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Comparing deliantra/server/common/object.C (file contents):
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 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 for (object *op = object::first; op; op = op->next) 517 for_all_objects (op)
418 if (op->count == i) 518 if (op->count == i)
419 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;
420 535
421 return 0; 536 return 0;
422} 537}
423 538
424/* 539/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
428 */ 543 */
429
430object * 544object *
431find_object_name (const char *str) 545find_object_name (const char *str)
432{ 546{
433 shstr_cmp str_ (str); 547 shstr_cmp str_ (str);
434 object *op;
435 548
436 for (op = object::first; op != NULL; op = op->next) 549 if (str_)
550 for_all_objects (op)
437 if (op->name == str_) 551 if (op->name == str_)
438 break; 552 return op;
439 553
440 return op; 554 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 555}
448 556
449/* 557/*
450 * 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
451 * skill and experience objects. 559 * skill and experience objects.
560 * ACTUALLY NO! investigate! TODO
452 */ 561 */
453void 562void
454object::set_owner (object *owner) 563object::set_owner (object *owner)
455{ 564{
565 // allow objects which own objects
456 if (!owner) 566 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 567 while (owner->owner)
467 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 }
468 575
469 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 (current_weapon && current_weapon->flag [FLAG_APPLIED])
603 {
604 manual_apply (this, current_weapon, AP_UNAPPLY);
605
606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
608
609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
623 }
624
625 return true;
470} 626}
471 627
472/* Zero the key_values on op, decrementing the shared-string 628/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 629 * refcounts and freeing the links.
474 */ 630 */
475static void 631static void
476free_key_values (object *op) 632free_key_values (object *op)
477{ 633{
478 for (key_value *i = op->key_values; i != 0;) 634 for (key_value *i = op->key_values; i; )
479 { 635 {
480 key_value *next = i->next; 636 key_value *next = i->next;
481 delete i; 637 delete i;
482 638
483 i = next; 639 i = next;
484 } 640 }
485 641
486 op->key_values = 0; 642 op->key_values = 0;
487} 643}
488 644
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 645/*
541 * copy object first frees everything allocated by the second object, 646 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 647 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 648 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 650 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 651 * will point at garbage.
547 */ 652 */
548void 653void
549copy_object (object *op2, object *op) 654object::copy_to (object *dst)
550{ 655{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 656 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 657 *(object_copy *)dst = *this;
553 658 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 659
564 /* Copy over key_values, if any. */ 660 /* Copy over key_values, if any. */
565 if (op2->key_values) 661 if (key_values)
566 { 662 {
567 key_value *tail = 0; 663 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 664 dst->key_values = 0;
571 665
572 for (i = op2->key_values; i; i = i->next) 666 for (key_value *i = key_values; i; i = i->next)
573 { 667 {
574 key_value *new_link = new key_value; 668 key_value *new_link = new key_value;
575 669
576 new_link->next = 0; 670 new_link->next = 0;
577 new_link->key = i->key; 671 new_link->key = i->key;
578 new_link->value = i->value; 672 new_link->value = i->value;
579 673
580 /* Try and be clever here, too. */ 674 /* Try and be clever here, too. */
581 if (!op->key_values) 675 if (!dst->key_values)
582 { 676 {
583 op->key_values = new_link; 677 dst->key_values = new_link;
584 tail = new_link; 678 tail = new_link;
585 } 679 }
586 else 680 else
587 { 681 {
588 tail->next = new_link; 682 tail->next = new_link;
589 tail = new_link; 683 tail = new_link;
590 } 684 }
591 } 685 }
592 } 686 }
593 687
594 update_ob_speed (op); 688 dst->activate ();
689}
690
691void
692object::instantiate ()
693{
694 if (!uuid.seq) // HACK
695 uuid = UUID::gen ();
696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
701 speed_left = -1.;
702
703 /* copy the body_info to the body_used - this is only really
704 * need for monsters, but doesn't hurt to do it for everything.
705 * by doing so, when a monster is created, it has good starting
706 * values for the body_used info, so when items are created
707 * for it, they can be properly equipped.
708 */
709 for (int i = NUM_BODY_LOCATIONS; i--; )
710 slot[i].used = slot[i].info;
711
712 attachable::instantiate ();
713}
714
715object *
716object::clone ()
717{
718 object *neu = create ();
719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
725 neu->map = map; // not copied by copy_to
726 return neu;
595} 727}
596 728
597/* 729/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 730 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 731 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 732 * be called to update the face variable, _and_ how it looks on the map.
601 */ 733 */
602
603void 734void
604update_turn_face (object *op) 735update_turn_face (object *op)
605{ 736{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 737 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 738 return;
739
608 SET_ANIMATION (op, op->direction); 740 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 741 update_object (op, UP_OBJ_FACE);
610} 742}
611 743
612/* 744/*
613 * Updates the speed of an object. If the speed changes from 0 to another 745 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 746 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
616 */ 748 */
617void 749void
618update_ob_speed (object *op) 750object::set_speed (float speed)
619{ 751{
620 extern int arch_init; 752 this->speed = speed;
621 753
622 /* No reason putting the archetypes objects on the speed list, 754 if (has_active_speed ())
623 * since they never really need to be updated. 755 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 756 else
655 { 757 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 758}
679 759
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 760/*
712 * update_object() updates the array which represents the map. 761 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 762 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 763 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 764 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 765 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 766 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 767 * updating that window, though, since update_object() is called _often_)
719 * 768 *
720 * action is a hint of what the caller believes need to be done. 769 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 770 * current action are:
726 * UP_OBJ_INSERT: op was inserted 771 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 772 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 773 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 774 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 775 * UP_OBJ_FACE: only the objects face has changed.
731 */ 776 */
732
733void 777void
734update_object (object *op, int action) 778update_object (object *op, int action)
735{ 779{
736 int update_now = 0, flags; 780 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 781 {
741 /* this should never happen */ 782 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 783 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 784 return;
744 } 785 }
745 786
746 if (op->env != NULL) 787 if (!op->is_on_map ())
747 { 788 {
748 /* Animation is currently handled by client, so nothing 789 /* Animation is currently handled by client, so nothing
749 * to do in this case. 790 * to do in this case.
750 */ 791 */
751 return; 792 return;
752 } 793 }
753 794
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 795 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 796 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 797 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 798 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 799#ifdef MANY_CORES
765 abort (); 800 abort ();
766#endif 801#endif
767 return; 802 return;
768 } 803 }
769 804
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 805 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 806
807 if (!(m.flags_ & P_UPTODATE))
808 /* nop */;
777 if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
778 { 810 {
811#if 0
812 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
817 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 818 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 819 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 820 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 821 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 823 * have move_allow right now.
802 */ 824 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 826 m.invalidate ();
805 827#else
806 if ((move_slow | op->move_slow) != move_slow) 828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 829 m.invalidate ();
830#endif
808 } 831 }
809 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 834 * that is being removed.
812 */ 835 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 836 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 837 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 838 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 839 /* Nothing to do for that case */ ;
817 else 840 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 841 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 842
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 843 if (op->more)
827 update_object (op->more, action); 844 update_object (op->more, action);
828} 845}
829 846
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844}
845
846object::object () 847object::object ()
847{ 848{
848 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
849 850
850 expmul = 1.0; 851 //expmul = 1.0; declared const for the time being
851 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
852} 854}
853 855
854object::~object () 856object::~object ()
855{ 857{
858 unlink ();
859
856 free_key_values (this); 860 free_key_values (this);
857} 861}
858 862
863static int object_count;
864
859void object::link () 865void object::link ()
860{ 866{
867 assert (!index);//D
868 uuid = UUID::gen ();
861 count = ++ob_count; 869 count = ++object_count;
862 uuid = gen_uuid ();
863 870
864 prev = 0; 871 refcnt_inc ();
865 next = object::first; 872 objects.insert (this);
866
867 if (object::first)
868 object::first->prev = this;
869
870 object::first = this;
871} 873}
872 874
873void object::unlink () 875void object::unlink ()
874{ 876{
875 if (this == object::first) 877 if (!index)
876 object::first = next; 878 return;
877 879
878 /* Remove this object from the list of used objects */ 880 objects.erase (this);
879 if (prev) prev->next = next; 881 refcnt_dec ();
880 if (next) next->prev = prev; 882}
881 883
882 prev = 0; 884void
883 next = 0; 885object::activate ()
886{
887 /* If already on active list, don't do anything */
888 if (active)
889 return;
890
891 if (has_active_speed ())
892 {
893 if (flag [FLAG_FREED])
894 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
895
896 actives.insert (this);
897 }
898}
899
900void
901object::activate_recursive ()
902{
903 activate ();
904
905 for (object *op = inv; op; op = op->below)
906 op->activate_recursive ();
907}
908
909/* This function removes object 'op' from the list of active
910 * objects.
911 * This should only be used for style maps or other such
912 * reference maps where you don't want an object that isn't
913 * in play chewing up cpu time getting processed.
914 * The reverse of this is to call update_ob_speed, which
915 * will do the right thing based on the speed of the object.
