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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.333 by root, Thu Apr 22 03:53:40 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
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
43short 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, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short 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, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int 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,
50 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
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 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, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 122
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 123 write_uuid (UUID_GAP, true);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
190 * Check nrof variable *before* calling can_merge() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if (ob1 == ob2 259 if (ob1 == ob2
200 || ob1->type != ob2->type 260 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 261 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 264 return 0;
205 265
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 266 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 267 * is always 0 .. 2**31-1 */
209 * used to store nrof). 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 269 return 0;
213 270
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 275 * flags lose any meaning.
219 */ 276 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
222 279
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
225 282
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 283 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 284 || ob1->name != ob2->name
229 || ob1->title != ob2->title 285 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 287 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 288 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 292 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
240 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 308 return 0;
252 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
253 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
255 */ 319 */
256 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
257 { 321 {
258 /* if one object has inventory but the other doesn't, not equiv */ 322 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 323 return 0; /* inventories differ in length */
260 return 0;
261 324
262 /* Now check to see if the two inventory objects could merge */ 325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
263 if (!object::can_merge (ob1->inv, ob2->inv)) 328 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 329 return 0; /* inventory objects differ */
265 330
266 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 332 * if it is valid.
268 */ 333 */
269 } 334 }
270 335
271 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
272 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
273 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
274 */ 339 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 341 return 0;
277 342
278 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
280 * check? 345 * check?
281 */ 346 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 348 return 0;
284 349
285 switch (ob1->type) 350 switch (ob1->type)
286 { 351 {
287 case SCROLL: 352 case SCROLL:
288 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
289 return 0; 354 return 0;
290 break; 355 break;
291 } 356 }
292 357
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
294 { 359 {
295 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 365 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 366 }
302 367
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
305 { 369 {
306 ob1->optimise (); 370 ob1->optimise ();
307 ob2->optimise (); 371 ob2->optimise ();
308 372
309 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
310 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
311 } 387 }
312 388
313 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
314 return 1; 390 return 1;
315} 391}
316 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
317/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
318 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
321 */ 470 */
322long 471void
323sum_weight (object *op) 472object::update_weight ()
324{ 473{
325 long sum; 474 sint32 sum = 0;
326 object *inv;
327 475
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
329 { 477 {
330 if (inv->inv) 478 if (op->inv)
331 sum_weight (inv); 479 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
333 } 487 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
339 op->carrying = sum; 492 carrying = sum;
340 493
341 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
342} 498}
343 499
344/** 500/*
345 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 502 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 503char *
363dump_object (object *op) 504dump_object (object *op)
364{ 505{
365 if (!op) 506 if (!op)
366 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
367 508
368 object_freezer freezer; 509 object_freezer freezer;
369 save_object (freezer, op, 3); 510 op->write (freezer);
370 return freezer.as_string (); 511 return freezer.as_string ();
371} 512}
372 513
373/* 514char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 516{
382 object *tmp, *closest; 517 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 518}
392 519
393/* 520/*
394 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
395 */ 523 */
396
397object * 524object *
398find_object (tag_t i) 525find_object (tag_t i)
399{ 526{
400 for (object *op = object::first; op; op = op->next) 527 for_all_objects (op)
401 if (op->count == i) 528 if (op->count == i)
402 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
403 545
404 return 0; 546 return 0;
405} 547}
406 548
407/* 549/*
408 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
411 */ 553 */
412
413object * 554object *
414find_object_name (const char *str) 555find_object_name (const char *str)
415{ 556{
416 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
417 object *op;
418 558
419 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
420 if (op->name == str_) 561 if (op->name == str_)
421 break; 562 return op;
422 563
423 return op; 564 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 565}
431 566
432/* 567/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
435 */ 571 */
436void 572void
437object::set_owner (object *owner) 573object::set_owner (object *owner)
438{ 574{
575 // allow objects which own objects
439 if (!owner) 576 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 577 while (owner->owner)
450 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
451 585
452 this->owner = owner; 586 this->owner = owner;
453} 587}
454 588
455/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 590 * refcounts and freeing the links.
457 */ 591 */
458static void 592static void
459free_key_values (object *op) 593free_key_values (object *op)
460{ 594{
461 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
462 { 596 {
463 key_value *next = i->next; 597 key_value *next = i->next;
464 delete i; 598 delete i;
465 599
466 i = next; 600 i = next;
467 } 601 }
468 602
469 op->key_values = 0; 603 op->key_values = 0;
470}
471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512} 604}
513 605
514/* 606/*
515 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
520 * will point at garbage. 612 * will point at garbage.
