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Comparing deliantra/server/common/object.C (file contents):
Revision 1.62 by root, Mon Dec 11 23:35:37 2006 UTC vs.
Revision 1.318 by root, Sat Apr 3 02:27:24 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; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 116
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 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;
470} 594}
471 595
472/* Zero the key_values on op, decrementing the shared-string 596/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 597 * refcounts and freeing the links.
474 */ 598 */
475static void 599static void
476free_key_values (object *op) 600free_key_values (object *op)
477{ 601{
478 for (key_value *i = op->key_values; i != 0;) 602 for (key_value *i = op->key_values; i; )
479 { 603 {
480 key_value *next = i->next; 604 key_value *next = i->next;
481 delete i; 605 delete i;
482 606
483 i = next; 607 i = next;
484 } 608 }
485 609
486 op->key_values = 0; 610 op->key_values = 0;
487} 611}
488 612
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/* 613/*
541 * copy object first frees everything allocated by the second object, 614 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 615 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 616 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 617 * 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 618 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 619 * will point at garbage.
547 */ 620 */
548void 621void
549copy_object (object *op2, object *op) 622object::copy_to (object *dst)
550{ 623{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 624 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 625 *(object_copy *)dst = *this;
553 626 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 627
565 /* Copy over key_values, if any. */ 628 /* Copy over key_values, if any. */
566 if (op2->key_values) 629 if (key_values)
567 { 630 {
568 key_value *tail = 0; 631 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 632 dst->key_values = 0;
572 633
573 for (i = op2->key_values; i; i = i->next) 634 for (key_value *i = key_values; i; i = i->next)
574 { 635 {
575 key_value *new_link = new key_value; 636 key_value *new_link = new key_value;
576 637
577 new_link->next = 0; 638 new_link->next = 0;
578 new_link->key = i->key; 639 new_link->key = i->key;
579 new_link->value = i->value; 640 new_link->value = i->value;
580 641
581 /* Try and be clever here, too. */ 642 /* Try and be clever here, too. */
582 if (!op->key_values) 643 if (!dst->key_values)
583 { 644 {
584 op->key_values = new_link; 645 dst->key_values = new_link;
585 tail = new_link; 646 tail = new_link;
586 } 647 }
587 else 648 else
588 { 649 {
589 tail->next = new_link; 650 tail->next = new_link;
590 tail = new_link; 651 tail = new_link;
591 } 652 }
592 } 653 }
593 } 654 }
594 655
595 update_ob_speed (op); 656 dst->activate ();
657}
658
659void
660object::instantiate ()
661{
662 if (!uuid.seq) // HACK
663 uuid = UUID::gen ();
664
665 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
666 if (flag [FLAG_RANDOM_SPEED] && speed)
667 speed_left = - speed - rndm (); // TODO animation
668 else
669 speed_left = -1.;
670
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
681}
682
683object *
684object::clone ()
685{
686 object *neu = create ();
687 copy_to (neu);
688
689 // TODO: unclean state changes, should not be done in clone AND instantiate
690 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
691 neu->speed_left = - neu->speed - rndm (); // TODO animation
692
693 neu->map = map; // not copied by copy_to
694 return neu;
596} 695}
597 696
598/* 697/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 698 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 699 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 700 * be called to update the face variable, _and_ how it looks on the map.
602 */ 701 */
603
604void 702void
605update_turn_face (object *op) 703update_turn_face (object *op)
606{ 704{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 705 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 706 return;
707
609 SET_ANIMATION (op, op->direction); 708 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 709 update_object (op, UP_OBJ_FACE);
611} 710}
612 711
613/* 712/*
614 * Updates the speed of an object. If the speed changes from 0 to another 713 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 714 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 715 * This function needs to be called whenever the speed of an object changes.
617 */ 716 */
618void 717void
619update_ob_speed (object *op) 718object::set_speed (float speed)
620{ 719{
621 extern int arch_init; 720 this->speed = speed;
622 721
623 /* No reason putting the archetypes objects on the speed list, 722 if (has_active_speed ())
624 * since they never really need to be updated. 723 activate ();
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645
646 /* process_events() expects us to insert the object at the beginning
647 * of the list. */
648 op->active_next = active_objects;
649
650 if (op->active_next != NULL)
651 op->active_next->active_prev = op;
652
653 active_objects = op;
654 }
655 else 724 else
656 { 725 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 726}
680 727
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 728/*
713 * update_object() updates the array which represents the map. 729 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 731 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 732 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 733 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 734 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 735 * updating that window, though, since update_object() is called _often_)
720 * 736 *
721 * action is a hint of what the caller believes need to be done. 737 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 738 * current action are:
727 * UP_OBJ_INSERT: op was inserted 739 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 740 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
732 */ 744 */
733
734void 745void
735update_object (object *op, int action) 746update_object (object *op, int action)
736{ 747{
737 int update_now = 0, flags; 748 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 749 {
742 /* this should never happen */ 750 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 752 return;
745 } 753 }
746 754
747 if (op->env != NULL) 755 if (!op->is_on_map ())
748 { 756 {
749 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
750 * to do in this case. 758 * to do in this case.
751 */ 759 */
752 return; 760 return;
753 } 761 }
754 762
755 /* If the map is saving, don't do anything as everything is
756 * going to get freed anyways.
757 */
758 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return;
760
761 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 764 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 765 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 767#ifdef MANY_CORES
766 abort (); 768 abort ();
767#endif 769#endif
768 return; 770 return;
769 } 771 }
770 772
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 773 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 774
775 if (!(m.flags_ & P_UPTODATE))
776 /* nop */;
778 if (action == UP_OBJ_INSERT) 777 else if (action == UP_OBJ_INSERT)
779 { 778 {
779#if 0
780 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 783 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 787 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 788 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 789 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 791 * have move_allow right now.
803 */ 792 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 794 m.invalidate ();
806 795#else
807 if ((move_slow | op->move_slow) != move_slow) 796 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
808 update_now = 1; 797 m.invalidate ();
798#endif
809 } 799 }
810
811 /* if the object is being removed, we can't make intelligent 800 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 801 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 802 * that is being removed.
814 */ 803 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 804 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 805 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 806 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 807 /* Nothing to do for that case */ ;
819 else 808 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 809 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 810
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 811 if (op->more)
829 update_object (op->more, action); 812 update_object (op->more, action);
830} 813}
831 814
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object () 815object::object ()
849{ 816{
850 SET_FLAG (this, FLAG_REMOVED); 817 SET_FLAG (this, FLAG_REMOVED);
851 818
852 expmul = 1.0; 819 //expmul = 1.0; declared const for the time being
853 face = blank_face; 820 face = blank_face;
821 material = MATERIAL_NULL;
854} 822}
855 823
856object::~object () 824object::~object ()
857{ 825{
826 unlink ();
827
858 free_key_values (this); 828 free_key_values (this);
859} 829}
860 830
831static int object_count;
832
861void object::link () 833void object::link ()
862{ 834{
835 assert (!index);//D
836 uuid = UUID::gen ();
863 count = ++ob_count; 837 count = ++object_count;
864 uuid = gen_uuid ();
865 838
866 prev = 0; 839 refcnt_inc ();
867 next = object::first; 840 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 841}
874 842
875void object::unlink () 843void object::unlink ()
876{ 844{
877 if (this == object::first) 845 if (!index)
878 object::first = next; 846 return;
879 847
880 /* Remove this object from the list of used objects */ 848 objects.erase (this);
881 if (prev) prev->next = next; 849 refcnt_dec ();
882 if (next) next->prev = prev; 850}
883 851
884 prev = 0; 852void
885 next = 0; 853object::activate ()
854{
855 /* If already on active list, don't do anything */
856 if (active)
857 return;
858
859 if (has_active_speed ())
860 {
861 if (flag [FLAG_FREED])
862 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
863
864 actives.insert (this);
865 }
866}
867
868void
869object::activate_recursive ()
870{
871 activate ();
872
873 for (object *op = inv; op; op = op->below)
874 op->activate_recursive ();
875}
876
877/* This function removes object 'op' from the list of active
878 * objects.