916 */
917void
918object::deactivate ()
919{
920 /* If not on the active list, nothing needs to be done */
921 if (!active)
922 return;
923
924 actives.erase (this);
925}
926
927void
928object::deactivate_recursive ()
929{
930 for (object *op = inv; op; op = op->below)
931 op->deactivate_recursive ();
932
933 deactivate ();
934}
935
936void
937object::set_flag_inv (int flag, int value)
938{
939 for (object *op = inv; op; op = op->below)
940 {
941 op->flag [flag] = value;
942 op->set_flag_inv (flag, value);
943 }
944}
945
946/*
947 * Remove and free all objects in the inventory of the given object.
948 * object.c ?
949 */
950void
951object::destroy_inv (bool drop_to_ground)
952{
953 // need to check first, because the checks below might segfault
954 // as we might be on an invalid mapspace and crossfire code
955 // is too buggy to ensure that the inventory is empty.
956 // corollary: if you create arrows etc. with stuff in its inventory,
957 // cf will crash below with off-map x and y
958 if (!inv)
959 return;
960
961 /* Only if the space blocks everything do we not process -
962 * if some form of movement is allowed, let objects
963 * drop on that space.
964 */
965 if (!drop_to_ground
966 || !map
967 || map->in_memory != MAP_ACTIVE
968 || map->no_drop
969 || ms ().move_block == MOVE_ALL)
970 {
971 while (inv)
972 inv->destroy ();
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 while (inv)
977 {
978 object *op = inv;
979
980 if (op->flag [FLAG_STARTEQUIP]
981 || op->flag [FLAG_NO_DROP]
982 || op->type == RUNE
983 || op->type == TRAP
984 || op->flag [FLAG_IS_A_TEMPLATE]
985 || op->flag [FLAG_DESTROY_ON_DEATH])
986 op->destroy ();
987 else
988 map->insert (op, x, y);
989 }
990 }
884} 991}
885 992
886object *object::create () 993object *object::create ()
887{ 994{
888 object *op = new object; 995 object *op = new object;
889 op->link (); 996 op->link ();
890 return op; 997 return op;
891} 998}
892 999
893/* 1000static struct freed_map : maptile
894 * free_object() frees everything allocated by an object, removes
895 * it from the list of used objects, and puts it on the list of
896 * free objects. The IS_FREED() flag is set in the object.
897 * The object must have been removed by remove_ob() first for
898 * this function to succeed.
899 *
900 * If destroy_inventory is set, free inventory as well. Else drop items in
901 * inventory to the ground.
902 */
903void object::destroy (bool destroy_inventory)
904{ 1001{
905 if (QUERY_FLAG (this, FLAG_FREED)) 1002 freed_map ()
1003 {
1004 path = "<freed objects map>";
1005 name = "/internal/freed_objects_map";
1006 width = 3;
1007 height = 3;
1008 no_drop = 1;
1009 no_reset = 1;
1010
1011 alloc ();
1012 in_memory = MAP_ACTIVE;
1013 }
1014
1015 ~freed_map ()
1016 {
1017 destroy ();
1018 }
1019} freed_map; // freed objects are moved here to avoid crashes
1020
1021void
1022object::do_destroy ()
1023{
1024 if (flag [FLAG_IS_LINKED])
1025 remove_link ();
1026
1027 if (flag [FLAG_FRIENDLY])
1028 remove_friendly_object (this);
1029
1030 remove ();
1031
1032 attachable::do_destroy ();
1033
1034 deactivate ();
1035 unlink ();
1036
1037 flag [FLAG_FREED] = 1;
1038
1039 // hack to ensure that freed objects still have a valid map
1040 map = &freed_map;
1041 x = 1;
1042 y = 1;
1043
1044 if (more)
1045 {
1046 more->destroy ();
1047 more = 0;
1048 }
1049
1050 head = 0;
1051
1052 // clear those pointers that likely might cause circular references
1053 owner = 0;
1054 enemy = 0;
1055 attacked_by = 0;
1056 current_weapon = 0;
1057}
1058
1059void
1060object::destroy ()
1061{
1062 if (destroyed ())
906 return; 1063 return;
907 1064
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1065 if (!is_head () && !head->destroyed ())
909 remove_friendly_object (this);
910
911 if (!QUERY_FLAG (this, FLAG_REMOVED))
912 remove_ob (this);
913
914 SET_FLAG (this, FLAG_FREED);
915
916 if (more)
917 {
918 more->destroy (destroy_inventory);
919 more = 0;
920 }
921
922 if (inv)
923 {
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
929 {
930 object *op = inv;
931
932 while (op)
933 {
934 object *tmp = op->below;
935 op->destroy (destroy_inventory);
936 op = tmp;
937 }
938 }
939 else
940 { /* Put objects in inventory onto this space */
941 object *op = inv;
942
943 while (op)
944 {
945 object *tmp = op->below;
946
947 remove_ob (op);
948
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
951 free_object (op);
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
962 }
963
964 // hack to ensure that freed objects still have a valid map
965 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes
967
968 if (!freed_map)
969 { 1066 {
970 freed_map = new maptile; 1067 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
971 1068 head->destroy ();
972 freed_map->name = "/internal/freed_objects_map"; 1069 return;
973 freed_map->width = 3;
974 freed_map->height = 3;
975
976 freed_map->allocate ();
977 } 1070 }
978 1071
979 map = freed_map; 1072 destroy_inv (false);
980 x = 1;
981 y = 1;
982 }
983 1073
984 // clear those pointers that likely might have circular references to us 1074 if (is_head ())
985 owner = 0; 1075 if (sound_destroy)
986 enemy = 0; 1076 play_sound (sound_destroy);
987 attacked_by = 0; 1077 else if (flag [FLAG_MONSTER])
1078 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
988 1079
989 // only relevant for players(?), but make sure of it anyways 1080 attachable::destroy ();
990 contr = 0;
991
992 /* Remove object from the active list */
993 speed = 0;
994 update_ob_speed (this);
995
996 unlink ();
997
998 mortals.push_back (this);
999} 1081}
1000 1082
1001/* 1083/* op->remove ():
1002 * sub_weight() recursively (outwards) subtracts a number from the
1003 * weight of an object (and what is carried by it's environment(s)).
1004 */
1005
1006void
1007sub_weight (object *op, signed long weight)
1008{
1009 while (op != NULL)
1010 {
1011 if (op->type == CONTAINER)
1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1013
1014 op->carrying -= weight;
1015 op = op->env;
1016 }
1017}
1018
1019/* remove_ob(op):
1020 * This function removes the object op from the linked list of objects 1084 * This function removes the object op from the linked list of objects
1021 * which it is currently tied to. When this function is done, the 1085 * which it is currently tied to. When this function is done, the
1022 * object will have no environment. If the object previously had an 1086 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 1087 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 1088 * the previous environment.
1025 * Beware: This function is called from the editor as well!
1026 */ 1089 */
1027
1028void 1090void
1029remove_ob (object *op) 1091object::do_remove ()
1030{ 1092{
1031 object *tmp, *last = 0; 1093 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1040 return; 1094 return;
1041 1095
1042 SET_FLAG (op, FLAG_REMOVED); 1096 INVOKE_OBJECT (REMOVE, this);
1043 1097
1044 if (op->more != NULL) 1098 flag [FLAG_REMOVED] = true;
1045 remove_ob (op->more); 1099
1100 if (more)
1101 more->remove ();
1046 1102
1047 /* 1103 /*
1048 * In this case, the object to be removed is in someones 1104 * In this case, the object to be removed is in someones
1049 * inventory. 1105 * inventory.
1050 */ 1106 */
1051 if (op->env != NULL) 1107 if (env)
1052 { 1108 {
1053 if (op->nrof) 1109 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1054 sub_weight (op->env, op->weight * op->nrof); 1110 if (object *pl = visible_to ())
1055 else 1111 esrv_del_item (pl->contr, count);
1056 sub_weight (op->env, op->weight + op->carrying); 1112 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1057 1113
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1114 adjust_weight (env, -total_weight ());
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */
1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp);
1064 1115
1065 if (op->above != NULL) 1116 object *pl = in_player ();
1066 op->above->below = op->below;
1067 else
1068 op->env->inv = op->below;
1069
1070 if (op->below != NULL)
1071 op->below->above = op->above;
1072 1117
1073 /* we set up values so that it could be inserted into 1118 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1119 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1120 * to the caller to decide what we want to do.
1076 */ 1121 */
1077 op->x = op->env->x, op->y = op->env->y;
1078 op->map = op->env->map; 1122 map = env->map;
1079 op->above = NULL, op->below = NULL;
1080 op->env = NULL;
1081 }
1082 else if (op->map)
1083 {
1084 x = op->x; 1123 x = env->x;
1085 y = op->y; 1124 y = env->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087 1125
1088 if (!m) 1126 // make sure cmov optimisation is applicable
1127 *(above ? &above->below : &env->inv) = below;
1128 *(below ? &below->above : &above ) = above; // &above is just a dummy
1129
1130 above = 0;
1131 below = 0;
1132 env = 0;
1133
1134 if (pl && pl->is_player ())
1089 { 1135 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1136 if (expect_false (pl->contr->combat_ob == this))
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */ 1137 {
1096 abort (); 1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1152 if (expect_false (glow_radius) && pl->is_on_map ())
1153 update_all_los (pl->map, pl->x, pl->y);
1097 } 1154 }
1155 }
1156 else if (map)
1157 {
1158 map->dirty = true;
1159 mapspace &ms = this->ms ();
1098 1160
1099 if (op->map != m) 1161 if (object *pl = ms.player ())
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */ 1162 {
1163 if (is_player ())
1164 {
1165 if (!flag [FLAG_WIZPASS])
1166 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1167
1168 // leaving a spot always closes any open container on the ground
1169 if (container && !container->env)
1170 // this causes spurious floorbox updates, but it ensures
1171 // that the CLOSE event is being sent.