521 */ 613 */
522void 614void
523object::copy_to (object *dst) 615object::copy_to (object *dst)
524{ 616{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this; 619 dst->flag [FLAG_REMOVED] = true;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 620
543 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
544 if (key_values) 622 if (key_values)
545 { 623 {
546 key_value *tail = 0; 624 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 625 dst->key_values = 0;
550 626
551 for (i = key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
552 { 628 {
553 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
554 630
555 new_link->next = 0; 631 new_link->next = 0;
556 new_link->key = i->key; 632 new_link->key = i->key;
557 new_link->value = i->value; 633 new_link->value = i->value;
558 634
559 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
560 if (!dst->key_values) 636 if (!dst->key_values)
561 { 637 {
568 tail = new_link; 644 tail = new_link;
569 } 645 }
570 } 646 }
571 } 647 }
572 648
573 update_ob_speed (dst); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
574} 674}
575 675
576object * 676object *
577object::clone () 677object::clone ()
578{ 678{
579 object *neu = create (); 679 object *neu = create ();
580 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
581 return neu; 687 return neu;
582} 688}
583 689
584/* 690/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
588 */ 694 */
589
590void 695void
591update_turn_face (object *op) 696update_turn_face (object *op)
592{ 697{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
594 return; 699 return;
700
595 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
597} 703}
598 704
599/* 705/*
600 * Updates the speed of an object. If the speed changes from 0 to another 706 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 707 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
603 */ 709 */
604void 710void
605update_ob_speed (object *op) 711object::set_speed (float speed)
606{ 712{
607 extern int arch_init; 713 this->speed = speed;
608 714
609 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
610 * since they never really need to be updated. 716 activate ();
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631
632 /* process_events() expects us to insert the object at the beginning
633 * of the list. */
634 op->active_next = active_objects;
635
636 if (op->active_next != NULL)
637 op->active_next->active_prev = op;
638
639 active_objects = op;
640 }
641 else 717 else
642 { 718 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 719}
666 720
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 721/*
699 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 725 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
706 * 729 *
707 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 731 * current action are:
713 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
718 */ 737 */
719
720void 738void
721update_object (object *op, int action) 739update_object (object *op, int action)
722{ 740{
723 int update_now = 0, flags; 741 if (!op)
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL)
727 { 742 {
728 /* this should never happen */ 743 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
730 return; 745 return;
731 } 746 }
732 747
733 if (op->env != NULL) 748 if (!op->is_on_map ())
734 { 749 {
735 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
736 * to do in this case. 751 * to do in this case.
737 */ 752 */
738 return; 753 return;
739 } 754 }
740 755
741 /* If the map is saving, don't do anything as everything is
742 * going to get freed anyways.
743 */
744 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return;
746
747 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 758 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 760#ifdef MANY_CORES
752 abort (); 761 abort ();
753#endif 762#endif
754 return; 763 return;
755 } 764 }
756 765
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
764 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
765 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
768 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
770 update_now = 1;
771
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
779 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
780 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
781 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 784 * have move_allow right now.
789 */ 785 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 787 m.invalidate ();
792 788#else
793 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
794 update_now = 1; 790 m.invalidate ();
791#endif
795 } 792 }
796
797 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 795 * that is being removed.
800 */ 796 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 798 m.invalidate ();
803 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
805 else 801 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 803
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 804 if (op->more)
815 update_object (op->more, action); 805 update_object (op->more, action);
816} 806}
817 807
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833
834object::object () 808object::object ()
835{ 809{
836 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
837 811
838 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
839 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
840} 815}
841 816
842object::~object () 817object::~object ()
843{ 818{
819 unlink ();
820
844 free_key_values (this); 821 free_key_values (this);
845} 822}
846 823
847void object::link () 824void object::link ()
848{ 825{
849 count = ++ob_count; 826 assert (!index);//D
850 uuid = gen_uuid (); 827 uuid = UUID::gen ();
851 828
852 prev = 0; 829 refcnt_inc ();
853 next = object::first; 830 objects.insert (this);
854 831
855 if (object::first) 832 ++create_count;
856 object::first->prev = this;
857 833
858 object::first = this;
859} 834}
860 835
861void object::unlink () 836void object::unlink ()
862{ 837{
863 if (this == object::first) 838 if (!index)
864 object::first = next;
865
866 /* Remove this object from the list of used objects */
867 if (prev) prev->next = next;
868 if (next) next->prev = prev;
869
870 prev = 0;
871 next = 0;
872}
873
874object *object::create ()
875{
876 object *op = new object;
877 op->link ();
878 return op;
879}
880
881/*
882 * free_object() frees everything allocated by an object, removes
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{
893 if (QUERY_FLAG (this, FLAG_FREED))
894 return; 839 return;
895 840
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 841 ++destroy_count;
897 remove_friendly_object (this);
898 842
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 843 objects.erase (this);
900 remove (); 844 refcnt_dec ();
845}
901 846
902 SET_FLAG (this, FLAG_FREED); 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
903 853
904 if (more) 854 if (has_active_speed ())
905 {
906 more->destroy (destroy_inventory);
907 more = 0;
908 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
909 858
859 actives.insert (this);
860 }
861}
862
863void
864object::activate_recursive ()
865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907}
908
909/*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913void
914object::destroy_inv (bool drop_to_ground)
915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
910 if (inv) 921 if (!inv)
911 { 922 return;
923
912 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
914 * drop on that space. 926 * drop on that space.
915 */ 927 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
933 {
934 while (inv)
935 inv->destroy ();
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
917 { 940 {
918 object *op = inv; 941 object *op = inv;
919 942
920 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
921 { 944 || op->flag [FLAG_NO_DROP]
922 object *tmp = op->below; 945 || op->type == RUNE
923 op->destroy (destroy_inventory); 946 || op->type == TRAP
924 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
925 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
926 } 952 }
927 else 953 }
928 { /* Put objects in inventory onto this space */ 954}
929 object *op = inv;
930 955
931 while (op) 956/*
932 { 957 * Remove and free all objects in the inventory of the given object.