879 * This should only be used for style maps or other such
880 * reference maps where you don't want an object that isn't
881 * in play chewing up cpu time getting processed.
882 * The reverse of this is to call update_ob_speed, which
883 * will do the right thing based on the speed of the object.
884 */
885void
886object::deactivate ()
887{
888 /* If not on the active list, nothing needs to be done */
889 if (!active)
890 return;
891
892 actives.erase (this);
893}
894
895void
896object::deactivate_recursive ()
897{
898 for (object *op = inv; op; op = op->below)
899 op->deactivate_recursive ();
900
901 deactivate ();
902}
903
904void
905object::set_flag_inv (int flag, int value)
906{
907 for (object *op = inv; op; op = op->below)
908 {
909 op->flag [flag] = value;
910 op->set_flag_inv (flag, value);
911 }
912}
913
914/*
915 * Remove and free all objects in the inventory of the given object.
916 * object.c ?
917 */
918void
919object::destroy_inv (bool drop_to_ground)
920{
921 // need to check first, because the checks below might segfault
922 // as we might be on an invalid mapspace and crossfire code
923 // is too buggy to ensure that the inventory is empty.
924 // corollary: if you create arrows etc. with stuff in its inventory,
925 // cf will crash below with off-map x and y
926 if (!inv)
927 return;
928
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (!drop_to_ground
934 || !map
935 || map->in_memory != MAP_ACTIVE
936 || map->no_drop
937 || ms ().move_block == MOVE_ALL)
938 {
939 while (inv)
940 inv->destroy ();
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 while (inv)
945 {
946 object *op = inv;
947
948 if (op->flag [FLAG_STARTEQUIP]
949 || op->flag [FLAG_NO_DROP]
950 || op->type == RUNE
951 || op->type == TRAP
952 || op->flag [FLAG_IS_A_TEMPLATE]
953 || op->flag [FLAG_DESTROY_ON_DEATH])
954 op->destroy ();
955 else
956 map->insert (op, x, y);
957 }
958 }
886} 959}
887 960
888object *object::create () 961object *object::create ()
889{ 962{
890 object *op = new object; 963 object *op = new object;
891 op->link (); 964 op->link ();
892 return op; 965 return op;
893} 966}
894 967
895/* 968static struct freed_map : maptile
896 * free_object() frees everything allocated by an object, removes
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 969{
907 if (QUERY_FLAG (this, FLAG_FREED)) 970 freed_map ()
971 {
972 path = "<freed objects map>";
973 name = "/internal/freed_objects_map";
974 width = 3;
975 height = 3;
976 no_drop = 1;
977 no_reset = 1;
978
979 alloc ();
980 in_memory = MAP_ACTIVE;
981 }
982
983 ~freed_map ()
984 {
985 destroy ();
986 }
987} freed_map; // freed objects are moved here to avoid crashes
988
989void
990object::do_destroy ()
991{
992 if (flag [FLAG_IS_LINKED])
993 remove_link ();
994
995 if (flag [FLAG_FRIENDLY])
996 remove_friendly_object (this);
997
998 remove ();
999
1000 attachable::do_destroy ();
1001
1002 deactivate ();
1003 unlink ();
1004
1005 flag [FLAG_FREED] = 1;
1006
1007 // hack to ensure that freed objects still have a valid map
1008 map = &freed_map;
1009 x = 1;
1010 y = 1;
1011
1012 if (more)
1013 {
1014 more->destroy ();
1015 more = 0;
1016 }
1017
1018 head = 0;
1019
1020 // clear those pointers that likely might cause circular references
1021 owner = 0;
1022 enemy = 0;
1023 attacked_by = 0;
1024 current_weapon = 0;
1025}
1026
1027void
1028object::destroy ()
1029{
1030 if (destroyed ())
908 return; 1031 return;
909 1032
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1033 if (!is_head () && !head->destroyed ())
911 remove_friendly_object (this);
912
913 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove_ob (this);
915
916 SET_FLAG (this, FLAG_FREED);
917
918 if (more)
919 {
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923
924 if (inv)
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965
966 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 { 1034 {
972 freed_map = new maptile; 1035 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
973 1036 head->destroy ();
974 freed_map->name = "/internal/freed_objects_map"; 1037 return;
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 } 1038 }
980 1039
981 map = freed_map; 1040 destroy_inv (false);
982 x = 1;
983 y = 1;
984 }
985 1041
986 // clear those pointers that likely might have circular references to us 1042 if (is_head ())
987 owner = 0; 1043 if (sound_destroy)
988 enemy = 0; 1044 play_sound (sound_destroy);
989 attacked_by = 0; 1045 else if (flag [FLAG_MONSTER])
1046 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
990 1047
991 // only relevant for players(?), but make sure of it anyways 1048 attachable::destroy ();
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 1049}
1002 1050
1003/* 1051/* op->remove ():
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void
1008sub_weight (object *op, signed long weight)
1009{
1010 while (op != NULL)
1011 {
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014
1015 op->carrying -= weight;
1016 op = op->env;
1017 }
1018}
1019
1020/* remove_ob(op):
1021 * This function removes the object op from the linked list of objects 1052 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 1053 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 1054 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1055 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1056 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1057 */
1028void 1058void
1029object::remove () 1059object::do_remove ()
1030{ 1060{
1031 object *tmp, *last = 0; 1061 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1062 return;
1038 1063
1039 SET_FLAG (this, FLAG_REMOVED); 1064 INVOKE_OBJECT (REMOVE, this);
1065
1066 flag [FLAG_REMOVED] = true;
1040 1067
1041 if (more) 1068 if (more)
1042 more->remove (); 1069 more->remove ();
1043 1070
1044 /* 1071 /*
1045 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
1046 * inventory. 1073 * inventory.
1047 */ 1074 */
1048 if (env) 1075 if (env)
1049 { 1076 {
1050 if (nrof) 1077 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1078 if (object *pl = visible_to ())
1052 else 1079 esrv_del_item (pl->contr, count);
1053 sub_weight (env, weight + carrying); 1080 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1054 1081
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1082 adjust_weight (env, -total_weight ());
1056 * made to players inventory. If set, avoiding the call
1057 * to save cpu time.
1058 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp);
1061 1083
1062 if (above != NULL) 1084 object *pl = in_player ();
1063 above->below = below;
1064 else
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069 1085
1070 /* we set up values so that it could be inserted into 1086 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1087 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1088 * to the caller to decide what we want to do.
1073 */ 1089 */
1074 x = env->x, y = env->y;
1075 map = env->map; 1090 map = env->map;
1076 above = 0, below = 0; 1091 x = env->x;
1077 env = 0; 1092 y = env->y;
1078 }
1079 else if (map)
1080 {
1081 /* Re did the following section of code - it looks like it had
1082 * lots of logic for things we no longer care about
1083 */
1084 1093
1085 /* link the object above us */ 1094 // make sure cmov optimisation is applicable
1086 if (above) 1095 *(above ? &above->below : &env->inv) = below;
1087 above->below = below; 1096 *(below ? &below->above : &above ) = above; // &above is just a dummy
1088 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1099 */
1100 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "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);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113 1097
1114 above = 0; 1098 above = 0;
1115 below = 0; 1099 below = 0;
1100 env = 0;
1101
1102 if (pl && pl->is_player ())
1103 {
1104 if (expect_false (pl->contr->combat_ob == this))
1105 {
1106 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1107 pl->contr->combat_ob = 0;
1108 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1109 }
1110
1111 if (expect_false (pl->contr->ranged_ob == this))
1112 {
1113 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1114 pl->contr->ranged_ob = 0;
1115 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1116 }
1117
1118 pl->contr->queue_stats_update ();
1119
1120 if (expect_false (glow_radius) && pl->is_on_map ())
1121 update_all_los (pl->map, pl->x, pl->y);
1122 }
1123 }
1124 else if (map)
1125 {
1126 map->dirty = true;
1127 mapspace &ms = this->ms ();
1128
1129 if (object *pl = ms.player ())
1130 {
1131 if (is_player ())
1132 {
1133 if (!flag [FLAG_WIZPASS])
1134 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1135
1136 // leaving a spot always closes any open container on the ground
1137 if (container && !container->env)
1138 // this causes spurious floorbox updates, but it ensures
1139 // that the CLOSE event is being sent.