1172 close_container ();
1173
1174 --map->players;
1175 map->touch ();
1176 }
1177 else if (pl->container_ () == this)
1178 {
1179 // removing a container should close it
1180 close_container ();
1181 }
1182
1183 esrv_del_item (pl->contr, count);
1184 }
1106 1185
1107 /* link the object above us */ 1186 /* link the object above us */
1108 if (op->above) 1187 // re-link, make sure compiler can easily use cmove
1109 op->above->below = op->below; 1188 *(above ? &above->below : &ms.top) = below;
1110 else 1189 *(below ? &below->above : &ms.bot) = above;
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1112 1190
1113 /* Relink the object below us, if there is one */ 1191 above = 0;
1114 if (op->below) 1192 below = 0;
1115 op->below->above = op->above; 1193
1116 else 1194 ms.invalidate ();
1195
1196 if (map->in_memory == MAP_SAVING)
1197 return;
1198
1199 int check_walk_off = !flag [FLAG_NO_APPLY];
1200
1201 if (object *pl = ms.player ())
1117 { 1202 {
1118 /* Nothing below, which means we need to relink map object for this space 1203 if (pl->container_ () == this)
1119 * use translated coordinates in case some oddness with map tiling is 1204 /* If a container that the player is currently using somehow gets
1120 * evident 1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1121 */ 1207 */
1122 if (GET_MAP_OB (m, x, y) != op) 1208 pl->close_container ();
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "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);
1127 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y));
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132 1209
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1210 //TODO: the floorbox prev/next might need updating
1211 //esrv_del_item (pl->contr, count);
1212 //TODO: update floorbox to preserve ordering
1213 if (pl->contr->ns)
1214 pl->contr->ns->floorbox_update ();
1134 } 1215 }
1135 1216
1136 op->above = 0; 1217 if (check_walk_off)
1137 op->below = 0; 1218 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1138
1139 if (op->map->in_memory == MAP_SAVING)
1140 return;
1141
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1143
1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1145 { 1219 {
1220 above = tmp->above;
1221
1146 /* No point updating the players look faces if he is the object 1222 /* No point updating the players look faces if he is the object
1147 * being removed. 1223 * being removed.
1148 */
1149
1150 if (tmp->type == PLAYER && tmp != op)
1151 {
1152 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view
1154 * appropriately.
1155 */ 1224 */
1156 if (tmp->container == op)
1157 {
1158 CLEAR_FLAG (op, FLAG_APPLIED);
1159 tmp->container = NULL;
1160 }
1161 1225
1162 tmp->contr->socket.update_look = 1;
1163 }
1164
1165 /* See if player moving off should effect something */ 1226 /* See if object moving off should effect something */
1166 if (check_walk_off
1167 && ((op->move_type & tmp->move_off) 1227 if ((move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1228 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1169 {
1170 move_apply (tmp, op, NULL); 1229 move_apply (tmp, this, 0);
1171
1172 if (op->destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 } 1230 }
1175 1231
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 if (affects_los ())
1177
1178 if (tmp->above == tmp)
1179 tmp->above = NULL;
1180
1181 last = tmp;
1182 }
1183
1184 /* last == NULL of there are no objects on this space */
1185 if (last == NULL)
1186 {
1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1189 * those out anyways, and if there are any flags set right now, they won't
1190 * be correct anyways.
1191 */
1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1193 update_position (op->map, op->x, op->y);
1194 }
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1199 update_all_los (op->map, op->x, op->y); 1233 update_all_los (map, x, y);
1200 } 1234 }
1201} 1235}
1202 1236
1203/* 1237/*
1204 * merge_ob(op,top): 1238 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1246merge_ob (object *op, object *top)
1213{ 1247{
1214 if (!op->nrof) 1248 if (!op->nrof)
1215 return 0; 1249 return 0;
1216 1250
1217 if (top == NULL) 1251 if (!top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1252 for (top = op; top && top->above; top = top->above)
1253 ;
1219 1254
1220 for (; top != NULL; top = top->below) 1255 for (; top; top = top->below)
1221 { 1256 if (object::can_merge (op, top))
1222 if (top == op)
1223 continue;
1224 if (CAN_MERGE (op, top))
1225 { 1257 {
1226 top->nrof += op->nrof; 1258 top->nrof += op->nrof;
1227 1259
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1260 if (object *pl = top->visible_to ())
1229 op->weight = 0; /* Don't want any adjustements now */ 1261 esrv_update_item (UPD_NROF, pl, top);
1230 remove_ob (op); 1262
1231 free_object (op); 1263 op->weight = 0; // cancel the addition above
1264 op->carrying = 0; // must be 0 already
1265
1266 op->destroy ();
1267
1232 return top; 1268 return top;
1233 } 1269 }
1234 }
1235 1270
1236 return 0; 1271 return 0;
1237} 1272}
1238 1273
1274void
1275object::expand_tail ()
1276{
1277 if (more)
1278 return;
1279
1280 object *prev = this;
1281
1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1283 {
1284 object *op = at->instance ();
1285
1286 op->name = name;
1287 op->name_pl = name_pl;
1288 op->title = title;
1289
1290 op->head = this;
1291 prev->more = op;
1292
1293 prev = op;
1294 }
1295}
1296
1239/* 1297/*
1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1298 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters 1299 * job preparing multi-part monsters.
1242 */ 1300 */
1243object * 1301object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1302insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1303{
1246 object *tmp; 1304 op->remove ();
1247 1305
1248 if (op->head)
1249 op = op->head;
1250
1251 for (tmp = op; tmp; tmp = tmp->more) 1306 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 { 1307 {
1253 tmp->x = x + tmp->arch->clone.x; 1308 tmp->x = x + tmp->arch->x;
1254 tmp->y = y + tmp->arch->clone.y; 1309 tmp->y = y + tmp->arch->y;
1255 } 1310 }
1256 1311
1257 return insert_ob_in_map (op, m, originator, flag); 1312 return insert_ob_in_map (op, m, originator, flag);
1258} 1313}
1259 1314
1272 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1273 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1274 * 1329 *
1275 * Return value: 1330 * Return value:
1276 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1278 * just 'op' otherwise 1333 * just 'op' otherwise
1279 */ 1334 */
1280
1281object * 1335object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1337{
1284 object *tmp, *top, *floor = NULL; 1338 op->remove ();
1285 sint16 x, y;
1286 1339
1287 if (QUERY_FLAG (op, FLAG_FREED)) 1340 if (m == &freed_map)//D TODO: remove soon
1288 { 1341 {//D
1289 LOG (llevError, "Trying to insert freed object!\n"); 1342 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1290 return NULL;
1291 } 1343 }//D
1292
1293 if (m == NULL)
1294 {
1295 char *dump = dump_object (op);
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1297 free (dump);
1298 return op;
1299 }
1300
1301 if (out_of_map (m, op->x, op->y))
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1305#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted.
1309 */
1310 abort ();
1311#endif
1312 free (dump);
1313 return op;
1314 }
1315
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more;
1329
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1347 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1350 return NULL;
1351 }
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1344
1356 /* Ideally, the caller figures this out. However, it complicates a lot 1345 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now 1346 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work 1347 * need extra work
1359 */ 1348 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y); 1349 maptile *newmap = m;
1361 x = op->x; 1350 if (!xy_normalise (newmap, op->x, op->y))
1362 y = op->y; 1351 {
1352 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1353 return 0;
1354 }
1355
1356 if (object *more = op->more)
1357 if (!insert_ob_in_map (more, m, originator, flag))
1358 return 0;
1359
1360 op->flag [FLAG_REMOVED] = false;
1361 op->env = 0;
1362 op->map = newmap;
1363
1364 mapspace &ms = op->ms ();
1363 1365
1364 /* this has to be done after we translate the coordinates. 1366 /* this has to be done after we translate the coordinates.
