
2030 if (ms.flags () & P_IS_ALIVE)
2031 continue;
2032
2033 /* However, often
2034 * ob doesn't have any move type (when used to place exits)
2035 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2036 */
2037 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2038 {
2162 altern[index++] = i; 2039 altern [index++] = i;
2040 continue;
2041 }
2163 2042
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2043 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2044 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2045 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2046 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2047 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2048 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2049 * won't look 2 spaces south of the target space.
2171 */ 2050 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2051 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2052 {
2173 stop = maxfree[i]; 2053 stop = maxfree[i];
2054 continue;
2055 }
2056
2057 /* Note it is intentional that we check ob - the movement type of the
2058 * head of the object should correspond for the entire object.
2059 */
2060 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2061 continue;
2062
2063 if (ob->blocked (pos.m, pos.x, pos.y))
2064 continue;
2065
2066 altern [index++] = i;
2174 } 2067 }
2068
2175 if (!index) 2069 if (!index)
2176 return -1; 2070 return -1;
2071
2177 return altern[RANDOM () % index]; 2072 return altern [rndm (index)];
2178} 2073}
2179 2074
2180/* 2075/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2076 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2077 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2078 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2079 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2080 */
2186
2187int 2081int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2082find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2083{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2084 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2085 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2086 return i;
2197 } 2087
2198 return -1; 2088 return -1;
2199} 2089}
2200 2090
2201/* 2091/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2092 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2093 * arr[begin..end-1].
2094 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2095 */
2205static void 2096static void
2206permute (int *arr, int begin, int end) 2097permute (int *arr, int begin, int end)
2207{ 2098{
2208 int 2099 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2100 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2101
2219 tmp = arr[i]; 2102 while (--end)
2220 arr[i] = arr[j]; 2103 swap (arr [end], arr [rndm (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2104}
2224 2105
2225/* new function to make monster searching more efficient, and effective! 2106/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2107 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2108 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2111 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2112 */
2232void 2113void
2233get_search_arr (int *search_arr) 2114get_search_arr (int *search_arr)
2234{ 2115{
2235 int 2116 int i;
2236 i;
2237 2117
2238 for (i = 0; i < SIZEOFFREE; i++) 2118 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2119 search_arr[i] = i;
2241 }
2242 2120
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2121 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2122 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2123 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2124}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2133 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2134 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2135 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2136 * there is capable of.
2259 */ 2137 */
2260
2261int 2138int
2262find_dir (maptile *m, int x, int y, object *exclude) 2139find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2140{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2141 int max = SIZEOFFREE, mflags;
2267
2268 sint16 nx, ny;
2269 object *
2270 tmp;
2271 maptile *
2272 mp;
2273
2274 MoveType blocked, move_type; 2142 MoveType move_type;
2275 2143
2276 if (exclude && exclude->head) 2144 if (exclude && exclude->head_ () != exclude)
2277 { 2145 {
2278 exclude = exclude->head; 2146 exclude = exclude->head;
2279 move_type = exclude->move_type; 2147 move_type = exclude->move_type;
2280 } 2148 }
2281 else 2149 else
2282 { 2150 {
2283 /* If we don't have anything, presume it can use all movement types. */ 2151 /* If we don't have anything, presume it can use all movement types. */
2284 move_type = MOVE_ALL; 2152 move_type = MOVE_ALL;
2285 } 2153 }
2286 2154
2287 for (i = 1; i < max; i++) 2155 for (int i = 1; i < max; i++)
2288 { 2156 {
2289 mp = m; 2157 mapxy pos (m, x, y);
2290 nx = x + freearr_x[i]; 2158 pos.move (i);
2291 ny = y + freearr_y[i];
2292 2159
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 if (!pos.normalise ())
2294 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2161 max = maxfree[i];
2297 }
2298 else 2162 else
2299 { 2163 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2164 mapspace &ms = *pos;
2301 2165
2302 if ((move_type & blocked) == move_type) 2166 if ((move_type & ms.move_block) == move_type)
2167 max = maxfree [i];
2168 else if (ms.flags () & P_IS_ALIVE)
2303 { 2169 {
2304 max = maxfree[i]; 2170 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2305 } 2171 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2306 else if (mflags & P_IS_ALIVE) 2172 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2307 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2309 {
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break;
2313 }
2314 }
2315 if (tmp)
2316 {
2317 return freedir[i]; 2173 return freedir [i];
2318 }
2319 } 2174 }
2320 } 2175 }
2321 } 2176 }
2177
2322 return 0; 2178 return 0;
2323} 2179}
2324 2180
2325/* 2181/*
2326 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2183 * distance between the two given objects.