1140 close_container ();
1141
1142 --map->players;
1143 map->touch ();
1144 }
1145 else if (pl->container_ () == this)
1146 {
1147 // removing a container should close it
1148 close_container ();
1149 }
1150
1151 esrv_del_item (pl->contr, count);
1152 }
1153
1154 /* link the object above us */
1155 // re-link, make sure compiler can easily use cmove
1156 *(above ? &above->below : &ms.top) = below;
1157 *(below ? &below->above : &ms.bot) = above;
1158
1159 above = 0;
1160 below = 0;
1161
1162 ms.invalidate ();
1116 1163
1117 if (map->in_memory == MAP_SAVING) 1164 if (map->in_memory == MAP_SAVING)
1118 return; 1165 return;
1119 1166
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1167 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1168
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1169 if (object *pl = ms.player ())
1123 { 1170 {
1124 /* No point updating the players look faces if he is the object 1171 if (pl->container_ () == this)
1125 * being removed.
1126 */
1127
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets 1172 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1173 * removed (most likely destroyed), update the player view
1132 * appropriately. 1174 * appropriately.
1133 */ 1175 */
1134 if (tmp->container == this) 1176 pl->close_container ();
1177
1178 //TODO: the floorbox prev/next might need updating
1179 //esrv_del_item (pl->contr, count);
1180 //TODO: update floorbox to preserve ordering
1181 if (pl->contr->ns)
1182 pl->contr->ns->floorbox_update ();
1183 }
1184
1185 if (check_walk_off)
1186 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1135 { 1187 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1188 above = tmp->above;
1137 tmp->container = 0;
1138 }
1139 1189
1140 tmp->contr->socket.update_look = 1; 1190 /* No point updating the players look faces if he is the object
1191 * being removed.
1141 } 1192 */
1142 1193
1143 /* See if player moving off should effect something */ 1194 /* See if object moving off should effect something */
1144 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1195 if ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1196 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1147 {
1148 move_apply (tmp, this, 0); 1197 move_apply (tmp, this, 0);
1149
1150 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1198 }
1153 1199
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1200 if (affects_los ())
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp;
1160 }
1161
1162 /* last == NULL of there are no objects on this space */
1163 if (!last)
1164 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los (map, x, y); 1201 update_all_los (map, x, y);
1178 } 1202 }
1179} 1203}
1180 1204
1181/* 1205/*
1190merge_ob (object *op, object *top) 1214merge_ob (object *op, object *top)
1191{ 1215{
1192 if (!op->nrof) 1216 if (!op->nrof)
1193 return 0; 1217 return 0;
1194 1218
1195 if (top == NULL) 1219 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1220 for (top = op; top && top->above; top = top->above)
1221 ;
1197 1222
1198 for (; top != NULL; top = top->below) 1223 for (; top; top = top->below)
1199 { 1224 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1225 {
1204 top->nrof += op->nrof; 1226 top->nrof += op->nrof;
1205 1227
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1228 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1229 esrv_update_item (UPD_NROF, pl, top);
1208 remove_ob (op); 1230
1209 free_object (op); 1231 op->weight = 0; // cancel the addition above
1232 op->carrying = 0; // must be 0 already
1233
1234 op->destroy ();
1235
1210 return top; 1236 return top;
1211 } 1237 }
1212 }
1213 1238
1214 return 0; 1239 return 0;
1215} 1240}
1216 1241
1242void
1243object::expand_tail ()
1244{
1245 if (more)
1246 return;
1247
1248 object *prev = this;
1249
1250 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1251 {
1252 object *op = at->instance ();
1253
1254 op->name = name;
1255 op->name_pl = name_pl;
1256 op->title = title;
1257
1258 op->head = this;
1259 prev->more = op;
1260
1261 prev = op;
1262 }
1263}
1264
1217/* 1265/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1266 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1267 * job preparing multi-part monsters.
1220 */ 1268 */
1221object * 1269object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1270insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1271{
1224 object *tmp; 1272 op->remove ();
1225 1273
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1274 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1275 {
1231 tmp->x = x + tmp->arch->clone.x; 1276 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1277 tmp->y = y + tmp->arch->y;
1233 } 1278 }
1234 1279
1235 return insert_ob_in_map (op, m, originator, flag); 1280 return insert_ob_in_map (op, m, originator, flag);
1236} 1281}
1237 1282
1250 * Passing 0 for flag gives proper default values, so flag really only needs 1295 * Passing 0 for flag gives proper default values, so flag really only needs
1251 * to be set if special handling is needed. 1296 * to be set if special handling is needed.
1252 * 1297 *
1253 * Return value: 1298 * Return value:
1254 * new object if 'op' was merged with other object 1299 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1300 * NULL if there was an error (destroyed, blocked etc.)
1256 * just 'op' otherwise 1301 * just 'op' otherwise
1257 */ 1302 */
1258
1259object * 1303object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1304insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1305{
1262 object *tmp, *top, *floor = NULL; 1306 op->remove ();
1263 sint16 x, y;
1264 1307
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1308 if (m == &freed_map)//D TODO: remove soon
1266 { 1309 {//D
1267 LOG (llevError, "Trying to insert freed object!\n"); 1310 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1268 return NULL;
1269 } 1311 }//D
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1312
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1313 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1314 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1315 * need extra work
1337 */ 1316 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1317 maptile *newmap = m;
1339 x = op->x; 1318 if (!xy_normalise (newmap, op->x, op->y))
1340 y = op->y; 1319 {
1320 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1321 return 0;
1322 }
1323
1324 if (object *more = op->more)
1325 if (!insert_ob_in_map (more, m, originator, flag))
1326 return 0;
1327
1328 op->flag [FLAG_REMOVED] = false;
1329 op->env = 0;
1330 op->map = newmap;
1331
1332 mapspace &ms = op->ms ();
1341 1333
1342 /* this has to be done after we translate the coordinates. 1334 /* this has to be done after we translate the coordinates.
1343 */ 1335 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1336 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1337 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1338 if (object::can_merge (op, tmp))
1347 { 1339 {
1340 // TODO: we actually want to update tmp, not op,
1341 // but some caller surely breaks when we return tmp
1342 // from here :/
1348 op->nrof += tmp->nrof; 1343 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1344 tmp->destroy ();
1350 free_object (tmp);
1351 } 1345 }
1352 1346
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1347 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1348 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1349
1362 { 1356 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1357 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1358 abort ();
1365 } 1359 }
1366 1360
1361 if (!originator->is_on_map ())
1362 {
1363 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1364 op->debug_desc (), originator->debug_desc ());
1365 abort ();
1366 }
1367
1367 op->above = originator; 1368 op->above = originator;
1368 op->below = originator->below; 1369 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1370 originator->below = op;
1371
1372 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1373 }
1378 else 1374 else
1379 { 1375 {
1376 object *floor = 0;
1377 object *top = ms.top;
1378
1380 /* If there are other objects, then */ 1379 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1380 if (top)
1382 { 1381 {
1383 object *last = NULL;
1384
1385 /* 1382 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1383 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1384 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1385 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1386 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * once we get to them. This reduces the need to traverse over all of 1389 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1390 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1391 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1392 * that flying non pickable objects are spell objects.
1396 */ 1393 */
1397 1394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1395 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1396 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1397 floor = tmp;
1402 1398
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1399 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1404 { 1400 {
1405 /* We insert above top, so we want this object below this */ 1401 /* We insert above top, so we want this object below this */
1406 top = top->below; 1402 top = tmp->below;
1407 break; 1403 break;
1408 } 1404 }
1409 1405
1410 last = top;
1411 top = top->above; 1406 top = tmp;
1412 } 1407 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1408
1417 /* We let update_position deal with figuring out what the space 1409 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1410 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1411 * makes things faster, and effectively the same result.