1365 */ 1367 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1368 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1369 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp)) 1370 if (object::can_merge (op, tmp))
1369 { 1371 {
1372 // TODO: we actually want to update tmp, not op,
1373 // but some caller surely breaks when we return tmp
1374 // from here :/
1370 op->nrof += tmp->nrof; 1375 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1376 tmp->destroy ();
1372 free_object (tmp);
1373 } 1377 }
1374 1378
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1380 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1377 1381
1384 { 1388 {
1385 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1386 abort (); 1390 abort ();
1387 } 1391 }
1388 1392
1393 if (!originator->is_on_map ())
1394 {
1395 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1396 op->debug_desc (), originator->debug_desc ());
1397 abort ();
1398 }
1399
1389 op->above = originator; 1400 op->above = originator;
1390 op->below = originator->below; 1401 op->below = originator->below;
1391
1392 if (op->below)
1393 op->below->above = op;
1394 else
1395 SET_MAP_OB (op->map, op->x, op->y, op);
1396
1397 /* since *below* originator, no need to update top */
1398 originator->below = op; 1402 originator->below = op;
1403
1404 *(op->below ? &op->below->above : &ms.bot) = op;
1399 } 1405 }
1400 else 1406 else
1401 { 1407 {
1408 object *floor = 0;
1409 object *top = ms.top;
1410
1402 /* If there are other objects, then */ 1411 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1412 if (top)
1404 { 1413 {
1405 object *last = NULL;
1406
1407 /* 1414 /*
1408 * If there are multiple objects on this space, we do some trickier handling. 1415 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate. 1416 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if 1417 * Generally, we want to put the new object on top. But if
1411 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1418 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1414 * once we get to them. This reduces the need to traverse over all of 1421 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time 1422 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed 1423 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects. 1424 * that flying non pickable objects are spell objects.
1418 */ 1425 */
1419 1426 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1420 while (top != NULL)
1421 { 1427 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1428 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1423 floor = top; 1429 floor = tmp;
1424 1430
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1431 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1426 { 1432 {
1427 /* We insert above top, so we want this object below this */ 1433 /* We insert above top, so we want this object below this */
1428 top = top->below; 1434 top = tmp->below;
1429 break; 1435 break;
1430 } 1436 }
1431 1437
1432 last = top;
1433 top = top->above; 1438 top = tmp;
1434 } 1439 }
1435
1436 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last;
1438 1440
1439 /* We let update_position deal with figuring out what the space 1441 /* We let update_position deal with figuring out what the space
1440 * looks like instead of lots of conditions here. 1442 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result. 1443 * makes things faster, and effectively the same result.
1442 */ 1444 */
1443 1445
1444 /* Have object 'fall below' other objects that block view. 1446 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66 1447 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing 1448 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1449 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1450 * stacking is a bit odd.
1449 */ 1451 */
1450 if (!(flag & INS_ON_TOP) && 1452 if (!(flag & INS_ON_TOP)
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1453 && ms.flags () & P_BLOCKSVIEW
1454 && (op->face && !faces [op->face].visibility))
1452 { 1455 {
1456 object *last;
1457
1453 for (last = top; last != floor; last = last->below) 1458 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1459 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1455 break; 1460 break;
1461
1456 /* Check to see if we found the object that blocks view, 1462 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that 1463 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we 1464 * we can get inserted below this one, which requires we
1459 * set top to the object below us. 1465 * set top to the object below us.
1460 */ 1466 */
1461 if (last && last->below && last != floor) 1467 if (last && last->below && last != floor)
1462 top = last->below; 1468 top = last->below;
1463 } 1469 }
1464 } /* If objects on this space */ 1470 } /* If objects on this space */
1465 1471
1466 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1469 if (flag & INS_ABOVE_FLOOR_ONLY) 1472 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor; 1473 top = floor;
1471 1474
1472 /* Top is the object that our object (op) is going to get inserted above. 1475 // insert object above top, or bottom-most if top = 0
1473 */
1474
1475 /* First object on this space */
1476 if (!top) 1476 if (!top)
1477 { 1477 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y);
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = NULL; 1478 op->below = 0;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1479 op->above = ms.bot;
1480 ms.bot = op;
1481
1482 *(op->above ? &op->above->below : &ms.top) = op;
1485 } 1483 }
1486 else 1484 else
1487 { /* get inserted into the stack above top */ 1485 {
1488 op->above = top->above; 1486 op->above = top->above;
1489
1490 if (op->above)
1491 op->above->below = op; 1487 top->above = op;
1492 1488
1493 op->below = top; 1489 op->below = top;
1494 top->above = op; 1490 *(op->above ? &op->above->below : &ms.top) = op;
1495 } 1491 }
1492 }
1496 1493
1497 if (op->above == NULL) 1494 if (op->is_player ())
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1495 {
1499 } /* else not INS_BELOW_ORIGINATOR */
1500
1501 if (op->type == PLAYER)
1502 op->contr->do_los = 1; 1496 op->contr->do_los = 1;
1497 ++op->map->players;
1498 op->map->touch ();
1499 }
1503 1500
1504 /* If we have a floor, we know the player, if any, will be above 1501 op->map->dirty = true;
1505 * it, so save a few ticks and start from there. 1502
1506 */ 1503 if (object *pl = ms.player ())
1507 if (!(flag & INS_MAP_LOAD)) 1504 //TODO: the floorbox prev/next might need updating
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1505 //esrv_send_item (pl, op);
1509 if (tmp->type == PLAYER) 1506 //TODO: update floorbox to preserve ordering
1510 tmp->contr->socket.update_look = 1; 1507 if (pl->contr->ns)
1508 pl->contr->ns->floorbox_update ();
1511 1509
1512 /* If this object glows, it may affect lighting conditions that are 1510 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really 1511 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players 1512 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well 1513 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way - 1514 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range, 1515 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area 1516 * or just updating the P_UPTODATE for spaces within this area
1519 * of effect may be sufficient. 1517 * of effect may be sufficient.
1520 */ 1518 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1519 if (op->affects_los ())
1520 {
1521 op->ms ().invalidate ();
1522 update_all_los (op->map, op->x, op->y); 1522 update_all_los (op->map, op->x, op->y);
1523 }
1523 1524
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1525 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1526 update_object (op, UP_OBJ_INSERT);
1526 1527
1528 INVOKE_OBJECT (INSERT, op);
1529
1527 /* Don't know if moving this to the end will break anything. However, 1530 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this. 1531 * we want to have floorbox_update called before calling this.
1529 * 1532 *
1530 * check_move_on() must be after this because code called from 1533 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1534 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1535 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1536 * update_object().
1534 */ 1537 */
1535 1538
1536 /* if this is not the head or flag has been passed, don't check walk on status */ 1539 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head) 1540 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1538 { 1541 {
1539 if (check_move_on (op, originator)) 1542 if (check_move_on (op, originator))
1540 return NULL; 1543 return 0;
1541 1544
1542 /* If we are a multi part object, lets work our way through the check 1545 /* If we are a multi part object, lets work our way through the check
1543 * walk on's. 1546 * walk on's.
1544 */ 1547 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1548 for (object *tmp = op->more; tmp; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1549 if (check_move_on (tmp, originator))
1547 return NULL; 1550 return 0;
1548 } 1551 }
1549 1552
1550 return op; 1553 return op;
1551} 1554}
1552 1555
1553/* this function inserts an object in the map, but if it 1556/* this function inserts an object in the map, but if it
1554 * finds an object of its own type, it'll remove that one first. 1557 * finds an object of its own type, it'll remove that one first.
1555 * op is the object to insert it under: supplies x and the map. 1558 * op is the object to insert it under: supplies x and the map.
1556 */ 1559 */
1557void 1560void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1561replace_insert_ob_in_map (shstr_tmp archname, object *op)
1559{ 1562{
1560 object *
1561 tmp;
1562 object *
1563 tmp1;
1564
1565 /* first search for itself and remove any old instances */ 1563 /* first search for itself and remove any old instances */
1566 1564
1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1570 { 1567 tmp->destroy ();
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1568
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1569 object *tmp = archetype::find (archname)->instance ();
1577 1570
1578 tmp1->x = op->x; 1571 tmp->x = op->x;
1579 tmp1->y = op->y; 1572 tmp->y = op->y;
1573
1580 insert_ob_in_map (tmp1, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1581} 1575}
1582
1583/*
1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1585 * is returned contains nr objects, and the remaining parts contains
1586 * the rest (or is removed and freed if that number is 0).
1587 * On failure, NULL is returned, and the reason put into the
1588 * global static errmsg array.
1589 */
1590 1576
1591object * 1577object *
1592get_split_ob (object *orig_ob, uint32 nr) 1578object::insert_at (object *where, object *originator, int flags)
1593{ 1579{
1594 object * 1580 if (where->env)
1595 newob; 1581 return where->env->insert (this);
1596 int 1582 else
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1598
1599 if (orig_ob->nrof < nr)
1600 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL;
1603 }
1604
1605 newob = object_create_clone (orig_ob);
1606
1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1609 if (!is_removed)
1610 remove_ob (orig_ob);
1611 free_object2 (orig_ob, 1);
1612 }
1613 else if (!is_removed)
1614 {
1615 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1621 return NULL;
1622 }
1623 }
1624
1625 newob->nrof = nr;
1626
1627 return newob;
1628} 1584}
1629 1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1606}
1607
1630/* 1608/*
1631 * decrease_ob_nr(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1632 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1633 * is subsequently removed and freed. 1611 * is subsequently removed and freed.