2328 */ 2184 */
2329
2330int 2185int
2331distance (const object *ob1, const object *ob2) 2186distance (const object *ob1, const object *ob2)
2332{ 2187{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2189}
2339 2190
2340/* 2191/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another 2193 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2344 */ 2195 */
2345
2346int 2196int
2347find_dir_2 (int x, int y) 2197find_dir_2 (int x, int y)
2348{ 2198{
2349 int 2199 int q;
2350 q;
2351 2200
2352 if (y) 2201 if (y)
2353 q = x * 100 / y; 2202 q = x * 100 / y;
2354 else if (x) 2203 else if (x)
2355 q = -300 * x; 2204 q = -300 * x;
2380 2229
2381 return 3; 2230 return 3;
2382} 2231}
2383 2232
2384/* 2233/*
2385 * absdir(int): Returns a number between 1 and 8, which represent
2386 * the "absolute" direction of a number (it actually takes care of
2387 * "overflow" in previous calculations of a direction).
2388 */
2389
2390int
2391absdir (int d)
2392{
2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2397 return d;
2398}
2399
2400/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2402 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2403 */ 2236 */
2404
2405int 2237int
2406dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2407{ 2239{
2408 int 2240 int d;
2409 d;
2410 2241
2411 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2412 if (d > 4) 2243 if (d > 4)
2413 d = 8 - d; 2244 d = 8 - d;
2245
2414 return d; 2246 return d;
2415} 2247}
2416 2248
2417/* peterm: 2249/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2256 * functions.
2425 */ 2257 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2258static const int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2313 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2485 */ 2315 */
2486
2487
2488int 2316int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2318{
2491 sint16 dx, dy; 2319 sint16 dx, dy;
2492 int
2493 mflags; 2320 int mflags;
2494 2321
2495 if (dir < 0) 2322 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2497 2324
2498 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2511 return 0; 2338 return 0;
2512 2339
2513 /* yes, can see. */ 2340 /* yes, can see. */
2514 if (dir < 9) 2341 if (dir < 9)
2515 return 1; 2342 return 1;
2343
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2347}
2519
2520
2521 2348
2522/* 2349/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2527 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2528 * core dumps if they do. 2355 * core dumps if they do.
2529 * 2356 *
2530 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2531 */ 2358 */
2532
2533int 2359int
2534can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2535{ 2361{
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2539} 2365}
2540
2541 2366
2542/* 2367/*
2543 * create clone from object to another 2368 * create clone from object to another
2544 */ 2369 */
2545object * 2370object *
2546object_create_clone (object *asrc) 2371object::deep_clone ()
2547{ 2372{
2548 object * 2373 assert (("deep_clone called on non-head object", is_head ()));
2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2550 2374
2551 if (!asrc) 2375 object *dst = clone ();
2552 return NULL;
2553 src = asrc;
2554 if (src->head)
2555 src = src->head;
2556 2376
2557 prev = NULL; 2377 object *prev = dst;
2558 for (part = src; part; part = part->more) 2378 for (object *part = this->more; part; part = part->more)
2559 { 2379 {
2560 tmp = get_object (); 2380 object *tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x;
2563 tmp->y -= src->y;
2564 if (!part->head)
2565 {
2566 dst = tmp;
2567 tmp->head = NULL;
2568 }
2569 else
2570 {
2571 tmp->head = dst; 2381 tmp->head = dst;
2572 }
2573 tmp->more = NULL;
2574 if (prev)
2575 prev->more = tmp; 2382 prev->more = tmp;
2576 prev = tmp; 2383 prev = tmp;
2577 } 2384 }
2578 2385
2579 for (item = src->inv; item; item = item->below) 2386 for (object *item = inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (item->deep_clone (), dst);
2581 2388
2582 return dst; 2389 return dst;
2583}
2584
2585/* GROS - Creates an object using a string representing its content. */
2586/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */
2591
2592object *
2593load_object_str (const char *obstr)
2594{
2595 object *op;
2596 char filename[MAX_BUF];
2597
2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599
2600 FILE *tempfile = fopen (filename, "w");
2601
2602 if (tempfile == NULL)
2603 {
2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2605 return NULL;
2606 }
2607
2608 fprintf (tempfile, obstr);
2609 fclose (tempfile);
2610
2611 op = get_object ();
2612
2613 object_thawer thawer (filename);
2614
2615 if (thawer)
2616 load_object (thawer, op, 0);
2617
2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2619 CLEAR_FLAG (op, FLAG_REMOVED);
2620
2621 return op;
2622} 2390}
2623 2391
2624/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2625 * has the same type and subtype match. 2393 * has the same type and subtype match.