933 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
934 971
935 op->remove (); 972 // then destroy
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy (); 973 op->destroy ();
940 else 974 }
941 { 975}
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946 976
947 op = tmp; 977void
948 } 978object::freelist_free (int count)
949 } 979{
980 while (count-- && freelist)
950 } 981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1070 unlink ();
1071
1072 flag [FLAG_FREED] = 1;
951 1073
952 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3;
962 freed_map->height = 3;
963
964 freed_map->allocate ();
965 }
966
967 map = freed_map; 1075 map = &freed_map;
968 x = 1; 1076 x = 1;
969 y = 1; 1077 y = 1;
1078
1079 if (more)
1080 {
1081 more->destroy ();
1082 more = 0;
970 } 1083 }
971 1084
1085 head = 0;
1086
972 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
973 owner = 0; 1088 owner = 0;
974 enemy = 0; 1089 enemy = 0;
975 attacked_by = 0; 1090 attacked_by = 0;
976 1091 current_weapon = 0;
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987} 1092}
988 1093
989/*
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993void 1094void
994sub_weight (object *op, signed long weight) 1095object::destroy ()
995{ 1096{
996 while (op != NULL) 1097 if (destroyed ())
997 { 1098 return;
998 if (op->type == CONTAINER)
999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1000 1099
1001 op->carrying -= weight; 1100 if (!is_head () && !head->destroyed ())
1002 op = op->env;
1003 } 1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1114
1115 attachable::destroy ();
1004} 1116}
1005 1117
1006/* op->remove (): 1118/* op->remove ():
1007 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1008 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 1123 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 1124 */
1014void 1125void
1015object::remove () 1126object::do_remove ()
1016{ 1127{
1017 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1018 object *otmp;
1019
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 1129 return;
1024 1130
1025 SET_FLAG (this, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1132
1133 flag [FLAG_REMOVED] = true;
1026 1134
1027 if (more) 1135 if (more)
1028 more->remove (); 1136 more->remove ();
1029 1137
1030 /* 1138 /*
1031 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1032 * inventory. 1140 * inventory.
1033 */ 1141 */
1034 if (env) 1142 if (env)
1035 { 1143 {
1036 if (nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1037 sub_weight (env, weight * nrof); 1145 if (object *pl = visible_to ())
1038 else 1146 esrv_del_item (pl->contr, count);
1039 sub_weight (env, weight + carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1040 1148
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1042 * made to players inventory. If set, avoiding the call
1043 * to save cpu time.
1044 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp);
1047 1150
1048 if (above != NULL) 1151 object *pl = in_player ();
1049 above->below = below;
1050 else
1051 env->inv = below;
1052
1053 if (below != NULL)
1054 below->above = above;
1055 1152
1056 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1059 */ 1156 */
1060 x = env->x, y = env->y;
1061 map = env->map; 1157 map = env->map;
1062 above = 0, below = 0; 1158 x = env->x;
1063 env = 0; 1159 y = env->y;
1064 }
1065 else if (map)
1066 {
1067 /* Re did the following section of code - it looks like it had
1068 * lots of logic for things we no longer care about
1069 */
1070 1160
1071 /* link the object above us */ 1161 // make sure cmov optimisation is applicable
1072 if (above) 1162 *(above ? &above->below : &env->inv) = below;
1073 above->below = below; 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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);
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1098 }
1099 1164
1100 above = 0; 1165 above = 0;
1101 below = 0; 1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1170 {
1171 if (expect_false (pl->contr->combat_ob == this))
1172 {
1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1195
1196 if (object *pl = ms.player ())
1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1220
1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
1102 1230
1103 if (map->in_memory == MAP_SAVING) 1231 if (map->in_memory == MAP_SAVING)
1104 return; 1232 return;
1105 1233
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1235
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1236 if (object *pl = ms.player ())
1109 { 1237 {
1110 /* No point updating the players look faces if he is the object 1238 if (pl->container_ () == this)
1111 * being removed.
1112 */
1113
1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1116 /* If a container that the player is currently using somehow gets 1239 /* If a container that the player is currently using somehow gets
1117 * removed (most likely destroyed), update the player view 1240 * removed (most likely destroyed), update the player view
1118 * appropriately. 1241 * appropriately.
1119 */ 1242 */
1120 if (tmp->container == this) 1243 pl->close_container ();
1121 {
1122 CLEAR_FLAG (this, FLAG_APPLIED);
1123 tmp->container = 0;
1124 }
1125 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1249 pl->contr->ns->floorbox_update ();
1250 }
1251
1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1256
1257 /* No point updating the players look faces if he is the object
1258 * being removed.
1127 } 1259 */
1128 1260
1129 /* See if player moving off should effect something */ 1261 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133 {
1134 move_apply (tmp, this, 0); 1264 move_apply (tmp, this, 0);
1135
1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1265 }
1139 1266
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1141
1142 if (tmp->above == tmp)
1143 tmp->above = 0;
1144
1145 last = tmp;
1146 }
1147
1148 /* last == NULL of there are no objects on this space */
1149 if (!last)
1150 {
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else
1160 update_object (last, UP_OBJ_REMOVE);
1161
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1163 update_all_los (map, x, y); 1268 update_all_los (map, x, y);
1164 } 1269 }
1165} 1270}
1166 1271
1167/* 1272/*
1176merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1177{ 1282{
1178 if (!op->nrof) 1283 if (!op->nrof)
1179 return 0; 1284 return 0;
1180 1285
1181 if (top == NULL) 1286 if (!top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1183 1289
1184 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1185 {
1186 if (top == op)
1187 continue;
1188
1189 if (object::can_merge (op, top)) 1291 if (object::can_merge (op, top))
1190 { 1292 {
1191 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1192 1294
1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1194 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1297
1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1195 op->destroy (); 1301 op->destroy ();
1302
1196 return top; 1303 return top;
1197 } 1304 }
1198 }
1199 1305
1200 return 0; 1306 return 0;
1201} 1307}
1202 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1203/* 1332/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1206 */ 1335 */
1207object * 1336object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1338{
1210 object *tmp; 1339 op->remove ();
1211 1340
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1342 {
1217 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1219 } 1345 }
1220 1346
1221 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1222} 1348}
1223 1349
1236 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1237 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1238 * 1364 *
1239 * Return value: 1365 * Return value:
1240 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1242 * just 'op' otherwise 1368 * just 'op' otherwise
1243 */ 1369 */
1244
1245object * 1370object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1372{
1248 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1249 sint16 x, y;
1250 1374
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1252 { 1376 {//D
1253 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1254 return NULL;
1255 } 1378 }//D
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264
1265 if (out_of_map (m, op->x, op->y))
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort ();
1275#endif
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1379
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1382 * need extra work
1323 */ 1383 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1325 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1326 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1327 1400
1328 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1329 */ 1402 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1405 if (object::can_merge (op, tmp))
1333 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1334 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1411 tmp->destroy ();
1336 } 1412 }
1337 1413
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1340 1416
1341 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1342 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1343 1419
1344 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1345 { 1421 {
1346 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347 { 1423 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1425 abort ();
1350 } 1426 }
1351 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1352 op->above = originator; 1435 op->above = originator;
1353 op->below = originator->below; 1436 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 SET_MAP_OB (op->map, op->x, op->y, op);
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1440 }
1363 else 1441 else
1364 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1365 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1367 { 1448 {
1368 object *last = NULL;
1369
1370 /* 1449 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1381 */ 1460 */
1382 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 while (top != NULL)
1384 { 1462 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1386 floor = top; 1464 floor = tmp;
1387 1465
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1389 { 1467 {
1390 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1391 top = top->below; 1469 top = tmp->below;
1392 break; 1470 break;
1393 } 1471 }
1394 1472
1395 last = top;
1396 top = top->above; 1473 top = tmp;
1397 } 1474 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401 1475
1402 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1405 */ 1479 */
1406 1480
1407 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1485 * stacking is a bit odd.