1420 */ 1412 */
1421 1413
1422 /* Have object 'fall below' other objects that block view. 1414 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1415 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1416 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1417 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1418 * stacking is a bit odd.
1427 */ 1419 */
1428 if (!(flag & INS_ON_TOP) && 1420 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1421 && ms.flags () & P_BLOCKSVIEW
1422 && (op->face && !faces [op->face].visibility))
1430 { 1423 {
1424 object *last;
1425
1431 for (last = top; last != floor; last = last->below) 1426 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1427 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1428 break;
1429
1434 /* Check to see if we found the object that blocks view, 1430 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1431 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1432 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1433 * set top to the object below us.
1438 */ 1434 */
1439 if (last && last->below && last != floor) 1435 if (last && last->below && last != floor)
1440 top = last->below; 1436 top = last->below;
1441 } 1437 }
1442 } /* If objects on this space */ 1438 } /* If objects on this space */
1443 1439
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1440 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1441 top = floor;
1449 1442
1450 /* Top is the object that our object (op) is going to get inserted above. 1443 // insert object above top, or bottom-most if top = 0
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1444 if (!top)
1455 { 1445 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1446 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1447 op->above = ms.bot;
1448 ms.bot = op;
1449
1450 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1451 }
1464 else 1452 else
1465 { /* get inserted into the stack above top */ 1453 {
1466 op->above = top->above; 1454 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1455 top->above = op;
1470 1456
1471 op->below = top; 1457 op->below = top;
1472 top->above = op; 1458 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1459 }
1460 }
1474 1461
1475 if (op->above == NULL) 1462 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1463 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1464 op->contr->do_los = 1;
1465 ++op->map->players;
1466 op->map->touch ();
1467 }
1481 1468
1482 /* If we have a floor, we know the player, if any, will be above 1469 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1470
1484 */ 1471 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1472 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1473 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1474 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1475 if (pl->contr->ns)
1476 pl->contr->ns->floorbox_update ();
1489 1477
1490 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1479 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1480 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1481 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1482 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1483 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1484 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1485 * of effect may be sufficient.
1498 */ 1486 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1487 if (op->affects_los ())
1488 {
1489 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1490 update_all_los (op->map, op->x, op->y);
1491 }
1501 1492
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1493 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1494 update_object (op, UP_OBJ_INSERT);
1504 1495
1496 INVOKE_OBJECT (INSERT, op);
1497
1505 /* Don't know if moving this to the end will break anything. However, 1498 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1499 * we want to have floorbox_update called before calling this.
1507 * 1500 *
1508 * check_move_on() must be after this because code called from 1501 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1502 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1503 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1504 * update_object().
1512 */ 1505 */
1513 1506
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1507 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1508 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1509 {
1517 if (check_move_on (op, originator)) 1510 if (check_move_on (op, originator))
1518 return NULL; 1511 return 0;
1519 1512
1520 /* If we are a multi part object, lets work our way through the check 1513 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1514 * walk on's.
1522 */ 1515 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1516 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1517 if (check_move_on (tmp, originator))
1525 return NULL; 1518 return 0;
1526 } 1519 }
1527 1520
1528 return op; 1521 return op;
1529} 1522}
1530 1523
1531/* this function inserts an object in the map, but if it 1524/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1525 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1526 * op is the object to insert it under: supplies x and the map.
1534 */ 1527 */
1535void 1528void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1529replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1530{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1531 /* first search for itself and remove any old instances */
1544 1532
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1534 if (tmp->arch->archname == archname) /* same archetype */
1548 { 1535 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1536
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1537 object *tmp = archetype::find (archname)->instance ();
1555 1538
1556 tmp1->x = op->x; 1539 tmp->x = op->x;
1557 tmp1->y = op->y; 1540 tmp->y = op->y;
1541
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1542 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1543}
1560
1561/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1544
1569object * 1545object *
1570get_split_ob (object *orig_ob, uint32 nr) 1546object::insert_at (object *where, object *originator, int flags)
1571{ 1547{
1572 object * 1548 if (where->env)
1573 newob; 1549 return where->env->insert (this);
1574 int 1550 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1551 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed)
1592 {
1593 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1597 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1599 return NULL;
1600 }
1601 }
1602
1603 newob->nrof = nr;
1604
1605 return newob;
1606} 1552}
1607 1553
1554// check whether we can put this into the map, respect max_volume, max_items
1555bool
1556object::can_drop_at (maptile *m, int x, int y, object *originator)
1557{
1558 mapspace &ms = m->at (x, y);
1559
1560 int items = ms.items ();
1561
1562 if (!items // testing !items ensures we can drop at least one item
1563 || (items < m->max_items
1564 && ms.volume () < m->max_volume))
1565 return true;
1566
1567 if (originator && originator->is_player ())
1568 originator->contr->failmsg (format (
1569 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1570 query_name ()
1571 ));
1572
1573 return false;
1574}
1575
1608/* 1576/*
1609 * decrease_ob_nr(object, number) decreases a specified number from 1577 * decrease(object, number) decreases a specified number from
1610 * the amount of an object. If the amount reaches 0, the object 1578 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed. 1579 * is subsequently removed and freed.
1612 * 1580 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0 1581 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */ 1582 */
1583bool
1584object::decrease (sint32 nr)
1585{
1586 if (!nr)
1587 return true;
1615 1588
1589 nr = min (nr, nrof);
1590
1591 if (nrof > nr)
1592 {
1593 nrof -= nr;
1594 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1595
1596 if (object *pl = visible_to ())
1597 esrv_update_item (UPD_NROF, pl, this);
1598
1599 return true;
1600 }
1601 else
1602 {
1603 destroy ();
1604 return false;
1605 }
1606}
1607
1608/*
1609 * split(ob,nr) splits up ob into two parts. The part which
1610 * is returned contains nr objects, and the remaining parts contains
1611 * the rest (or is removed and returned if that number is 0).
1612 * On failure, NULL is returned.
1613 */
1616object * 1614object *
1617decrease_ob_nr (object *op, uint32 i) 1615object::split (sint32 nr)
1618{ 1616{
1619 object *tmp; 1617 int have = number_of ();
1620 player *pl;
1621 1618
1622 if (i == 0) /* objects with op->nrof require this check */ 1619 if (have < nr)
1623 return op; 1620 return 0;
1624 1621 else if (have == nr)
1625 if (i > op->nrof)
1626 i = op->nrof;
1627
1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 { 1622 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op); 1623 remove ();
1665 op->nrof = 0; 1624 return this;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1671 } 1625 }
1672 else 1626 else
1673 { 1627 {
1674 object *above = op->above; 1628 decrease (nr);
1675 1629
1676 if (i < op->nrof) 1630 object *op = deep_clone ();
1677 op->nrof -= i; 1631 op->nrof = nr;
1678 else
1679 {
1680 remove_ob (op);
1681 op->nrof = 0;
1682 }
1683
1684 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1686 if (tmp->type == PLAYER)
1687 {
1688 if (op->nrof)
1689 esrv_send_item (tmp, op);
1690 else
1691 esrv_del_item (tmp->contr, op->count);
1692 }
1693 }
1694
1695 if (op->nrof)
1696 return op; 1632 return op;
1697 else
1698 {
1699 free_object (op);
1700 return NULL;
1701 }
1702}
1703
1704/*
1705 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying.