1634 * 1612 *
1635 * Return value: 'op' if something is left, NULL if the amount reached 0 1613 * Return value: 'op' if something is left, NULL if the amount reached 0
1636 */ 1614 */
1615bool
1616object::decrease (sint32 nr)
1617{
1618 if (!nr)
1619 return true;
1637 1620
1621 nr = min (nr, nrof);
1622
1623 if (nrof > nr)
1624 {
1625 nrof -= nr;
1626 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1627
1628 if (object *pl = visible_to ())
1629 esrv_update_item (UPD_NROF, pl, this);
1630
1631 return true;
1632 }
1633 else
1634 {
1635 destroy ();
1636 return false;
1637 }
1638}
1639
1640/*
1641 * split(ob,nr) splits up ob into two parts. The part which
1642 * is returned contains nr objects, and the remaining parts contains
1643 * the rest (or is removed and returned if that number is 0).
1644 * On failure, NULL is returned.
1645 */
1638object * 1646object *
1639decrease_ob_nr (object *op, uint32 i) 1647object::split (sint32 nr)
1640{ 1648{
1641 object *tmp; 1649 int have = number_of ();
1642 player *pl;
1643 1650
1644 if (i == 0) /* objects with op->nrof require this check */ 1651 if (have < nr)
1645 return op; 1652 return 0;
1646 1653 else if (have == nr)
1647 if (i > op->nrof)
1648 i = op->nrof;
1649
1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 { 1654 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op); 1655 remove ();
1687 op->nrof = 0; 1656 return this;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1693 } 1657 }
1694 else 1658 else
1695 { 1659 {
1696 object *above = op->above; 1660 decrease (nr);
1697 1661
1698 if (i < op->nrof) 1662 object *op = deep_clone ();
1699 op->nrof -= i; 1663 op->nrof = nr;
1700 else
1701 {
1702 remove_ob (op);
1703 op->nrof = 0;
1704 }
1705
1706 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER)
1709 {
1710 if (op->nrof)
1711 esrv_send_item (tmp, op);
1712 else
1713 esrv_del_item (tmp->contr, op->count);
1714 }
1715 }
1716
1717 if (op->nrof)
1718 return op; 1664 return op;
1719 else
1720 { 1665 }
1721 free_object (op);
1722 return NULL;
1723 }
1724} 1666}
1725
1726/*
1727 * add_weight(object, weight) adds the specified weight to an object,
1728 * and also updates how much the environment(s) is/are carrying.
1729 */
1730
1731void
1732add_weight (object *op, signed long weight)
1733{
1734 while (op != NULL)
1735 {
1736 if (op->type == CONTAINER)
1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1738
1739 op->carrying += weight;
1740 op = op->env;
1741 }
1742}
1743
1744/*
1745 * insert_ob_in_ob(op,environment):
1746 * This function inserts the object op in the linked list
1747 * inside the object environment.
1748 *
1749 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1750 * the inventory at the last position or next to other objects of the same
1751 * type.
1752 * Frank: Now sorted by type, archetype and magic!
1753 *
1754 * The function returns now pointer to inserted item, and return value can
1755 * be != op, if items are merged. -Tero
1756 */
1757 1667
1758object * 1668object *
1759insert_ob_in_ob (object *op, object *where) 1669insert_ob_in_ob (object *op, object *where)
1760{ 1670{
1761 object * 1671 if (!where)
1762 tmp, *
1763 otmp;
1764
1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1766 {
1767 char *dump = dump_object (op);
1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1770 return op;
1771 }
1772
1773 if (where == NULL)
1774 { 1672 {
1775 char *dump = dump_object (op); 1673 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1674 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump); 1675 free (dump);
1778 return op; 1676 return op;
1779 } 1677 }
1780 1678
1781 if (where->head) 1679 if (where->head_ () != where)
1782 { 1680 {
1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1681 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1784 where = where->head; 1682 where = where->head;
1785 } 1683 }
1786 1684
1685 return where->insert (op);
1686}
1687
1688/*
1689 * env->insert (op)
1690 * This function inserts the object op in the linked list
1691 * inside the object environment.
1692 *
1693 * The function returns now pointer to inserted item, and return value can
1694 * be != op, if items are merged. -Tero
1695 */
1696object *
1697object::insert (object *op)
1698{
1787 if (op->more) 1699 if (op->more)
1788 { 1700 {
1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1701 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1790 return op; 1702 return op;
1791 } 1703 }
1792 1704
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1705 op->remove ();
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1706
1707 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1708
1795 if (op->nrof) 1709 if (op->nrof)
1796 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1710 for (object *tmp = inv; tmp; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1711 if (object::can_merge (tmp, op))
1799 { 1712 {
1800 /* return the original object and remove inserted object 1713 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1714 (client needs the original object) */
1802 tmp->nrof += op->nrof; 1715 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1716
1804 * tmp->nrof, we need to increase the weight. 1717 if (object *pl = tmp->visible_to ())
1805 */ 1718 esrv_update_item (UPD_NROF, pl, tmp);
1806 add_weight (where, op->weight * op->nrof); 1719
1807 SET_FLAG (op, FLAG_REMOVED); 1720 adjust_weight (this, op->total_weight ());
1808 free_object (op); /* free the inserted object */ 1721
1722 op->destroy ();
1809 op = tmp; 1723 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1724 goto inserted;
1811 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break;
1813 } 1725 }
1814 1726
1815 /* I assume combined objects have no inventory 1727 op->owner = 0; // it's his/hers now. period.
1816 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract
1818 * the weight, so we need to add it in again, since we actually do
1819 * the linking below
1820 */
1821 add_weight (where, op->weight * op->nrof);
1822 }
1823 else
1824 add_weight (where, (op->weight + op->carrying));
1825
1826 otmp = is_player_inv (where);
1827 if (otmp && otmp->contr != NULL)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp);
1831 }
1832
1833 op->map = NULL; 1728 op->map = 0;
1834 op->env = where; 1729 op->x = 0;
1730 op->y = 0;
1731
1835 op->above = NULL; 1732 op->above = 0;
1836 op->below = NULL; 1733 op->below = inv;
1837 op->x = 0, op->y = 0; 1734 op->env = this;
1838 1735
1736 if (inv)
1737 inv->above = op;
1738
1739 inv = op;
1740
1741 op->flag [FLAG_REMOVED] = 0;
1742
1743 if (object *pl = op->visible_to ())
1744 esrv_send_item (pl, op);
1745
1746 adjust_weight (this, op->total_weight ());
1747
1748inserted:
1839 /* reset the light list and los of the players on the map */ 1749 /* reset the light list and los of the players on the map */
1840 if ((op->glow_radius != 0) && where->map) 1750 if (op->glow_radius && is_on_map ())
1841 {
1842#ifdef DEBUG_LIGHTS
1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1846 update_all_los (where->map, where->x, where->y);
1847 } 1751 {
1848 1752 update_stats ();
1849 /* Client has no idea of ordering so lets not bother ordering it here. 1753 update_all_los (map, x, y);
1850 * It sure simplifies this function...
1851 */
1852 if (where->inv == NULL)
1853 where->inv = op;
1854 else
1855 { 1754 }
1856 op->below = where->inv; 1755 else if (is_player ())
1857 op->below->above = op; 1756 // if this is a player's inventory, update stats
1858 where->inv = op; 1757 contr->queue_stats_update ();
1859 } 1758
1759 INVOKE_OBJECT (INSERT, this);
1760
1860 return op; 1761 return op;
1861} 1762}
1862 1763
1863/* 1764/*
1864 * Checks if any objects has a move_type that matches objects 1765 * Checks if any objects has a move_type that matches objects
1878 * 1779 *
1879 * MSW 2001-07-08: Check all objects on space, not just those below 1780 * MSW 2001-07-08: Check all objects on space, not just those below
1880 * object being inserted. insert_ob_in_map may not put new objects 1781 * object being inserted. insert_ob_in_map may not put new objects
1881 * on top. 1782 * on top.
1882 */ 1783 */
1883
1884int 1784int
1885check_move_on (object *op, object *originator) 1785check_move_on (object *op, object *originator)
1886{ 1786{
1787 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1788 return 0;
1789
1887 object *tmp; 1790 object *tmp;
1888 maptile *m = op->map; 1791 maptile *m = op->map;
1889 int x = op->x, y = op->y; 1792 int x = op->x, y = op->y;
1890 1793
1891 MoveType move_on, move_slow, move_block; 1794 mapspace &ms = m->at (x, y);
1892 1795
1893 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1796 ms.update ();
1894 return 0;
1895 1797
1896 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 MoveType move_on = ms.move_on;
1897 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 MoveType move_slow = ms.move_slow;
1898 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 MoveType move_block = ms.move_block;
1899 1801
1900 /* if nothing on this space will slow op down or be applied, 1802 /* if nothing on this space will slow op down or be applied,
1901 * no need to do checking below. have to make sure move_type 1803 * no need to do checking below. have to make sure move_type
1902 * is set, as lots of objects don't have it set - we treat that 1804 * is set, as lots of objects don't have it set - we treat that
1903 * as walking. 1805 * as walking.
1914 return 0; 1816 return 0;
1915 1817
1916 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1918 */ 1820 */
1919 1821 for (object *next, *tmp = ms.top; tmp; tmp = next)
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1921 {
1922 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them.