1412 */ 1486 */
1413 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1415 { 1490 {
1491 object *last;
1492
1416 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1418 break; 1495 break;
1496
1419 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1500 * set top to the object below us.
1423 */ 1501 */
1424 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1425 top = last->below; 1503 top = last->below;
1426 } 1504 }
1427 } /* If objects on this space */ 1505 } /* If objects on this space */
1428 1506
1429 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y);
1431
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1508 top = floor;
1434 1509
1435 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1436 */
1437
1438 /* First object on this space */
1439 if (!top) 1511 if (!top)
1440 { 1512 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y);
1442
1443 if (op->above)
1444 op->above->below = op;
1445
1446 op->below = NULL; 1513 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1514 op->above = ms.bot;
1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1448 } 1518 }
1449 else 1519 else
1450 { /* get inserted into the stack above top */ 1520 {
1451 op->above = top->above; 1521 op->above = top->above;
1452
1453 if (op->above)
1454 op->above->below = op; 1522 top->above = op;
1455 1523
1456 op->below = top; 1524 op->below = top;
1457 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1458 } 1526 }
1527 }
1459 1528
1460 if (op->above == NULL) 1529 if (op->is_player ())
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1462 } /* else not INS_BELOW_ORIGINATOR */
1463
1464 if (op->type == PLAYER)
1465 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1466 1535
1467 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1468 * it, so save a few ticks and start from there. 1537
1469 */ 1538 if (object *pl = ms.player ())
1470 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1472 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1542 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1543 pl->contr->ns->floorbox_update ();
1474 1544
1475 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1552 * of effect may be sufficient.
1483 */ 1553 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1485 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1486 1559
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1562
1563 INVOKE_OBJECT (INSERT, op);
1489 1564
1490 /* Don't know if moving this to the end will break anything. However, 1565 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1566 * we want to have floorbox_update called before calling this.
1492 * 1567 *
1493 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1495 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1571 * update_object().
1497 */ 1572 */
1498 1573
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1501 { 1576 {
1502 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1503 return NULL; 1578 return 0;
1504 1579
1505 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1581 * walk on's.
1507 */ 1582 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1510 return NULL; 1585 return 0;
1511 } 1586 }
1512 1587
1513 return op; 1588 return op;
1514} 1589}
1515 1590
1516/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1519 */ 1594 */
1520void 1595void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1522{ 1597{
1523 object *
1524 tmp;
1525 object *
1526 tmp1;
1527
1528 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1529 1599
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1532 tmp->destroy (); 1602 tmp->destroy ();
1533 1603
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1535 1605
1536 tmp1->x = op->x; 1606 tmp->x = op->x;
1537 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1539} 1610}
1540
1541/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array.
1547 */
1548 1611
1549object * 1612object *
1550get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1551{ 1614{
1552 object *newob; 1615 if (where->env)
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1616 return where->env->insert (this);
1554 1617 else
1555 if (orig_ob->nrof < nr) 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1556 {
1557 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1558 return NULL;
1559 }
1560
1561 newob = object_create_clone (orig_ob);
1562
1563 if ((orig_ob->nrof -= nr) < 1)
1564 orig_ob->destroy (1);
1565 else if (!is_removed)
1566 {
1567 if (orig_ob->env != NULL)
1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1569 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1570 {
1571 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1572 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1573 return NULL;
1574 }
1575 }
1576
1577 newob->nrof = nr;
1578
1579 return newob;
1580} 1619}
1581 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1582/* 1643/*
1583 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1584 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1586 * 1647 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1589 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1590object * 1681object *
1591decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1592{ 1683{
1593 object *tmp; 1684 int have = number_of ();
1594 player *pl;
1595 1685
1596 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1597 return op; 1687 return 0;
1598 1688 else if (have == nr)
1599 if (i > op->nrof)
1600 i = op->nrof;
1601
1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1603 op->nrof -= i;
1604 else if (op->env)
1605 { 1689 {
1606 /* is this object in the players inventory, or sub container
1607 * therein?
1608 */
1609 tmp = op->in_player ();
1610 /* nope. Is this a container the player has opened?
1611 * If so, set tmp to that player.
1612 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player.