2626 * returns NULL if no match. 2394 * returns NULL if no match.
2627 */ 2395 */
2628object * 2396object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2397find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2398{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2400 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2401 return tmp;
2636 2402
2637 return NULL;
2638}
2639
2640/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL.
2642 *
2643 * key must be a passed in shared string - otherwise, this won't
2644 * do the desired thing.
2645 */
2646key_value *
2647get_ob_key_link (const object *ob, const char *key)
2648{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next)
2652 if (link->key == key)
2653 return link;
2654
2655 return NULL;
2656}
2657
2658/*
2659 * Returns the value of op has an extra_field for key, or NULL.
2660 *
2661 * The argument doesn't need to be a shared string.
2662 *
2663 * The returned string is shared.
2664 */
2665const char *
2666get_ob_key_value (const object *op, const char *const key)
2667{
2668 key_value *link;
2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2672 {
2673 /* 1. There being a field named key on any object
2674 * implies there'd be a shared string to find.
2675 * 2. Since there isn't, no object has this field.
2676 * 3. Therefore, *this* object doesn't have this field.
2677 */
2678 return 0;
2679 }
2680
2681 /* This is copied from get_ob_key_link() above -
2682 * only 4 lines, and saves the function call overhead.
2683 */
2684 for (link = op->key_values; link; link = link->next)
2685 if (link->key == canonical_key)
2686 return link->value;
2687
2688 return 0; 2403 return 0;
2689} 2404}
2690 2405
2691 2406shstr_tmp
2692/* 2407object::kv_get (shstr_tmp key) const
2693 * Updates the canonical_key in op to value.
2694 *
2695 * canonical_key is a shared string (value doesn't have to be).
2696 *
2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2698 * keys.
2699 *
2700 * Returns TRUE on success.
2701 */
2702int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2408{
2705 key_value * 2409 for (key_value *kv = key_values; kv; kv = kv->next)
2706 field = NULL, *last = NULL; 2410 if (kv->key == key)
2411 return kv->value;
2707 2412
2708 for (field = op->key_values; field != NULL; field = field->next) 2413 return shstr ();
2709 { 2414}
2710 if (field->key != canonical_key) 2415
2416void
2417object::kv_set (shstr_tmp key, shstr_tmp value)
2418{
2419 for (key_value *kv = key_values; kv; kv = kv->next)
2420 if (kv->key == key)
2711 { 2421 {
2712 last = field; 2422 kv->value = value;
2713 continue; 2423 return;
2714 } 2424 }
2715 2425
2716 if (value) 2426 key_value *kv = new key_value;
2717 field->value = value; 2427
2718 else 2428 kv->next = key_values;
2429 kv->key = key;
2430 kv->value = value;
2431
2432 key_values = kv;
2433}
2434
2435void
2436object::kv_del (shstr_tmp key)
2437{
2438 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2439 if ((*kvp)->key == key)
2719 { 2440 {
2720 /* Basically, if the archetype has this key set, 2441 key_value *kv = *kvp;
2721 * we need to store the null value so when we save 2442 *kvp = (*kvp)->next;
2722 * it, we save the empty value so that when we load, 2443 delete kv;
2723 * we get this value back again. 2444 return;
2724 */
2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2731 else
2732 op->key_values = field->next;
2733
2734 delete field;
2735 }
2736 } 2445 }
2737 return TRUE;
2738 }
2739 /* IF we get here, key doesn't exist */
2740
2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2744 {
2745 return FALSE;
2746 }
2747 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings,
2751 * should pass in ""
2752 */
2753 if (value == NULL)
2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2765}
2766
2767/*
2768 * Updates the key in op to value.