1925 */
1926 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1927 break;
1928 } 1822 {
1823 next = tmp->below;
1929 1824
1930 for (; tmp; tmp = tmp->below)
1931 {
1932 if (tmp == op) 1825 if (tmp == op)
1933 continue; /* Can't apply yourself */ 1826 continue; /* Can't apply yourself */
1934 1827
1935 /* Check to see if one of the movement types should be slowed down. 1828 /* Check to see if one of the movement types should be slowed down.
1936 * Second check makes sure that the movement types not being slowed 1829 * Second check makes sure that the movement types not being slowed
1941 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1834 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1942 { 1835 {
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 { 1838 {
1946
1947 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed); 1839 float diff = tmp->move_slow_penalty * fabs (op->speed);
1949 1840
1950 if (op->type == PLAYER) 1841 if (op->is_player ())
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1842 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1843 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0; 1844 diff /= 4.0;
1954 1845
1955 op->speed_left -= diff; 1846 op->speed_left -= diff;
1956 } 1847 }
1957 } 1848 }
1980/* 1871/*
1981 * present_arch(arch, map, x, y) searches for any objects with 1872 * present_arch(arch, map, x, y) searches for any objects with
1982 * a matching archetype at the given map and coordinates. 1873 * a matching archetype at the given map and coordinates.
1983 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1984 */ 1875 */
1985
1986object * 1876object *
1987present_arch (const archetype *at, maptile *m, int x, int y) 1877present_arch (const archetype *at, maptile *m, int x, int y)
1988{ 1878{
1989 object *
1990 tmp;
1991
1992 if (m == NULL || out_of_map (m, x, y)) 1879 if (!m || out_of_map (m, x, y))
1993 { 1880 {
1994 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1995 return NULL; 1882 return NULL;
1996 } 1883 }
1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1884
1998 if (tmp->arch == at) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1886 if (tmp->arch->archname == at->archname)
1999 return tmp; 1887 return tmp;
1888
2000 return NULL; 1889 return NULL;
2001} 1890}
2002 1891
2003/* 1892/*
2004 * present(type, map, x, y) searches for any objects with 1893 * present(type, map, x, y) searches for any objects with
2005 * a matching type variable at the given map and coordinates. 1894 * a matching type variable at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
2007 */ 1896 */
2008
2009object * 1897object *
2010present (unsigned char type, maptile *m, int x, int y) 1898present (unsigned char type, maptile *m, int x, int y)
2011{ 1899{
2012 object *
2013 tmp;
2014
2015 if (out_of_map (m, x, y)) 1900 if (out_of_map (m, x, y))
2016 { 1901 {
2017 LOG (llevError, "Present called outside map.\n"); 1902 LOG (llevError, "Present called outside map.\n");
2018 return NULL; 1903 return NULL;
2019 } 1904 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->type == type) 1907 if (tmp->type == type)
2022 return tmp; 1908 return tmp;
1909
2023 return NULL; 1910 return NULL;
2024} 1911}
2025 1912
2026/* 1913/*
2027 * present_in_ob(type, object) searches for any objects with 1914 * present_in_ob(type, object) searches for any objects with
2028 * a matching type variable in the inventory of the given object. 1915 * a matching type variable in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2030 */ 1917 */
2031
2032object * 1918object *
2033present_in_ob (unsigned char type, const object *op) 1919present_in_ob (unsigned char type, const object *op)
2034{ 1920{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->type == type) 1922 if (tmp->type == type)
2040 return tmp; 1923 return tmp;
1924
2041 return NULL; 1925 return NULL;
2042} 1926}
2043 1927
2044/* 1928/*
2045 * present_in_ob (type, str, object) searches for any objects with 1929 * present_in_ob (type, str, object) searches for any objects with
2053 * str is the string to match against. Note that we match against 1937 * str is the string to match against. Note that we match against
2054 * the object name, not the archetype name. this is so that the 1938 * the object name, not the archetype name. this is so that the
2055 * spell code can use one object type (force), but change it's name 1939 * spell code can use one object type (force), but change it's name
2056 * to be unique. 1940 * to be unique.
2057 */ 1941 */
2058
2059object * 1942object *
2060present_in_ob_by_name (int type, const char *str, const object *op) 1943present_in_ob_by_name (int type, const char *str, const object *op)
2061{ 1944{
2062 object *
2063 tmp;
2064
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1946 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1947 return tmp;
2069 } 1948
2070 return NULL; 1949 return 0;
2071} 1950}
2072 1951
2073/* 1952/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1953 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1954 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
2077 */ 1956 */
2078
2079object * 1957object *
2080present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
2081{ 1959{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
2087 return tmp; 1962 return tmp;
1963
2088 return NULL; 1964 return NULL;
2089} 1965}
2090 1966
2091/* 1967/*
2092 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
2093 */ 1969 */
2094void 1970void
2095flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
2096{ 1972{
2097 object *
2098 tmp;
2099
2100 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2102 { 1974 {
2103 SET_FLAG (tmp, flag); 1975 SET_FLAG (tmp, flag);
2104 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
2105 } 1977 }
2106} /* 1978}
1979
1980/*
2107 * desactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
2108 */ 1982 */
2109void 1983void
2110unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
2111{ 1985{
2112 object *
2113 tmp;
2114
2115 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 { 1987 {
2118 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
2119 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
2120 } 1990 }
2121}
2122
2123/*
2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2125 * all it's inventory (recursively).
2126 * If checksums are used, a player will get set_cheat called for
2127 * him/her-self and all object carried by a call to this function.
2128 */
2129
2130void
2131set_cheat (object *op)
2132{
2133 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ);
2135} 1991}
2136 1992
2137/* 1993/*
2138 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
2139 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
2141 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
2142 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
2143 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
2144 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
2145 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2146 * Note - this only checks to see if there is space for the head of the
2147 * object - if it is a multispace object, this should be called for all
2148 * pieces.
2149 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
2150 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
2151 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
2152 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
2153 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2154 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2155 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2156 * customized, changed states, etc. 2009 * customized, changed states, etc.
2157 */ 2010 */
2158
2159int 2011int
2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{ 2013{
2162 int
2163 i,
2164 index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2015 int index = 0, flag;
2167 2016
2168 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2169 { 2018 {
2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
2171 if (!flag) 2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2172 altern[index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
2173 2038
2174 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2175 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2176 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2177 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2178 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2179 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2181 */ 2046 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2183 stop = maxfree[i]; 2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2184 } 2063 }
2064
2185 if (!index) 2065 if (!index)
2186 return -1; 2066 return -1;
2067
2187 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
2188} 2069}
2189 2070
2190/* 2071/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2193 * But it will return the first available spot, not a random choice. 2074 * But it will return the first available spot, not a random choice.
2194 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2075 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2195 */ 2076 */
2196
2197int 2077int
2198find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{ 2079{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2204 {
2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2081 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2206 return i; 2082 return i;
2207 } 2083
2208 return -1; 2084 return -1;
2209} 2085}
2210 2086
2211/* 2087/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2088 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2089 * arr[begin..end-1].
2090 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2091 */
2215static void 2092static void
2216permute (int *arr, int begin, int end) 2093permute (int *arr, int begin, int end)
2217{ 2094{
2218 int 2095 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2096 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2097
2229 tmp = arr[i]; 2098 while (--end)
2230 arr[i] = arr[j]; 2099 swap (arr [end], arr [rndm (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2100}
2234 2101
2235/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2237 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2240 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2241 */ 2108 */
2242void 2109void
2243get_search_arr (int *search_arr) 2110get_search_arr (int *search_arr)
2244{ 2111{
2245 int 2112 int i;
2246 i;
2247 2113
2248 for (i = 0; i < SIZEOFFREE; i++) 2114 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2115 search_arr[i] = i;
2251 }
2252 2116
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2117 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2118 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2119 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2120}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2129 * Perhaps incorrectly, but I'm making the assumption that exclude
2266 * is actually want is going to try and move there. We need this info 2130 * is actually want is going to try and move there. We need this info
2267 * because we have to know what movement the thing looking to move 2131 * because we have to know what movement the thing looking to move
2268 * there is capable of. 2132 * there is capable of.
2269 */ 2133 */
2270
2271int 2134int
2272find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2136{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE, mflags;
2277
2278 sint16 nx, ny;
2279 object *
2280 tmp;
2281 maptile *
2282 mp;
2283
2284 MoveType blocked, move_type; 2138 MoveType move_type;
2285 2139
2286 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2287 { 2141 {
2288 exclude = exclude->head; 2142 exclude = exclude->head;
2289 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2290 } 2144 }
2291 else 2145 else
2292 { 2146 {
2293 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2294 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2295 } 2149 }
2296 2150
2297 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2298 { 2152 {
2299 mp = m; 2153 mapxy pos (m, x, y);
2300 nx = x + freearr_x[i]; 2154 pos.move (i);
2301 ny = y + freearr_y[i];
2302 2155
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2304 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2157 max = maxfree[i];
2307 }
2308 else 2158 else
2309 { 2159 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = *pos;
2311 2161
2312 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2163 max = maxfree [i];
2164 else if (ms.flags () & P_IS_ALIVE)
2313 { 2165 {
2314 max = maxfree[i]; 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2315 } 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2316 else if (mflags & P_IS_ALIVE) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2317 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2319 {
2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2322 break;
2323 }
2324 }
2325 if (tmp)
2326 {
2327 return freedir[i]; 2169 return freedir [i];
2328 }
2329 } 2170 }
2330 } 2171 }
2331 } 2172 }
2173
2332 return 0; 2174 return 0;
2333} 2175}
2334 2176
2335/* 2177/*
2336 * distance(object 1, object 2) will return the square of the 2178 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2179 * distance between the two given objects.