1615 */
1616 if (!tmp)
1617 {
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1622 break;
1623 }
1624 }
1625
1626 if (i < op->nrof)
1627 {
1628 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i;
1630 if (tmp)
1631 esrv_send_item (tmp, op);
1632 }
1633 else
1634 {
1635 op->remove (); 1690 remove ();
1636 op->nrof = 0; 1691 return this;
1637 if (tmp)
1638 esrv_del_item (tmp->contr, op->count);
1639 }
1640 } 1692 }
1641 else 1693 else
1642 { 1694 {
1643 object *above = op->above; 1695 decrease (nr);
1644 1696
1645 if (i < op->nrof) 1697 object *op = deep_clone ();
1646 op->nrof -= i; 1698 op->nrof = nr;
1647 else
1648 {
1649 op->remove ();
1650 op->nrof = 0;
1651 }
1652
1653 /* Since we just removed op, op->above is null */
1654 for (tmp = above; tmp; tmp = tmp->above)
1655 if (tmp->type == PLAYER)
1656 {
1657 if (op->nrof)
1658 esrv_send_item (tmp, op);
1659 else
1660 esrv_del_item (tmp->contr, op->count);
1661 }
1662 }
1663
1664 if (op->nrof)
1665 return op; 1699 return op;
1666 else
1667 {
1668 op->destroy ();
1669 return 0;
1670 }
1671}
1672
1673/*
1674 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying.
1676 */
1677
1678void
1679add_weight (object *op, signed long weight)
1680{
1681 while (op != NULL)
1682 {
1683 if (op->type == CONTAINER)
1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1685
1686 op->carrying += weight;
1687 op = op->env;
1688 } 1700 }
1689} 1701}
1690 1702
1691object * 1703object *
1692insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump); 1710 free (dump);
1699 return op; 1711 return op;
1700 } 1712 }
1701 1713
1702 if (where->head) 1714 if (where->head_ () != where)
1703 { 1715 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head; 1717 where = where->head;
1706 } 1718 }
1707 1719
1708 return where->insert (op); 1720 return where->insert (op);
1709} 1721}
1714 * inside the object environment. 1726 * inside the object environment.
1715 * 1727 *
1716 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1718 */ 1730 */
1719
1720object * 1731object *
1721object::insert (object *op) 1732object::insert (object *op)
1722{ 1733{
1723 object *tmp, *otmp;
1724
1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1726 op->remove ();
1727
1728 if (op->more) 1734 if (op->more)
1729 { 1735 {
1730 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1731 return op; 1737 return op;
1732 } 1738 }
1733 1739
1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1735 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1736 if (op->nrof) 1744 if (op->nrof)
1737 {
1738 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1739 if (object::can_merge (tmp, op)) 1746 if (object::can_merge (tmp, op))
1740 { 1747 {
1741 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1742 (client needs the original object) */ 1749 (client needs the original object) */
1743 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1744 /* Weight handling gets pretty funky. Since we are adding to 1751
1745 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1746 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1754
1747 add_weight (this, op->weight * op->nrof); 1755 adjust_weight (this, op->total_weight ());
1748 SET_FLAG (op, FLAG_REMOVED); 1756
1749 op->destroy (); /* free the inserted object */ 1757 op->destroy ();
1750 op = tmp; 1758 op = tmp;
1751 op->remove (); /* and fix old object's links */ 1759 goto inserted;
1752 CLEAR_FLAG (op, FLAG_REMOVED);
1753 break;
1754 } 1760 }
1755 1761
1756 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1757 * We add the weight - this object could have just been removed
1758 * (if it was possible to merge). calling remove_ob will subtract
1759 * the weight, so we need to add it in again, since we actually do
1760 * the linking below
1761 */
1762 add_weight (this, op->weight * op->nrof);
1763 }
1764 else
1765 add_weight (this, (op->weight + op->carrying));
1766
1767 otmp = this->in_player ();
1768 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp);
1771
1772 op->map = 0; 1763 op->map = 0;
1773 op->env = this; 1764 op->x = 0;
1765 op->y = 0;
1766
1774 op->above = 0; 1767 op->above = 0;
1775 op->below = 0; 1768 op->below = inv;
1776 op->x = 0, op->y = 0; 1769 op->env = this;
1777 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1778 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1779 if ((op->glow_radius != 0) && map) 1785 if (op->glow_radius && is_on_map ())
1780 { 1786 {
1781#ifdef DEBUG_LIGHTS 1787 update_stats ();
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map))
1785 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1786 }
1787
1788 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function...
1790 */
1791 if (!inv)
1792 inv = op;
1793 else
1794 { 1789 }
1795 op->below = inv; 1790 else if (is_player ())
1796 op->below->above = op; 1791 // if this is a player's inventory, update stats
1797 inv = op; 1792 contr->queue_stats_update ();
1798 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1799 1795
1800 return op; 1796 return op;
1801} 1797}
1802 1798
1803/* 1799/*
1818 * 1814 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1817 * on top.
1822 */ 1818 */
1823
1824int 1819int
1825check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1826{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1827 object *tmp; 1825 object *tmp;
1828 maptile *m = op->map; 1826 maptile *m = op->map;
1829 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1830 1828
1831 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1832 1830
1833 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1834 return 0;
1835 1832
1836 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1837 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1838 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1839 1836
1840 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1841 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1842 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1843 * as walking. 1840 * as walking.
1854 return 0; 1851 return 0;
1855 1852
1856 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1858 */ 1855 */
1859 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1861 {
1862 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them.