1707 */
1708
1709void
1710add_weight (object *op, signed long weight)
1711{
1712 while (op != NULL)
1713 {
1714 if (op->type == CONTAINER)
1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1716
1717 op->carrying += weight;
1718 op = op->env;
1719 } 1633 }
1720} 1634}
1721 1635
1722object * 1636object *
1723insert_ob_in_ob (object *op, object *where) 1637insert_ob_in_ob (object *op, object *where)
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump); 1643 free (dump);
1730 return op; 1644 return op;
1731 } 1645 }
1732 1646
1733 if (where->head) 1647 if (where->head_ () != where)
1734 { 1648 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1650 where = where->head;
1737 } 1651 }
1738 1652
1739 return where->insert (op); 1653 return where->insert (op);
1740} 1654}
1745 * inside the object environment. 1659 * inside the object environment.
1746 * 1660 *
1747 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1749 */ 1663 */
1750
1751object * 1664object *
1752object::insert (object *op) 1665object::insert (object *op)
1753{ 1666{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove ();
1758
1759 if (op->more) 1667 if (op->more)
1760 { 1668 {
1761 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1762 return op; 1670 return op;
1763 } 1671 }
1764 1672
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 op->remove ();
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1674
1675 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1676
1767 if (op->nrof) 1677 if (op->nrof)
1768 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1679 if (object::can_merge (tmp, op))
1771 { 1680 {
1772 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1682 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1684
1776 * tmp->nrof, we need to increase the weight. 1685 if (object *pl = tmp->visible_to ())
1777 */ 1686 esrv_update_item (UPD_NROF, pl, tmp);
1687
1778 add_weight (this, op->weight * op->nrof); 1688 adjust_weight (this, op->total_weight ());
1779 SET_FLAG (op, FLAG_REMOVED); 1689
1780 op->destroy (); /* free the inserted object */ 1690 op->destroy ();
1781 op = tmp; 1691 op = tmp;
1782 op->remove (); /* and fix old object's links */ 1692 goto inserted;
1783 CLEAR_FLAG (op, FLAG_REMOVED);
1784 break;
1785 } 1693 }
1786 1694
1787 /* I assume combined objects have no inventory 1695 op->owner = 0; // it's his/hers now. period.
1788 * We add the weight - this object could have just been removed
1789 * (if it was possible to merge). calling remove_ob will subtract
1790 * the weight, so we need to add it in again, since we actually do
1791 * the linking below
1792 */
1793 add_weight (this, op->weight * op->nrof);
1794 }
1795 else
1796 add_weight (this, (op->weight + op->carrying));
1797
1798 otmp = is_player_inv (this);
1799 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp);
1802
1803 op->map = NULL; 1696 op->map = 0;
1697 op->x = 0;
1698 op->y = 0;
1699
1700 op->above = 0;
1701 op->below = inv;
1804 op->env = this; 1702 op->env = this;
1805 op->above = NULL;
1806 op->below = NULL;
1807 op->x = 0, op->y = 0;
1808 1703
1704 if (inv)
1705 inv->above = op;
1706
1707 inv = op;
1708
1709 op->flag [FLAG_REMOVED] = 0;
1710
1711 if (object *pl = op->visible_to ())
1712 esrv_send_item (pl, op);
1713
1714 adjust_weight (this, op->total_weight ());
1715
1716inserted:
1809 /* reset the light list and los of the players on the map */ 1717 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1718 if (op->glow_radius && is_on_map ())
1811 { 1719 {
1812#ifdef DEBUG_LIGHTS 1720 update_stats ();
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1817 }
1818
1819 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function...
1821 */
1822 if (!inv)
1823 inv = op;
1824 else
1825 { 1722 }
1826 op->below = inv; 1723 else if (is_player ())
1827 op->below->above = op; 1724 // if this is a player's inventory, update stats
1828 inv = op; 1725 contr->queue_stats_update ();
1829 } 1726
1727 INVOKE_OBJECT (INSERT, this);
1830 1728
1831 return op; 1729 return op;
1832} 1730}
1833 1731
1834/* 1732/*
1849 * 1747 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1750 * on top.
1853 */ 1751 */
1854
1855int 1752int
1856check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1857{ 1754{
1755 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1756 return 0;
1757
1858 object *tmp; 1758 object *tmp;
1859 maptile *m = op->map; 1759 maptile *m = op->map;
1860 int x = op->x, y = op->y; 1760 int x = op->x, y = op->y;
1861 1761
1862 MoveType move_on, move_slow, move_block; 1762 mapspace &ms = m->at (x, y);
1863 1763
1864 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1764 ms.update ();
1865 return 0;
1866 1765
1867 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1766 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1767 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1768 MoveType move_block = ms.move_block;
1870 1769
1871 /* if nothing on this space will slow op down or be applied, 1770 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1771 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1772 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1773 * as walking.
1885 return 0; 1784 return 0;
1886 1785
1887 /* The objects have to be checked from top to bottom. 1786 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1787 * Hence, we first go to the top:
1889 */ 1788 */
1890 1789 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1892 {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898 break;
1899 } 1790 {
1791 next = tmp->below;
1900 1792
1901 for (; tmp; tmp = tmp->below)
1902 {
1903 if (tmp == op) 1793 if (tmp == op)
1904 continue; /* Can't apply yourself */ 1794 continue; /* Can't apply yourself */
1905 1795
1906 /* Check to see if one of the movement types should be slowed down. 1796 /* Check to see if one of the movement types should be slowed down.
1907 * Second check makes sure that the movement types not being slowed 1797 * Second check makes sure that the movement types not being slowed
1912 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1802 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1913 { 1803 {
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 { 1806 {
1917
1918 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1807 float diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1808
1921 if (op->type == PLAYER) 1809 if (op->is_player ())
1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1810 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1811 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1924 diff /= 4.0; 1812 diff /= 4.0;
1925 1813
1926 op->speed_left -= diff; 1814 op->speed_left -= diff;
1927 } 1815 }
1928 } 1816 }
1951/* 1839/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1840 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1841 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1955 */ 1843 */
1956
1957object * 1844object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1845present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1846{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1847 if (!m || out_of_map (m, x, y))
1964 { 1848 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1849 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1850 return NULL;
1967 } 1851 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
1969 if (tmp->arch == at) 1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch->archname == at->archname)
1970 return tmp; 1855 return tmp;
1856
1971 return NULL; 1857 return NULL;
1972} 1858}
1973 1859
1974/* 1860/*
1975 * present(type, map, x, y) searches for any objects with 1861 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1862 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1978 */ 1864 */
1979
1980object * 1865object *
1981present (unsigned char type, maptile *m, int x, int y) 1866present (unsigned char type, maptile *m, int x, int y)
1982{ 1867{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1868 if (out_of_map (m, x, y))
1987 { 1869 {
1988 LOG (llevError, "Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1871 return NULL;
1990 } 1872 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1873
1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1875 if (tmp->type == type)
1993 return tmp; 1876 return tmp;
1877
1994 return NULL; 1878 return NULL;
1995} 1879}
1996 1880
1997/* 1881/*
1998 * present_in_ob(type, object) searches for any objects with 1882 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1883 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2001 */ 1885 */
2002
2003object * 1886object *
2004present_in_ob (unsigned char type, const object *op) 1887present_in_ob (unsigned char type, const object *op)
2005{ 1888{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1890 if (tmp->type == type)
2011 return tmp; 1891 return tmp;
1892
2012 return NULL; 1893 return NULL;
2013} 1894}
2014 1895
2015/* 1896/*
2016 * present_in_ob (type, str, object) searches for any objects with 1897 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1905 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1906 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1907 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1908 * to be unique.