2338 */ 2180 */
2339
2340int 2181int
2341distance (const object *ob1, const object *ob2) 2182distance (const object *ob1, const object *ob2)
2342{ 2183{
2343 int
2344 i;
2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2347 return i;
2348} 2185}
2349 2186
2350/* 2187/*
2351 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction in which
2352 * an object which has subtracted the x and y coordinates of another 2189 * an object which has subtracted the x and y coordinates of another
2353 * object, needs to travel toward it. 2190 * object, needs to travel toward it.
2354 */ 2191 */
2355
2356int 2192int
2357find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2358{ 2194{
2359 int 2195 int q;
2360 q;
2361 2196
2362 if (y) 2197 if (y)
2363 q = x * 100 / y; 2198 q = x * 100 / y;
2364 else if (x) 2199 else if (x)
2365 q = -300 * x; 2200 q = -300 * x;
2390 2225
2391 return 3; 2226 return 3;
2392} 2227}
2393 2228
2394/* 2229/*
2395 * absdir(int): Returns a number between 1 and 8, which represent
2396 * the "absolute" direction of a number (it actually takes care of
2397 * "overflow" in previous calculations of a direction).
2398 */
2399
2400int
2401absdir (int d)
2402{
2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2407 return d;
2408}
2409
2410/*
2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2412 * between two directions (which are expected to be absolute (see absdir()) 2231 * between two directions (which are expected to be absolute (see absdir())
2413 */ 2232 */
2414
2415int 2233int
2416dirdiff (int dir1, int dir2) 2234dirdiff (int dir1, int dir2)
2417{ 2235{
2418 int 2236 int d;
2419 d;
2420 2237
2421 d = abs (dir1 - dir2); 2238 d = abs (dir1 - dir2);
2422 if (d > 4) 2239 if (d > 4)
2423 d = 8 - d; 2240 d = 8 - d;
2241
2424 return d; 2242 return d;
2425} 2243}
2426 2244
2427/* peterm: 2245/* peterm:
2428 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2246 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2431 * This basically means that if direction is 15, then it could either go 2249 * This basically means that if direction is 15, then it could either go
2432 * direction 4, 14, or 16 to get back to where we are. 2250 * direction 4, 14, or 16 to get back to where we are.
2433 * Moved from spell_util.c to object.c with the other related direction 2251 * Moved from spell_util.c to object.c with the other related direction
2434 * functions. 2252 * functions.
2435 */ 2253 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2254static const int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2255 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2256 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2257 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2258 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2259 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2307 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2308 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2309 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2310 * Modified to be map tile aware -.MSW
2495 */ 2311 */
2496
2497
2498int 2312int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2313can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2314{
2501 sint16 dx, dy; 2315 sint16 dx, dy;
2502 int
2503 mflags; 2316 int mflags;
2504 2317
2505 if (dir < 0) 2318 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2319 return 0; /* exit condition: invalid direction */
2507 2320
2508 dx = x + freearr_x[dir]; 2321 dx = x + freearr_x[dir];
2521 return 0; 2334 return 0;
2522 2335
2523 /* yes, can see. */ 2336 /* yes, can see. */
2524 if (dir < 9) 2337 if (dir < 9)
2525 return 1; 2338 return 1;
2339
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2340 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2341 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2342 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2528} 2343}
2529
2530
2531 2344
2532/* 2345/*
2533 * can_pick(picker, item): finds out if an object is possible to be 2346 * can_pick(picker, item): finds out if an object is possible to be
2534 * picked up by the picker. Returnes 1 if it can be 2347 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2348 * picked up, otherwise 0.
2537 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2350 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2538 * core dumps if they do. 2351 * core dumps if they do.
2539 * 2352 *
2540 * Add a check so we can't pick up invisible objects (0.93.8) 2353 * Add a check so we can't pick up invisible objects (0.93.8)
2541 */ 2354 */
2542
2543int 2355int
2544can_pick (const object *who, const object *item) 2356can_pick (const object *who, const object *item)
2545{ 2357{
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2549} 2361}
2550
2551 2362
2552/* 2363/*
2553 * create clone from object to another 2364 * create clone from object to another
2554 */ 2365 */
2555object * 2366object *
2556object_create_clone (object *asrc) 2367object::deep_clone ()
2557{ 2368{
2558 object * 2369 assert (("deep_clone called on non-head object", is_head ()));
2559 dst = NULL, *tmp, *src, *part, *prev, *item;
2560 2370
2561 if (!asrc) 2371 object *dst = clone ();
2562 return NULL;
2563 src = asrc;
2564 if (src->head)
2565 src = src->head;
2566 2372
2567 prev = NULL; 2373 object *prev = dst;
2568 for (part = src; part; part = part->more) 2374 for (object *part = this->more; part; part = part->more)
2569 { 2375 {
2570 tmp = get_object (); 2376 object *tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x;
2573 tmp->y -= src->y;
2574 if (!part->head)
2575 {
2576 dst = tmp;
2577 tmp->head = NULL;
2578 }
2579 else
2580 {
2581 tmp->head = dst; 2377 tmp->head = dst;
2582 }
2583 tmp->more = NULL;
2584 if (prev)
2585 prev->more = tmp; 2378 prev->more = tmp;
2586 prev = tmp; 2379 prev = tmp;
2587 } 2380 }
2588 2381
2589 for (item = src->inv; item; item = item->below) 2382 for (object *item = inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (item->deep_clone (), dst);
2591 2384
2592 return dst; 2385 return dst;
2593}
2594
2595/* GROS - Creates an object using a string representing its content. */
2596/* Basically, we save the content of the string to a temp file, then call */
2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2598/* but it was simple to make and allows reusing the load_object function. */
2599/* Remember not to use load_object_str in a time-critical situation. */
2600/* Also remember that multiparts objects are not supported for now. */
2601
2602object *
2603load_object_str (const char *obstr)
2604{
2605 object *op;
2606 char filename[MAX_BUF];
2607
2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2609
2610 FILE *tempfile = fopen (filename, "w");
2611
2612 if (tempfile == NULL)
2613 {
2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2615 return NULL;
2616 }
2617
2618 fprintf (tempfile, obstr);
2619 fclose (tempfile);
2620
2621 op = get_object ();
2622
2623 object_thawer thawer (filename);
2624
2625 if (thawer)
2626 load_object (thawer, op, 0);
2627
2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2629 CLEAR_FLAG (op, FLAG_REMOVED);
2630
2631 return op;
2632} 2386}
2633 2387
2634/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2635 * has the same type and subtype match. 2389 * has the same type and subtype match.
2636 * returns NULL if no match. 2390 * returns NULL if no match.
2637 */ 2391 */
2638object * 2392object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2393find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2394{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2395 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2396 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2397 return tmp;
2646 2398
2647 return NULL;
2648}
2649
2650/* If ob has a field named key, return the link from the list,
2651 * otherwise return NULL.
2652 *
2653 * key must be a passed in shared string - otherwise, this won't
2654 * do the desired thing.
2655 */
2656key_value *
2657get_ob_key_link (const object *ob, const char *key)
2658{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next)
2662 if (link->key == key)
2663 return link;
2664
2665 return NULL;
2666}
2667
2668/*
2669 * Returns the value of op has an extra_field for key, or NULL.
2670 *
2671 * The argument doesn't need to be a shared string.
2672 *
2673 * The returned string is shared.
2674 */
2675const char *
2676get_ob_key_value (const object *op, const char *const key)
2677{
2678 key_value *link;
2679 shstr_cmp canonical_key (key);
2680
2681 if (!canonical_key)
2682 {
2683 /* 1. There being a field named key on any object
2684 * implies there'd be a shared string to find.
2685 * 2. Since there isn't, no object has this field.
2686 * 3. Therefore, *this* object doesn't have this field.
2687 */
2688 return 0;
2689 }
2690
2691 /* This is copied from get_ob_key_link() above -
2692 * only 4 lines, and saves the function call overhead.
2693 */
2694 for (link = op->key_values; link; link = link->next)
2695 if (link->key == canonical_key)
2696 return link->value;
2697
2698 return 0; 2399 return 0;
2699} 2400}
2700 2401
2701 2402shstr_tmp
2702/* 2403object::kv_get (shstr_tmp key) const
2703 * Updates the canonical_key in op to value.
2704 *
2705 * canonical_key is a shared string (value doesn't have to be).
2706 *
2707 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2708 * keys.
2709 *
2710 * Returns TRUE on success.