1865 */
1866 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1867 break;
1868 } 1857 {
1858 next = tmp->below;
1869 1859
1870 for (; tmp; tmp = tmp->below)
1871 {
1872 if (tmp == op) 1860 if (tmp == op)
1873 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1874 1862
1875 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1876 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1877 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1878 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1879 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1880 */ 1868 */
1881 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1882 { 1870 {
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1873 {
1886
1887 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1875
1890 if (op->type == PLAYER) 1876 if (op->is_player ())
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1879 diff /= 4.0;
1894 1880
1895 op->speed_left -= diff; 1881 op->speed_left -= diff;
1896 } 1882 }
1897 } 1883 }
1920/* 1906/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1924 */ 1910 */
1925
1926object * 1911object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1913{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
1933 { 1915 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1917 return NULL;
1936 } 1918 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
1938 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
1939 return tmp; 1922 return tmp;
1923
1940 return NULL; 1924 return NULL;
1941} 1925}
1942 1926
1943/* 1927/*
1944 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
1947 */ 1931 */
1948
1949object * 1932object *
1950present (unsigned char type, maptile *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
1951{ 1934{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
1956 { 1936 {
1957 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1938 return NULL;
1959 } 1939 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1940
1941 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1942 if (tmp->type == type)
1962 return tmp; 1943 return tmp;
1944
1963 return NULL; 1945 return NULL;
1964} 1946}
1965 1947
1966/* 1948/*
1967 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
1970 */ 1952 */
1971
1972object * 1953object *
1973present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
1974{ 1955{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1957 if (tmp->type == type)
1980 return tmp; 1958 return tmp;
1959
1981 return NULL; 1960 return NULL;
1982} 1961}
1983 1962
1984/* 1963/*
1985 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1972 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1973 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1974 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1975 * to be unique.
1997 */ 1976 */
1998
1999object * 1977object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1978present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1979{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1982 return tmp;
2009 } 1983
2010 return NULL; 1984 return 0;
2011} 1985}
2012 1986
2013/* 1987/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2017 */ 1991 */
2018
2019object * 1992object *
2020present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2021{ 1994{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2027 return tmp; 1997 return tmp;
1998
2028 return NULL; 1999 return NULL;
2029} 2000}
2030 2001
2031/* 2002/*
2032 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2033 */ 2004 */
2034void 2005void
2035flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2036{ 2007{
2037 object *
2038 tmp;
2039
2040 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2042 { 2009 {
2043 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2044 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2045 } 2012 }
2046} /* 2013}
2014
2015/*
2047 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2048 */ 2017 */
2049void 2018void
2050unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2051{ 2020{
2052 object *
2053 tmp;
2054
2055 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 { 2022 {
2058 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2059 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2060 } 2025 }
2061}
2062
2063/*
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function.
2068 */
2069
2070void
2071set_cheat (object *op)
2072{
2073 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ);
2075} 2026}
2076 2027
2077/* 2028/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
2081 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2082 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2083 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
2084 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2085 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086 * Note - this only checks to see if there is space for the head of the
2087 * object - if it is a multispace object, this should be called for all
2088 * pieces.
2089 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2090 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2091 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
2092 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 2043 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2044 * customized, changed states, etc.
2097 */ 2045 */
2098
2099int 2046int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2048{
2102 int
2103 i,
2104 index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2107 2051
2108 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2109 { 2053 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2111 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2112 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2113 2073
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2118 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2119 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2120 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2121 */ 2081 */
2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2123 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2124 } 2098 }
2125 2099
2126 if (!index) 2100 if (!index)
2127 return -1; 2101 return -1;
2128 2102
2129 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2130} 2104}
2131 2105
2132/* 2106/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2109 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2110 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2111 */
2138
2139int 2112int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2114{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2117 return i;
2149 } 2118
2150 return -1; 2119 return -1;
2151} 2120}
2152 2121
2153/* 2122/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2126 */
2157static void 2127static void
2158permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2159{ 2129{
2160 int 2130 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2131 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2132
2171 tmp = arr[i]; 2133 while (--end)
2172 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2135}
2176 2136
2177/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2139 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2142 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2143 */
2184void 2144void
2185get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2186{ 2146{
2187 int 2147 int i;
2188 i;
2189 2148
2190 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2150 search_arr[i] = i;
2193 }
2194 2151
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2155}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2165 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2166 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2167 * there is capable of.
2211 */ 2168 */
2212
2213int 2169int
2214find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2171{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2219
2220 sint16 nx, ny;
2221 object *
2222 tmp;
2223 maptile *
2224 mp;
2225
2226 MoveType blocked, move_type; 2173 MoveType move_type;
2227 2174
2228 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2229 { 2176 {
2230 exclude = exclude->head; 2177 exclude = exclude->head;
2231 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2232 } 2179 }
2233 else 2180 else
2234 { 2181 {
2235 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2236 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2237 } 2184 }
2238 2185
2239 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2240 { 2187 {
2241 mp = m; 2188 mapxy pos (m, x, y);
2242 nx = x + freearr_x[i]; 2189 pos.move (i);
2243 ny = y + freearr_y[i];
2244 2190
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2246 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2192 max = maxfree[i];
2249 }
2250 else 2193 else
2251 { 2194 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2253 2196
2254 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2198 max = maxfree [i];
2199 else if (ms.flags () & P_IS_ALIVE)
2255 { 2200 {
2256 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2257 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2258 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2259 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2261 {
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break;
2265 }
2266 }
2267 if (tmp)
2268 {
2269 return freedir[i]; 2204 return freedir [i];
2270 }
2271 } 2205 }
2272 } 2206 }
2273 } 2207 }
2208
2274 return 0; 2209 return 0;
2275} 2210}
2276 2211
2277/* 2212/*
2278 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2214 * distance between the two given objects.