2028 */ 1909 */
2029
2030object * 1910object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1911present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1912{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1914 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1915 return tmp;
2040 } 1916
2041 return NULL; 1917 return 0;
2042} 1918}
2043 1919
2044/* 1920/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1921 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1922 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2048 */ 1924 */
2049
2050object * 1925object *
2051present_arch_in_ob (const archetype *at, const object *op) 1926present_arch_in_ob (const archetype *at, const object *op)
2052{ 1927{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->arch == at) 1929 if (tmp->arch->archname == at->archname)
2058 return tmp; 1930 return tmp;
1931
2059 return NULL; 1932 return NULL;
2060} 1933}
2061 1934
2062/* 1935/*
2063 * activate recursively a flag on an object inventory 1936 * activate recursively a flag on an object inventory
2064 */ 1937 */
2065void 1938void
2066flag_inv (object *op, int flag) 1939flag_inv (object *op, int flag)
2067{ 1940{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 1942 {
2074 SET_FLAG (tmp, flag); 1943 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1944 flag_inv (tmp, flag);
2076 } 1945 }
2077} /* 1946}
1947
1948/*
2078 * desactivate recursively a flag on an object inventory 1949 * deactivate recursively a flag on an object inventory
2079 */ 1950 */
2080void 1951void
2081unflag_inv (object *op, int flag) 1952unflag_inv (object *op, int flag)
2082{ 1953{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 1955 {
2089 CLEAR_FLAG (tmp, flag); 1956 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1957 unflag_inv (tmp, flag);
2091 } 1958 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 1959}
2107 1960
2108/* 1961/*
2109 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
2110 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
2112 * to search (see the freearr_x/y[] definition). 1965 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 1966 * It returns a random choice among the alternatives found.
2114 * start and stop are where to start relative to the free_arr array (1,9 1967 * start and stop are where to start relative to the free_arr array (1,9
2115 * does all 4 immediate directions). This returns the index into the 1968 * does all 4 immediate directions). This returns the index into the
2116 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1969 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2117 * Note - this only checks to see if there is space for the head of the
2118 * object - if it is a multispace object, this should be called for all
2119 * pieces.
2120 * Note2: This function does correctly handle tiled maps, but does not 1970 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 1971 * inform the caller. However, insert_ob_in_map will update as
2122 * necessary, so the caller shouldn't need to do any special work. 1972 * necessary, so the caller shouldn't need to do any special work.
2123 * Note - updated to take an object instead of archetype - this is necessary 1973 * Note - updated to take an object instead of archetype - this is necessary
2124 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
2125 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
2126 * the archetype because that isn't correct if the monster has been 1976 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 1977 * customized, changed states, etc.
2128 */ 1978 */
2129
2130int 1979int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 1981{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 1982 int altern[SIZEOFFREE];
1983 int index = 0, flag;
2138 1984
2139 for (i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2140 { 1986 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 mapxy pos (m, x, y); pos.move (i);
2142 if (!flag) 1988
1989 if (!pos.normalise ())
1990 continue;
1991
1992 mapspace &ms = *pos;
1993
1994 if (ms.flags () & P_IS_ALIVE)
1995 continue;
1996
1997 /* However, often
1998 * ob doesn't have any move type (when used to place exits)
1999 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2000 */
2001 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2002 {
2143 altern[index++] = i; 2003 altern [index++] = i;
2004 continue;
2005 }
2144 2006
2145 /* Basically, if we find a wall on a space, we cut down the search size. 2007 /* Basically, if we find a wall on a space, we cut down the search size.
2146 * In this way, we won't return spaces that are on another side of a wall. 2008 * In this way, we won't return spaces that are on another side of a wall.
2147 * This mostly work, but it cuts down the search size in all directions - 2009 * This mostly work, but it cuts down the search size in all directions -
2148 * if the space being examined only has a wall to the north and empty 2010 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 2011 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 2012 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2013 * won't look 2 spaces south of the target space.
2152 */ 2014 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2015 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2016 {
2154 stop = maxfree[i]; 2017 stop = maxfree[i];
2018 continue;
2019 }
2020
2021 /* Note it is intentional that we check ob - the movement type of the
2022 * head of the object should correspond for the entire object.
2023 */
2024 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2025 continue;
2026
2027 if (ob->blocked (pos.m, pos.x, pos.y))
2028 continue;
2029
2030 altern [index++] = i;
2155 } 2031 }
2032
2156 if (!index) 2033 if (!index)
2157 return -1; 2034 return -1;
2035
2158 return altern[RANDOM () % index]; 2036 return altern [rndm (index)];
2159} 2037}
2160 2038
2161/* 2039/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2040 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2041 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 2042 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2043 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2044 */
2167
2168int 2045int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2046find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2047{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2048 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2049 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 2050 return i;
2178 } 2051
2179 return -1; 2052 return -1;
2180} 2053}
2181 2054
2182/* 2055/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2056 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2057 * arr[begin..end-1].
2058 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2059 */
2186static void 2060static void
2187permute (int *arr, int begin, int end) 2061permute (int *arr, int begin, int end)
2188{ 2062{
2189 int 2063 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2064 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2065
2200 tmp = arr[i]; 2066 while (--end)
2201 arr[i] = arr[j]; 2067 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2068}
2205 2069
2206/* new function to make monster searching more efficient, and effective! 2070/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2071 * This basically returns a randomized array (in the passed pointer) of
2208 * the spaces to find monsters. In this way, it won't always look for 2072 * the spaces to find monsters. In this way, it won't always look for
2211 * the 3x3 area will be searched, just not in a predictable order. 2075 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2076 */
2213void 2077void
2214get_search_arr (int *search_arr) 2078get_search_arr (int *search_arr)
2215{ 2079{
2216 int 2080 int i;
2217 i;
2218 2081
2219 for (i = 0; i < SIZEOFFREE; i++) 2082 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2083 search_arr[i] = i;
2222 }
2223 2084
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2085 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2086 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2087 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2088}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2097 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2098 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2099 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2100 * there is capable of.
2240 */ 2101 */
2241
2242int 2102int
2243find_dir (maptile *m, int x, int y, object *exclude) 2103find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2104{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2105 int max = SIZEOFFREE, mflags;
2248
2249 sint16 nx, ny;
2250 object *
2251 tmp;
2252 maptile *
2253 mp;
2254
2255 MoveType blocked, move_type; 2106 MoveType move_type;
2256 2107
2257 if (exclude && exclude->head) 2108 if (exclude && exclude->head_ () != exclude)
2258 { 2109 {
2259 exclude = exclude->head; 2110 exclude = exclude->head;
2260 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2261 } 2112 }
2262 else 2113 else
2263 { 2114 {
2264 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2265 move_type = MOVE_ALL; 2116 move_type = MOVE_ALL;
2266 } 2117 }
2267 2118
2268 for (i = 1; i < max; i++) 2119 for (int i = 1; i < max; i++)
2269 { 2120 {
2270 mp = m; 2121 mapxy pos (m, x, y);
2271 nx = x + freearr_x[i]; 2122 pos.move (i);
2272 ny = y + freearr_y[i];
2273 2123
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 if (!pos.normalise ())
2275 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2125 max = maxfree[i];
2278 }
2279 else 2126 else
2280 { 2127 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = *pos;
2282 2129
2283 if ((move_type & blocked) == move_type) 2130 if ((move_type & ms.move_block) == move_type)
2131 max = maxfree [i];
2132 else if (ms.flags () & P_IS_ALIVE)
2284 { 2133 {
2285 max = maxfree[i]; 2134 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2286 } 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2287 else if (mflags & P_IS_ALIVE) 2136 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2290 {
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break;
2294 }
2295 }
2296 if (tmp)
2297 {
2298 return freedir[i]; 2137 return freedir [i];
2299 }
2300 } 2138 }
2301 } 2139 }
2302 } 2140 }
2141
2303 return 0; 2142 return 0;
2304} 2143}
2305 2144
2306/* 2145/*
2307 * distance(object 1, object 2) will return the square of the 2146 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2147 * distance between the two given objects.
2309 */ 2148 */
2310
2311int 2149int
2312distance (const object *ob1, const object *ob2) 2150distance (const object *ob1, const object *ob2)
2313{ 2151{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2152 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2153}
2320 2154
2321/* 2155/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2156 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2157 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2158 * object, needs to travel toward it.