2711 */
2712int
2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{ 2404{
2715 key_value * 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2716 field = NULL, *last = NULL; 2406 if (kv->key == key)
2407 return kv->value;
2717 2408
2718 for (field = op->key_values; field != NULL; field = field->next) 2409 return shstr ();
2719 { 2410}
2720 if (field->key != canonical_key) 2411
2412void
2413object::kv_set (shstr_tmp key, shstr_tmp value)
2414{
2415 for (key_value *kv = key_values; kv; kv = kv->next)
2416 if (kv->key == key)
2721 { 2417 {
2722 last = field; 2418 kv->value = value;
2723 continue; 2419 return;
2724 } 2420 }
2725 2421
2726 if (value) 2422 key_value *kv = new key_value;
2727 field->value = value; 2423
2728 else 2424 kv->next = key_values;
2425 kv->key = key;
2426 kv->value = value;
2427
2428 key_values = kv;
2429}
2430
2431void
2432object::kv_del (shstr_tmp key)
2433{
2434 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2435 if ((*kvp)->key == key)
2729 { 2436 {
2730 /* Basically, if the archetype has this key set, 2437 key_value *kv = *kvp;
2731 * we need to store the null value so when we save 2438 *kvp = (*kvp)->next;
2732 * it, we save the empty value so that when we load, 2439 delete kv;
2733 * we get this value back again. 2440 return;
2734 */
2735 if (get_ob_key_link (&op->arch->clone, canonical_key))
2736 field->value = 0;
2737 else
2738 {
2739 if (last)
2740 last->next = field->next;
2741 else
2742 op->key_values = field->next;
2743
2744 delete field;
2745 }
2746 } 2441 }
2747 return TRUE;
2748 }
2749 /* IF we get here, key doesn't exist */
2750
2751 /* No field, we'll have to add it. */
2752
2753 if (!add_key)
2754 {
2755 return FALSE;
2756 }
2757 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings,
2761 * should pass in ""
2762 */
2763 if (value == NULL)
2764 return TRUE;
2765
2766 field = new key_value;
2767
2768 field->key = canonical_key;
2769 field->value = value;
2770 /* Usual prepend-addition. */
2771 field->next = op->key_values;
2772 op->key_values = field;
2773
2774 return TRUE;
2775}
2776
2777/*
2778 * Updates the key in op to value.
2779 *
2780 * If add_key is FALSE, this will only update existing keys,
2781 * and not add new ones.
2782 * In general, should be little reason FALSE is ever passed in for add_key
2783 *
2784 * Returns TRUE on success.
2785 */
2786int
2787set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2788{
2789 shstr key_ (key);
2790
2791 return set_ob_key_value_s (op, key_, value, add_key);
2792} 2442}
2793 2443
2794object::depth_iterator::depth_iterator (object *container) 2444object::depth_iterator::depth_iterator (object *container)
2795: iterator_base (container) 2445: iterator_base (container)
2796{ 2446{
2810 } 2460 }
2811 else 2461 else
2812 item = item->env; 2462 item = item->env;
2813} 2463}
2814 2464
2465const char *
2466object::flag_desc (char *desc, int len) const
2467{
2468 char *p = desc;
2469 bool first = true;
2470
2471 *p = 0;
2472
2473 for (int i = 0; i < NUM_FLAGS; i++)
2474 {
2475 if (len <= 10) // magic constant!
2476 {
2477 snprintf (p, len, ",...");
2478 break;
2479 }
2480
2481 if (flag [i])
2482 {
2483 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2484 len -= cnt;
2485 p += cnt;
2486 first = false;
2487 }
2488 }
2489
2490 return desc;
2491}
2492
2815// return a suitable string describing an objetc in enough detail to find it 2493// return a suitable string describing an object in enough detail to find it
2816const char * 2494const char *
2817object::debug_desc (char *info) const 2495object::debug_desc (char *info) const
2818{ 2496{
2497 char flagdesc[512];
2819 char info2[256 * 3]; 2498 char info2[256 * 4];
2820 char *p = info; 2499 char *p = info;
2821 2500
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2501 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2823 count, 2502 count,
2503 uuid.c_str (),
2824 &name, 2504 &name,
2825 title ? " " : "", 2505 title ? ",title:\"" : "",
2826 title ? (const char *)title : ""); 2506 title ? (const char *)title : "",
2507 title ? "\"" : "",
2508 flag_desc (flagdesc, 512), type);
2827 2509
2828 if (env) 2510 if (!flag[FLAG_REMOVED] && env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2511 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830 2512
2831 if (map) 2513 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2514 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2833 2515
2834 return info; 2516 return info;
2835} 2517}
2836 2518
2837const char * 2519const char *
2838object::debug_desc () const 2520object::debug_desc () const
2839{ 2521{
2840 static char info[256 * 3]; 2522 static char info[3][256 * 4];
2523 static int info_idx;
2524
2841 return debug_desc (info); 2525 return debug_desc (info [++info_idx % 3]);
2842} 2526}
2843 2527
2528struct region *
2529object::region () const
2530{
2531 return map ? map->region (x, y)
2532 : region::default_region ();
2533}
2534
2535void
2536object::open_container (object *new_container)
2537{
2538 if (container == new_container)
2539 return;
2540
2541 object *old_container = container;
2542
2543 if (old_container)
2544 {
2545 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2546 return;
2547
2548#if 0
2549 // remove the "Close old_container" object.
2550 if (object *closer = old_container->inv)
2551 if (closer->type == CLOSE_CON)
2552 closer->destroy ();
2553#endif
2554
2555 // make sure the container is available
2556 esrv_send_item (this, old_container);
2557
2558 old_container->flag [FLAG_APPLIED] = false;
2559 container = 0;
2560
2561 // client needs item update to make it work, client bug requires this to be separate
2562 esrv_update_item (UPD_FLAGS, this, old_container);
2563
2564 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2565 play_sound (sound_find ("chest_close"));
2566 }
2567
2568 if (new_container)
2569 {
2570 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2571 return;
2572
2573 // TODO: this does not seem to serve any purpose anymore?
2574#if 0
2575 // insert the "Close Container" object.
2576 if (archetype *closer = new_container->other_arch)
2577 {
2578 object *closer = new_container->other_arch->instance ();
2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2580 new_container->insert (closer);
2581 }
2582#endif
2583
2584 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2585
2586 // make sure the container is available, client bug requires this to be separate
2587 esrv_send_item (this, new_container);
2588
2589 new_container->flag [FLAG_APPLIED] = true;
2590 container = new_container;
2591
2592 // client needs flag change
2593 esrv_update_item (UPD_FLAGS, this, new_container);
2594 esrv_send_inventory (this, new_container);
2595 play_sound (sound_find ("chest_open"));
2596 }
2597// else if (!old_container->env && contr && contr->ns)
2598// contr->ns->floorbox_reset ();
2599}
2600
2601object *
2602object::force_find (shstr_tmp name)
2603{
2604 /* cycle through his inventory to look for the MARK we want to
2605 * place
2606 */
2607 for (object *tmp = inv; tmp; tmp = tmp->below)
2608 if (tmp->type == FORCE && tmp->slaying == name)
2609 return splay (tmp);
2610
2611 return 0;
2612}
2613
2614//-GPL
2615
2616void
2617object::force_set_timer (int duration)
2618{
2619 this->duration = 1;
2620 this->speed_left = -1.f;
2621
2622 this->set_speed (duration ? 1.f / duration : 0.f);
2623}
2624
2625object *
2626object::force_add (shstr_tmp name, int duration)
2627{
2628 if (object *force = force_find (name))
2629 force->destroy ();
2630
2631 object *force = get_archetype (FORCE_NAME);
2632
2633 force->slaying = name;
2634 force->force_set_timer (duration);
2635 force->flag [FLAG_APPLIED] = true;
2636
2637 return insert (force);
2638}
2639
2640void
2641object::play_sound (faceidx sound) const
2642{
2643 if (!sound)
2644 return;
2645
2646 if (is_on_map ())
2647 map->play_sound (sound, x, y);
2648 else if (object *pl = in_player ())
2649 pl->contr->play_sound (sound);
2650}
2651
2652void
2653object::say_msg (const char *msg) const
2654{
2655 if (is_on_map ())
2656 map->say_msg (msg, x, y);
2657 else if (object *pl = in_player ())
2658 pl->contr->play_sound (sound);
2659}
2660
2661void
2662object::make_noise ()
2663{
2664 // we do not model noise in the map, so instead put
2665 // a temporary light into the noise source
2666 // could use the map instead, but that's less reliable for our
2667 // goal, which is to make invisibility a bit harder to exploit
2668
2669 // currently only works sensibly for players
2670 if (!is_player ())
2671 return;
2672
2673 // find old force, or create new one
2674 object *force = force_find (shstr_noise_force);
2675
2676 if (force)
2677 force->speed_left = -1.f; // patch old speed up
2678 else
2679 {
2680 force = archetype::get (shstr_noise_force);
2681
2682 force->slaying = shstr_noise_force;
2683 force->stats.food = 1;
2684 force->speed_left = -1.f;
2685
2686 force->set_speed (1.f / 4.f);
2687 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true;
2689
2690 insert (force);
2691 }
2692}
2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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