2280 */ 2215 */
2281
2282int 2216int
2283distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2284{ 2218{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2220}
2291 2221
2292/* 2222/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2294 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2295 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2296 */ 2226 */
2297
2298int 2227int
2299find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2300{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2301 int 2273 int q;
2302 q;
2303 2274
2304 if (y) 2275 if (y)
2305 q = x * 100 / y; 2276 q = 128 * x / y;
2306 else if (x) 2277 else if (x)
2307 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2308 else 2279 else
2309 return 0; 2280 return 0;
2310 2281
2311 if (y > 0) 2282 if (y > 0)
2312 { 2283 {
2313 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2314 return 3; 2289 return 3;
2315 if (q < -41) 2290 }
2316 return 2; 2291 else
2317 if (q < 41) 2292 {
2318 return 1; 2293 if (q < -309) return 3;
2319 if (q < 242) 2294 if (q < -52) return 2;
2320 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2321 return 7; 2298 return 7;
2322 } 2299 }
2323 2300#endif
2324 if (q < -242)
2325 return 7;
2326 if (q < -41)
2327 return 6;
2328 if (q < 41)
2329 return 5;
2330 if (q < 242)
2331 return 4;
2332
2333 return 3;
2334}
2335
2336/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350} 2301}
2351 2302
2352/* 2303/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2306 */
2356
2357int 2307int
2358dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2359{ 2309{
2360 int
2361 d;
2362
2363 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2364 if (d > 4) 2311
2365 d = 8 - d; 2312 return d > 4 ? 8 - d : d;
2366 return d;
2367} 2313}
2368 2314
2369/* peterm: 2315/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2371 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2373 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2322 * functions.
2377 */ 2323 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2377 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2378 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2379 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2380 * Modified to be map tile aware -.MSW
2437 */ 2381 */
2438
2439
2440int 2382int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2383can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2384{
2443 sint16 dx, dy; 2385 sint16 dx, dy;
2444 int
2445 mflags; 2386 int mflags;
2446 2387
2447 if (dir < 0) 2388 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2389 return 0; /* exit condition: invalid direction */
2449 2390
2450 dx = x + freearr_x[dir]; 2391 dx = x + freearr_x[dir];
2463 return 0; 2404 return 0;
2464 2405
2465 /* yes, can see. */ 2406 /* yes, can see. */
2466 if (dir < 9) 2407 if (dir < 9)
2467 return 1; 2408 return 1;
2409
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2410 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2411 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2412 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2413}
2471
2472
2473 2414
2474/* 2415/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2416 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2417 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2418 * picked up, otherwise 0.
2479 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2420 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480 * core dumps if they do. 2421 * core dumps if they do.
2481 * 2422 *
2482 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2483 */ 2424 */
2484
2485int 2425int
2486can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2487{ 2427{
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2491} 2431}
2492
2493 2432
2494/* 2433/*
2495 * create clone from object to another 2434 * create clone from object to another
2496 */ 2435 */
2497object * 2436object *
2498object_create_clone (object *asrc) 2437object::deep_clone ()
2499{ 2438{
2500 object *dst = 0, *tmp, *src, *part, *prev, *item; 2439 assert (("deep_clone called on non-head object", is_head ()));
2501 2440
2502 if (!asrc) 2441 object *dst = clone ();
2503 return 0;
2504 2442
2505 src = asrc; 2443 object *prev = dst;
2506 if (src->head)
2507 src = src->head;
2508
2509 prev = 0;
2510 for (part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2511 { 2445 {
2512 tmp = part->clone (); 2446 object *tmp = part->clone ();
2513 tmp->x -= src->x;
2514 tmp->y -= src->y;
2515
2516 if (!part->head)
2517 {
2518 dst = tmp;
2519 tmp->head = 0;
2520 }
2521 else
2522 {
2523 tmp->head = dst; 2447 tmp->head = dst;
2524 }
2525
2526 tmp->more = 0;
2527
2528 if (prev)
2529 prev->more = tmp; 2448 prev->more = tmp;
2530
2531 prev = tmp; 2449 prev = tmp;
2532 } 2450 }
2533 2451
2534 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2536 2454
2537 return dst; 2455 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2456}
2578 2457
2579/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2459 * has the same type and subtype match.
2581 * returns NULL if no match. 2460 * returns NULL if no match.
2582 */ 2461 */
2583object * 2462object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2463find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2464{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2465 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2466 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2467 return tmp;
2591 2468
2592 return NULL;
2593}
2594
2595/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL.
2597 *
2598 * key must be a passed in shared string - otherwise, this won't
2599 * do the desired thing.
2600 */
2601key_value *
2602get_ob_key_link (const object *ob, const char *key)
2603{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next)
2607 if (link->key == key)
2608 return link;
2609
2610 return NULL;
2611}
2612
2613/*
2614 * Returns the value of op has an extra_field for key, or NULL.
2615 *
2616 * The argument doesn't need to be a shared string.
2617 *
2618 * The returned string is shared.
2619 */
2620const char *
2621get_ob_key_value (const object *op, const char *const key)
2622{
2623 key_value *link;
2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2627 {
2628 /* 1. There being a field named key on any object
2629 * implies there'd be a shared string to find.
2630 * 2. Since there isn't, no object has this field.
2631 * 3. Therefore, *this* object doesn't have this field.
2632 */
2633 return 0;
2634 }
2635
2636 /* This is copied from get_ob_key_link() above -
2637 * only 4 lines, and saves the function call overhead.
2638 */
2639 for (link = op->key_values; link; link = link->next)
2640 if (link->key == canonical_key)
2641 return link->value;
2642
2643 return 0; 2469 return 0;
2644} 2470}
2645 2471
2646 2472shstr_tmp
2647/* 2473object::kv_get (shstr_tmp key) const
2648 * Updates the canonical_key in op to value.