2769 *
2770 * If add_key is FALSE, this will only update existing keys,
2771 * and not add new ones.
2772 * In general, should be little reason FALSE is ever passed in for add_key
2773 *
2774 * Returns TRUE on success.
2775 */
2776int
2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2778{
2779 shstr key_ (key);
2780
2781 return set_ob_key_value_s (op, key_, value, add_key);
2782} 2446}
2783 2447
2784object::depth_iterator::depth_iterator (object *container) 2448object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container) 2449: iterator_base (container)
2786{ 2450{
2800 } 2464 }
2801 else 2465 else
2802 item = item->env; 2466 item = item->env;
2803} 2467}
2804 2468
2469const char *
2470object::flag_desc (char *desc, int len) const
2471{
2472 char *p = desc;
2473 bool first = true;
2474
2475 *p = 0;
2476
2477 for (int i = 0; i < NUM_FLAGS; i++)
2478 {
2479 if (len <= 10) // magic constant!
2480 {
2481 snprintf (p, len, ",...");
2482 break;
2483 }
2484
2485 if (flag [i])
2486 {
2487 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2488 len -= cnt;
2489 p += cnt;
2490 first = false;
2491 }
2492 }
2493
2494 return desc;
2495}
2496
2805// return a suitable string describing an objetc in enough detail to find it 2497// return a suitable string describing an object in enough detail to find it
2806const char * 2498const char *
2807object::debug_desc (char *info) const 2499object::debug_desc (char *info) const
2808{ 2500{
2501 char flagdesc[512];
2809 char info2[256 * 3]; 2502 char info2[256 * 4];
2810 char *p = info; 2503 char *p = info;
2811 2504
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2505 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2813 count, 2506 count,
2507 uuid.c_str (),
2814 &name, 2508 &name,
2815 title ? " " : "", 2509 title ? ",title:\"" : "",
2816 title ? (const char *)title : ""); 2510 title ? (const char *)title : "",
2511 title ? "\"" : "",
2512 flag_desc (flagdesc, 512), type);
2817 2513
2818 if (env) 2514 if (!flag[FLAG_REMOVED] && env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2515 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820 2516
2821 if (map) 2517 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2518 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2823 2519
2824 return info; 2520 return info;
2825} 2521}
2826 2522
2827const char * 2523const char *
2828object::debug_desc () const 2524object::debug_desc () const
2829{ 2525{
2830 static char info[256 * 3]; 2526 static char info[3][256 * 4];
2527 static int info_idx;
2528
2831 return debug_desc (info); 2529 return debug_desc (info [++info_idx % 3]);
2832} 2530}
2833 2531
2532struct region *
2533object::region () const
2534{
2535 return map ? map->region (x, y)
2536 : region::default_region ();
2537}
2538
2539void
2540object::open_container (object *new_container)
2541{
2542 if (container == new_container)
2543 return;
2544
2545 object *old_container = container;
2546
2547 if (old_container)
2548 {
2549 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2550 return;
2551
2552#if 0
2553 // remove the "Close old_container" object.
2554 if (object *closer = old_container->inv)
2555 if (closer->type == CLOSE_CON)
2556 closer->destroy ();
2557#endif
2558
2559 // make sure the container is available
2560 esrv_send_item (this, old_container);
2561
2562 old_container->flag [FLAG_APPLIED] = false;
2563 container = 0;
2564
2565 // client needs item update to make it work, client bug requires this to be separate
2566 esrv_update_item (UPD_FLAGS, this, old_container);
2567
2568 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2569 play_sound (sound_find ("chest_close"));
2570 }
2571
2572 if (new_container)
2573 {
2574 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2575 return;
2576
2577 // TODO: this does not seem to serve any purpose anymore?