2325 */ 2159 */
2326
2327int 2160int
2328find_dir_2 (int x, int y) 2161find_dir_2 (int x, int y)
2329{ 2162{
2330 int 2163 int q;
2331 q;
2332 2164
2333 if (y) 2165 if (y)
2334 q = x * 100 / y; 2166 q = x * 100 / y;
2335 else if (x) 2167 else if (x)
2336 q = -300 * x; 2168 q = -300 * x;
2361 2193
2362 return 3; 2194 return 3;
2363} 2195}
2364 2196
2365/* 2197/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379}
2380
2381/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2198 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2199 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2200 */
2385
2386int 2201int
2387dirdiff (int dir1, int dir2) 2202dirdiff (int dir1, int dir2)
2388{ 2203{
2389 int 2204 int d;
2390 d;
2391 2205
2392 d = abs (dir1 - dir2); 2206 d = abs (dir1 - dir2);
2393 if (d > 4) 2207 if (d > 4)
2394 d = 8 - d; 2208 d = 8 - d;
2209
2395 return d; 2210 return d;
2396} 2211}
2397 2212
2398/* peterm: 2213/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * This basically means that if direction is 15, then it could either go 2217 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2218 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2219 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2220 * functions.
2406 */ 2221 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2222static const int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2223 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2224 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2225 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2226 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2227 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2275 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2276 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2277 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2278 * Modified to be map tile aware -.MSW
2466 */ 2279 */
2467
2468
2469int 2280int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2281can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2282{
2472 sint16 dx, dy; 2283 sint16 dx, dy;
2473 int
2474 mflags; 2284 int mflags;
2475 2285
2476 if (dir < 0) 2286 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2287 return 0; /* exit condition: invalid direction */
2478 2288
2479 dx = x + freearr_x[dir]; 2289 dx = x + freearr_x[dir];
2492 return 0; 2302 return 0;
2493 2303
2494 /* yes, can see. */ 2304 /* yes, can see. */
2495 if (dir < 9) 2305 if (dir < 9)
2496 return 1; 2306 return 1;
2307
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2308 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2309 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2310 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2311}
2500
2501
2502 2312
2503/* 2313/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2314 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2315 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2316 * picked up, otherwise 0.
2508 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2509 * core dumps if they do. 2319 * core dumps if they do.
2510 * 2320 *
2511 * Add a check so we can't pick up invisible objects (0.93.8) 2321 * Add a check so we can't pick up invisible objects (0.93.8)
2512 */ 2322 */
2513
2514int 2323int
2515can_pick (const object *who, const object *item) 2324can_pick (const object *who, const object *item)
2516{ 2325{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2326 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2327 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2328 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2520} 2329}
2521
2522 2330
2523/* 2331/*
2524 * create clone from object to another 2332 * create clone from object to another
2525 */ 2333 */
2526object * 2334object *
2527object_create_clone (object *asrc) 2335object::deep_clone ()
2528{ 2336{
2529 object *dst = 0, *tmp, *src, *part, *prev, *item; 2337 assert (("deep_clone called on non-head object", is_head ()));
2530 2338
2531 if (!asrc) 2339 object *dst = clone ();
2532 return 0;
2533 2340
2534 src = asrc; 2341 object *prev = dst;
2535 if (src->head)
2536 src = src->head;
2537
2538 prev = 0;
2539 for (part = src; part; part = part->more) 2342 for (object *part = this->more; part; part = part->more)
2540 { 2343 {
2541 tmp = get_object (); 2344 object *tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x;
2544 tmp->y -= src->y;
2545
2546 if (!part->head)
2547 {
2548 dst = tmp;
2549 tmp->head = 0;
2550 }
2551 else
2552 {
2553 tmp->head = dst; 2345 tmp->head = dst;
2554 }
2555
2556 tmp->more = 0;
2557
2558 if (prev)
2559 prev->more = tmp; 2346 prev->more = tmp;
2560
2561 prev = tmp; 2347 prev = tmp;
2562 } 2348 }
2563 2349
2564 for (item = src->inv; item; item = item->below) 2350 for (object *item = inv; item; item = item->below)
2565 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (item->deep_clone (), dst);
2566 2352
2567 return dst; 2353 return dst;
2568}
2569
2570/* GROS - Creates an object using a string representing its content. */
2571/* Basically, we save the content of the string to a temp file, then call */
2572/* load_object on it. I admit it is a highly inefficient way to make things, */
2573/* but it was simple to make and allows reusing the load_object function. */
2574/* Remember not to use load_object_str in a time-critical situation. */
2575/* Also remember that multiparts objects are not supported for now. */
2576
2577object *
2578load_object_str (const char *obstr)
2579{
2580 object *op;
2581 char filename[MAX_BUF];
2582
2583 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2584
2585 FILE *tempfile = fopen (filename, "w");
2586
2587 if (tempfile == NULL)
2588 {
2589 LOG (llevError, "Error - Unable to access load object temp file\n");
2590 return NULL;
2591 }
2592
2593 fprintf (tempfile, obstr);
2594 fclose (tempfile);
2595
2596 op = get_object ();
2597
2598 object_thawer thawer (filename);
2599
2600 if (thawer)
2601 load_object (thawer, op, 0);
2602
2603 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2604 CLEAR_FLAG (op, FLAG_REMOVED);
2605
2606 return op;
2607} 2354}
2608 2355
2609/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2610 * has the same type and subtype match. 2357 * has the same type and subtype match.
2611 * returns NULL if no match. 2358 * returns NULL if no match.
2612 */ 2359 */
2613object * 2360object *
2614find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2615{ 2362{
2616 object *tmp;
2617
2618 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2619 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2620 return tmp; 2365 return tmp;
2621 2366
2622 return NULL;
2623}
2624
2625/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL.
2627 *
2628 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing.
2630 */
2631key_value *
2632get_ob_key_link (const object *ob, const char *key)
2633{
2634 key_value *link;
2635
2636 for (link = ob->key_values; link != NULL; link = link->next)
2637 if (link->key == key)
2638 return link;
2639
2640 return NULL;
2641}
2642
2643/*
2644 * Returns the value of op has an extra_field for key, or NULL.
2645 *
2646 * The argument doesn't need to be a shared string.
2647 *
2648 * The returned string is shared.
2649 */
2650const char *
2651get_ob_key_value (const object *op, const char *const key)
2652{
2653 key_value *link;
2654 shstr_cmp canonical_key (key);
2655
2656 if (!canonical_key)
2657 {
2658 /* 1. There being a field named key on any object
2659 * implies there'd be a shared string to find.
2660 * 2. Since there isn't, no object has this field.
2661 * 3. Therefore, *this* object doesn't have this field.
2662 */
2663 return 0;
2664 }
2665
2666 /* This is copied from get_ob_key_link() above -
2667 * only 4 lines, and saves the function call overhead.
2668 */
2669 for (link = op->key_values; link; link = link->next)
2670 if (link->key == canonical_key)
2671 return link->value;
2672
2673 return 0; 2367 return 0;
2674} 2368}
2675 2369
2676 2370shstr_tmp
2677/* 2371object::kv_get (shstr_tmp key) const
2678 * Updates the canonical_key in op to value.
2679 *
2680 * canonical_key is a shared string (value doesn't have to be).
2681 *
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys.
2684 *
2685 * Returns TRUE on success.