2649 *
2650 * canonical_key is a shared string (value doesn't have to be).
2651 *
2652 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2653 * keys.
2654 *
2655 * Returns TRUE on success.
2656 */
2657int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2474{
2660 key_value * 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2661 field = NULL, *last = NULL; 2476 if (kv->key == key)
2477 return kv->value;
2662 2478
2663 for (field = op->key_values; field != NULL; field = field->next) 2479 return shstr ();
2664 { 2480}
2665 if (field->key != canonical_key) 2481
2482void
2483object::kv_set (shstr_tmp key, shstr_tmp value)
2484{
2485 for (key_value *kv = key_values; kv; kv = kv->next)
2486 if (kv->key == key)
2666 { 2487 {
2667 last = field; 2488 kv->value = value;
2668 continue; 2489 return;
2669 } 2490 }
2670 2491
2671 if (value) 2492 key_value *kv = new key_value;
2672 field->value = value; 2493
2673 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2674 { 2506 {
2675 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2676 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2677 * it, we save the empty value so that when we load, 2509 delete kv;
2678 * we get this value back again. 2510 return;
2679 */
2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2681 field->value = 0;
2682 else
2683 {
2684 if (last)
2685 last->next = field->next;
2686 else
2687 op->key_values = field->next;
2688
2689 delete field;
2690 }
2691 } 2511 }
2692 return TRUE;
2693 }
2694 /* IF we get here, key doesn't exist */
2695
2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2699 {
2700 return FALSE;
2701 }
2702 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings,
2706 * should pass in ""
2707 */
2708 if (value == NULL)
2709 return TRUE;
2710
2711 field = new key_value;
2712
2713 field->key = canonical_key;
2714 field->value = value;
2715 /* Usual prepend-addition. */
2716 field->next = op->key_values;
2717 op->key_values = field;
2718
2719 return TRUE;
2720}
2721
2722/*
2723 * Updates the key in op to value.
2724 *
2725 * If add_key is FALSE, this will only update existing keys,
2726 * and not add new ones.
2727 * In general, should be little reason FALSE is ever passed in for add_key
2728 *
2729 * Returns TRUE on success.
2730 */
2731int
2732set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2733{
2734 shstr key_ (key);
2735
2736 return set_ob_key_value_s (op, key_, value, add_key);
2737} 2512}
2738 2513
2739object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2740: iterator_base (container) 2515: iterator_base (container)
2741{ 2516{
2755 } 2530 }
2756 else 2531 else
2757 item = item->env; 2532 item = item->env;
2758} 2533}
2759 2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561}
2562
2760// return a suitable string describing an objetc in enough detail to find it 2563// return a suitable string describing an object in enough detail to find it
2761const char * 2564const char *
2762object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2763{ 2566{
2567 char flagdesc[512];
2764 char info2[256 * 3]; 2568 char info2[256 * 4];
2765 char *p = info; 2569 char *p = info;
2766 2570
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2768 count, 2572 count,
2573 uuid.c_str (),
2769 &name, 2574 &name,
2770 title ? " " : "", 2575 title ? ",title:\"" : "",
2771 title ? (const char *)title : ""); 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type);
2772 2579
2773 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2582
2776 if (map) 2583 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2585
2779 return info; 2586 return info;
2780} 2587}
2781 2588
2782const char * 2589const char *
2783object::debug_desc () const 2590object::debug_desc () const
2784{ 2591{
2785 static char info[256 * 3]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2786 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2787} 2596}
2788 2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605void
2606object::open_container (object *new_container)
2607{
2608 if (container == new_container)
2609 return;
2610
2611 object *old_container = container;
2612
2613 if (old_container)
2614 {
2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2616 return;
2617
2618#if 0
2619 // remove the "Close old_container" object.
2620 if (object *closer = old_container->inv)
2621 if (closer->type == CLOSE_CON)
2622 closer->destroy ();
2623#endif
2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2628 old_container->flag [FLAG_APPLIED] = false;
2629 container = 0;
2630
2631 // client needs item update to make it work, client bug requires this to be separate
2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2635 play_sound (sound_find ("chest_close"));
2636 }
2637
2638 if (new_container)
2639 {
2640 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2641 return;
2642
2643 // TODO: this does not seem to serve any purpose anymore?
2644#if 0
2645 // insert the "Close Container" object.
2646 if (archetype *closer = new_container->other_arch)
2647 {
2648 object *closer = new_container->other_arch->instance ();
2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2650 new_container->insert (closer);
2651 }
2652#endif
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2659 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container;
2661
2662 // client needs flag change
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 play_sound (sound_find ("chest_open"));
2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2669}
2670
2671object *
2672object::force_find (shstr_tmp name)
2673{
2674 /* cycle through his inventory to look for the MARK we want to
2675 * place
2676 */
2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2678 if (tmp->type == FORCE && tmp->slaying == name)
2679 return splay (tmp);
2680
2681 return 0;
2682}
2683
2684//-GPL
2685
2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2696object::force_add (shstr_tmp name, int duration)
2697{
2698 if (object *force = force_find (name))
2699 force->destroy ();
2700
2701 object *force = get_archetype (FORCE_NAME);
2702
2703 force->slaying = name;
2704 force->force_set_timer (duration);
2705 force->flag [FLAG_APPLIED] = true;
2706
2707 return insert (force);
2708}
2709
2710void
2711object::play_sound (faceidx sound) const
2712{
2713 if (!sound)
2714 return;
2715
2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2741 return;
2742
2743 // find old force, or create new one
2744 object *force = force_find (shstr_noise_force);
2745
2746 if (force)
2747 force->speed_left = -1.f; // patch old speed up
2748 else
2749 {
2750 force = archetype::get (shstr_noise_force);
2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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