2578#if 0
2579 // insert the "Close Container" object.
2580 if (archetype *closer = new_container->other_arch)
2581 {
2582 object *closer = new_container->other_arch->instance ();
2583 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2584 new_container->insert (closer);
2585 }
2586#endif
2587
2588 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2589
2590 // make sure the container is available, client bug requires this to be separate
2591 esrv_send_item (this, new_container);
2592
2593 new_container->flag [FLAG_APPLIED] = true;
2594 container = new_container;
2595
2596 // client needs flag change
2597 esrv_update_item (UPD_FLAGS, this, new_container);
2598 esrv_send_inventory (this, new_container);
2599 play_sound (sound_find ("chest_open"));
2600 }
2601// else if (!old_container->env && contr && contr->ns)
2602// contr->ns->floorbox_reset ();
2603}
2604
2605object *
2606object::force_find (shstr_tmp name)
2607{
2608 /* cycle through his inventory to look for the MARK we want to
2609 * place
2610 */
2611 for (object *tmp = inv; tmp; tmp = tmp->below)
2612 if (tmp->type == FORCE && tmp->slaying == name)
2613 return splay (tmp);
2614
2615 return 0;
2616}
2617
2618//-GPL
2619
2620void
2621object::force_set_timer (int duration)
2622{
2623 this->duration = 1;
2624 this->speed_left = -1.f;
2625
2626 this->set_speed (duration ? 1.f / duration : 0.f);
2627}
2628
2629object *
2630object::force_add (shstr_tmp name, int duration)
2631{
2632 if (object *force = force_find (name))
2633 force->destroy ();
2634
2635 object *force = get_archetype (FORCE_NAME);
2636
2637 force->slaying = name;
2638 force->force_set_timer (duration);
2639 force->flag [FLAG_APPLIED] = true;
2640
2641 return insert (force);
2642}
2643
2644void
2645object::play_sound (faceidx sound) const
2646{
2647 if (!sound)
2648 return;
2649
2650 if (is_on_map ())
2651 map->play_sound (sound, x, y);
2652 else if (object *pl = in_player ())
2653 pl->contr->play_sound (sound);
2654}
2655
2656void
2657object::say_msg (const char *msg) const
2658{
2659 if (is_on_map ())
2660 map->say_msg (msg, x, y);
2661 else if (object *pl = in_player ())
2662 pl->contr->play_sound (sound);
2663}
2664
2665void
2666object::make_noise ()
2667{
2668 // we do not model noise in the map, so instead put
2669 // a temporary light into the noise source
2670 // could use the map instead, but that's less reliable for our
2671 // goal, which is to make invisibility a bit harder to exploit
2672
2673 // currently only works sensibly for players
2674 if (!is_player ())
2675 return;
2676
2677 // find old force, or create new one
2678 object *force = force_find (shstr_noise_force);
2679
2680 if (force)
2681 force->speed_left = -1.f; // patch old speed up
2682 else
2683 {
2684 force = archetype::get (shstr_noise_force);
2685
2686 force->slaying = shstr_noise_force;
2687 force->stats.food = 1;
2688 force->speed_left = -1.f;
2689
2690 force->set_speed (1.f / 4.f);
2691 force->flag [FLAG_IS_USED_UP] = true;
2692 force->flag [FLAG_APPLIED] = true;
2693
2694 insert (force);
2695 }
2696}
2697
2698void object::change_move_type (MoveType mt)
2699{
2700 if (move_type == mt)
2701 return;
2702
2703 if (is_on_map ())
2704 {
2705 // we are on the map, so handle move_on/off effects
2706 remove ();
2707 move_type = mt;
2708 map->insert (this, x, y, this);
2709 }
2710 else
2711 move_type = mt;
2712}
2713

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