2686 */
2687int
2688set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2689{ 2372{
2690 key_value * 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2691 field = NULL, *last = NULL; 2374 if (kv->key == key)
2375 return kv->value;
2692 2376
2693 for (field = op->key_values; field != NULL; field = field->next) 2377 return shstr ();
2694 { 2378}
2695 if (field->key != canonical_key) 2379
2380void
2381object::kv_set (shstr_tmp key, shstr_tmp value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2696 { 2385 {
2697 last = field; 2386 kv->value = value;
2698 continue; 2387 return;
2699 } 2388 }
2700 2389
2701 if (value) 2390 key_value *kv = new key_value;
2702 field->value = value; 2391
2703 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (shstr_tmp key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2704 { 2404 {
2705 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2706 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2707 * it, we save the empty value so that when we load, 2407 delete kv;
2708 * we get this value back again. 2408 return;
2709 */
2710 if (get_ob_key_link (&op->arch->clone, canonical_key))
2711 field->value = 0;
2712 else
2713 {
2714 if (last)
2715 last->next = field->next;
2716 else
2717 op->key_values = field->next;
2718
2719 delete field;
2720 }
2721 } 2409 }
2722 return TRUE;
2723 }
2724 /* IF we get here, key doesn't exist */
2725
2726 /* No field, we'll have to add it. */
2727
2728 if (!add_key)
2729 {
2730 return FALSE;
2731 }
2732 /* There isn't any good reason to store a null
2733 * value in the key/value list. If the archetype has
2734 * this key, then we should also have it, so shouldn't
2735 * be here. If user wants to store empty strings,
2736 * should pass in ""
2737 */
2738 if (value == NULL)
2739 return TRUE;
2740
2741 field = new key_value;
2742
2743 field->key = canonical_key;
2744 field->value = value;
2745 /* Usual prepend-addition. */
2746 field->next = op->key_values;
2747 op->key_values = field;
2748
2749 return TRUE;
2750}
2751
2752/*
2753 * Updates the key in op to value.
2754 *
2755 * If add_key is FALSE, this will only update existing keys,
2756 * and not add new ones.
2757 * In general, should be little reason FALSE is ever passed in for add_key
2758 *
2759 * Returns TRUE on success.
2760 */
2761int
2762set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2763{
2764 shstr key_ (key);
2765
2766 return set_ob_key_value_s (op, key_, value, add_key);
2767} 2410}
2768 2411
2769object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2770: iterator_base (container) 2413: iterator_base (container)
2771{ 2414{
2785 } 2428 }
2786 else 2429 else
2787 item = item->env; 2430 item = item->env;
2788} 2431}
2789 2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2444 {
2445 snprintf (p, len, ",...");
2446 break;
2447 }
2448
2449 if (flag [i])
2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2457
2458 return desc;
2459}
2460
2790// return a suitable string describing an objetc in enough detail to find it 2461// return a suitable string describing an object in enough detail to find it
2791const char * 2462const char *
2792object::debug_desc (char *info) const 2463object::debug_desc (char *info) const
2793{ 2464{
2465 char flagdesc[512];
2794 char info2[256 * 3]; 2466 char info2[256 * 4];
2795 char *p = info; 2467 char *p = info;
2796 2468
2797 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2798 count, 2470 count,
2471 uuid.c_str (),
2799 &name, 2472 &name,
2800 title ? " " : "", 2473 title ? ",title:\"" : "",
2801 title ? (const char *)title : ""); 2474 title ? (const char *)title : "",
2475 title ? "\"" : "",
2476 flag_desc (flagdesc, 512), type);
2802 2477
2803 if (env) 2478 if (!flag[FLAG_REMOVED] && env)
2804 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2479 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2805 2480
2806 if (map) 2481 if (map)
2807 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2482 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2808 2483
2809 return info; 2484 return info;
2810} 2485}
2811 2486
2812const char * 2487const char *
2813object::debug_desc () const 2488object::debug_desc () const
2814{ 2489{
2815 static char info[256 * 3]; 2490 static char info[3][256 * 4];
2491 static int info_idx;
2492
2816 return debug_desc (info); 2493 return debug_desc (info [++info_idx % 3]);
2817} 2494}
2818 2495
2496struct region *
2497object::region () const
2498{
2499 return map ? map->region (x, y)
2500 : region::default_region ();
2501}
2502
2503void
2504object::open_container (object *new_container)
2505{
2506 if (container == new_container)
2507 return;
2508
2509 object *old_container = container;
2510
2511 if (old_container)
2512 {
2513 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2514 return;
2515
2516#if 0
2517 // remove the "Close old_container" object.
2518 if (object *closer = old_container->inv)
2519 if (closer->type == CLOSE_CON)
2520 closer->destroy ();
2521#endif
2522
2523 // make sure the container is available
2524 esrv_send_item (this, old_container);
2525
2526 old_container->flag [FLAG_APPLIED] = false;
2527 container = 0;
2528
2529 // client needs item update to make it work, client bug requires this to be separate
2530 esrv_update_item (UPD_FLAGS, this, old_container);
2531
2532 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2533 play_sound (sound_find ("chest_close"));
2534 }
2535
2536 if (new_container)
2537 {
2538 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2539 return;
2540
2541 // TODO: this does not seem to serve any purpose anymore?
2542#if 0
2543 // insert the "Close Container" object.
2544 if (archetype *closer = new_container->other_arch)
2545 {
2546 object *closer = new_container->other_arch->instance ();
2547 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2548 new_container->insert (closer);
2549 }
2550#endif
2551
2552 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2553
2554 // make sure the container is available, client bug requires this to be separate
2555 esrv_send_item (this, new_container);
2556
2557 new_container->flag [FLAG_APPLIED] = true;
2558 container = new_container;
2559
2560 // client needs flag change
2561 esrv_update_item (UPD_FLAGS, this, new_container);
2562 esrv_send_inventory (this, new_container);
2563 play_sound (sound_find ("chest_open"));
2564 }
2565// else if (!old_container->env && contr && contr->ns)
2566// contr->ns->floorbox_reset ();
2567}
2568
2569object *
2570object::force_find (shstr_tmp name)
2571{
2572 /* cycle through his inventory to look for the MARK we want to
2573 * place
2574 */
2575 for (object *tmp = inv; tmp; tmp = tmp->below)
2576 if (tmp->type == FORCE && tmp->slaying == name)
2577 return splay (tmp);
2578
2579 return 0;
2580}
2581
2582//-GPL
2583
2584void
2585object::force_set_timer (int duration)
2586{
2587 this->duration = 1;
2588 this->speed_left = -1.f;
2589
2590 this->set_speed (duration ? 1.f / duration : 0.f);
2591}
2592
2593object *
2594object::force_add (shstr_tmp name, int duration)
2595{
2596 if (object *force = force_find (name))
2597 force->destroy ();
2598
2599 object *force = get_archetype (FORCE_NAME);
2600
2601 force->slaying = name;
2602 force->force_set_timer (duration);
2603 force->flag [FLAG_APPLIED] = true;
2604
2605 return insert (force);
2606}
2607
2608void
2609object::play_sound (faceidx sound) const
2610{
2611 if (!sound)
2612 return;
2613
2614 if (is_on_map ())
2615 map->play_sound (sound, x, y);
2616 else if (object *pl = in_player ())
2617 pl->contr->play_sound (sound);
2618}
2619
2620void
2621object::say_msg (const char *msg) const
2622{
2623 if (is_on_map ())
2624 map->say_msg (msg, x, y);
2625 else if (object *pl = in_player ())
2626 pl->contr->play_sound (sound);
2627}
2628
2629void
2630object::make_noise ()
2631{
2632 // we do not model noise in the map, so instead put
2633 // a temporary light into the noise source
2634 // could use the map instead, but that's less reliable for our
2635 // goal, which is to make invisibility a bit harder to exploit
2636
2637 // currently only works sensibly for players
2638 if (!is_player ())
2639 return;
2640
2641 // find old force, or create new one
2642 object *force = force_find (shstr_noise_force);
2643
2644 if (force)
2645 force->speed_left = -1.f; // patch old speed up
2646 else
2647 {
2648 force = archetype::get (shstr_noise_force);
2649
2650 force->slaying = shstr_noise_force;
2651 force->stats.food = 1;
2652 force->speed_left = -1.f;
2653
2654 force->set_speed (1.f / 4.f);
2655 force->flag [FLAG_IS_USED_UP] = true;
2656 force->flag [FLAG_APPLIED] = true;
2657
2658 insert (force);
2659 }
2660}
2661
2662void object::change_move_type (MoveType mt)
2663{
2664 if (move_type == mt)
2665 return;
2666
2667 if (is_on_map ())
2668 {
2669 // we are on the map, so handle move_on/off effects
2670 remove ();
2671 move_type = mt;
2672 map->insert (this, x, y, this);
2673 }
2674 else
2675 move_type = mt;
2676}
2677

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