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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.340 by root, Fri Jul 2 19:54:41 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 67};
54 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
55static void 95static void
56write_uuid (void) 96write_uuid (uval64 skip, bool sync)
57{ 97{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
59 99 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 102 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
82 113
83 FILE *fp; 114 FILE *fp;
84 115
85 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
86 { 117 {
87 if (errno == ENOENT) 118 if (errno == ENOENT)
88 { 119 {
89 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 121 UUID::cur.seq = 0;
91 write_uuid (); 122 write_uuid (UUID_GAP, true);
92 return; 123 return;
93 } 124 }
94 125
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 127 _exit (1);
97 } 128 }
98 129
99 int version; 130 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 131 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
102 { 135 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 137 _exit (1);
105 } 138 }
106 139
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
110 fclose (fp); 143 fclose (fp);
111} 144}
112 145
113UUID 146UUID
114gen_uuid () 147UUID::gen ()
115{ 148{
116 UUID uid; 149 UUID uid;
117 150
118 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
119 152
120 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
122 159
123 return uid; 160 return uid;
124} 161}
125 162
126void 163void
127init_uuid () 164UUID::init ()
128{ 165{
129 read_uuid (); 166 read_uuid ();
130} 167}
131 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 235static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
135{ 237{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
141 */ 241 */
142 242
143 /* For each field in wants, */ 243 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 245 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 246 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 247
167 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 249 return true;
169} 250}
170 251
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 253static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 255{
175 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
177 */ 258 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
179} 261}
180 262
181/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 264 * they can be merged together.
183 * 265 *
184 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
187 * 269 *
188 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
189 * 271 *
190 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
191 * check weight 273 * check weight
192 */ 274 */
193
194bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
195{ 276{
196 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 283 return 0;
199 284
200 if (ob1->speed != ob2->speed) 285 /* Do not merge objects if nrof would overflow, assume nrof
286 * is always 0 .. 2**31-1 */
287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 288 return 0;
202 289
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 291 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 292 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 293 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 294 * flags lose any meaning.
215 */ 295 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
218 298
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
221 301
222 302 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 303 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 304 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 305 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 306 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 307 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 308 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 309 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 310 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 311 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 314 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 315 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 316 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 317 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 318 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 319 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 320 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 321 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 322 || ob1->move_off != ob2->move_off
323 || ob1->move_slow != ob2->move_slow
324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 327 return 0;
254 328
329 if ((ob1->flag ^ ob2->flag)
330 .reset (FLAG_INV_LOCKED)
331 .reset (FLAG_REMOVED)
332 .any ())
333 return 0;
334
255 /* This is really a spellbook check - really, we should 335 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 336 * not merge objects with real inventories, as splitting them
337 * is hard.
257 */ 338 */
258 if (ob1->inv || ob2->inv) 339 if (ob1->inv || ob2->inv)
259 { 340 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 341 if (!(ob1->inv && ob2->inv))
266 return 0; 342 return 0; /* inventories differ in length */
343
344 if (ob1->inv->below || ob2->inv->below)
345 return 0; /* more than one object in inv */
346
347 if (!object::can_merge (ob1->inv, ob2->inv))
348 return 0; /* inventory objects differ */
267 349
268 /* inventory ok - still need to check rest of this object to see 350 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 351 * if it is valid.
270 */ 352 */
271 } 353 }
272 354
273 /* Don't merge objects that are applied. With the new 'body' code, 355 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 356 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 357 * some items equipped, and we don't want those to merge.
276 */ 358 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 360 return 0;
279 361
280 /* Note sure why the following is the case - either the object has to 362 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 363 * be animated or have a very low speed. Is this an attempted monster
282 * check? 364 * check?
283 */ 365 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 367 return 0;
286 368
287 switch (ob1->type) 369 switch (ob1->type)
288 { 370 {
289 case SCROLL: 371 case SCROLL:
290 if (ob1->level != ob2->level) 372 if (ob1->level != ob2->level)
291 return 0; 373 return 0;
292 break; 374 break;
293 } 375 }
294 376
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 377 if (ob1->key_values || ob2->key_values)
296 { 378 {
297 /* At least one of these has key_values. */ 379 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 380 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 381 return 0; /* One has fields, but the other one doesn't. */
382
383 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 384 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 385 }
304 386
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 387 if (ob1->self || ob2->self)
307 { 388 {
308 ob1->optimise (); 389 ob1->optimise ();
309 ob2->optimise (); 390 ob2->optimise ();
310 391
311 if (ob1->self || ob2->self) 392 if (ob1->self || ob2->self)
393 {
394 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
395 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
396
397 if (k1 != k2)
312 return 0; 398 return 0;
399
400 if (k1 == 0)
401 return 1;
402
403 if (!cfperl_can_merge (ob1, ob2))
404 return 0;
405 }
313 } 406 }
314 407
315 /* Everything passes, must be OK. */ 408 /* Everything passes, must be OK. */
316 return 1; 409 return 1;
317} 410}
318 411
412// find player who can see this object
413object *
414object::visible_to () const
415{
416 if (client_visible () && !flag [FLAG_REMOVED])
417 {
418 // see if we are in a container of sorts
419 if (env)
420 {
421 // the player inventory itself is always visible
422 if (env->is_player ())
423 return env;
424
425 // else a player could have our env open
426 object *envest = env->outer_env_or_self ();
427
428 // the player itself is always on a map, so we will find him here
429 // even if our inv is in a player.
430 if (envest->is_on_map ())
431 if (object *pl = envest->ms ().player ())
432 if (pl->container_ () == env)
433 return pl;
434 }
435 else
436 {
437 // maybe there is a player standing on the same mapspace
438 // this will catch the case where "this" is a player
439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
442 return pl;
443 }
444 }
445
446 return 0;
447}
448
449// adjust weight per container type ("of holding")
450static uint32
451weight_adjust_for (object *op, uint32 weight)
452{
453 return op->type == CONTAINER
454 ? weight - weight * op->stats.Str / 100
455 : weight;
456}
457
319/* 458/*
459 * subtracts, then adds, the specified weight to an object,
460 * and also updates how much the environment(s) is/are carrying.
461 */
462static void
463adjust_weight (object *op, sint32 sub, sint32 add)
464{
465 while (op)
466 {
467 sint32 ocarrying = op->carrying;
468
469 op->carrying -= weight_adjust_for (op, sub);
470 op->carrying += weight_adjust_for (op, add);
471
472 if (object *pl = op->visible_to ())
473 if (pl != op) // player is handled lazily
474 esrv_update_item (UPD_WEIGHT, pl, op);
475
476 sub = ocarrying;
477 add = op->carrying;
478
479 op = op->env;
480 }
481}
482
483/*
320 * sum_weight() is a recursive function which calculates the weight 484 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 485 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 486 * containers are carrying, and sums it up.
323 */ 487 */
324long 488void
325sum_weight (object *op) 489object::update_weight ()
326{ 490{
327 long sum; 491 sint32 sum = 0;
328 object *inv;
329 492
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 493 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 494 {
495 op->update_weight ();
336 496
337 if (op->type == CONTAINER && op->stats.Str) 497 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 498 }
339 499
340 if (op->carrying != sum) 500 if (sum != carrying)
501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
341 op->carrying = sum; 506 carrying = sum;
342 507
343 return sum; 508 if (object *pl = visible_to ())
509 if (pl != this) // player is handled lazily
510 esrv_update_item (UPD_WEIGHT, pl, this);
511 }
344} 512}
345 513
346/** 514/*
347 * Return the outermost environment object for a given object. 515 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 516 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 517char *
380dump_object (object *op) 518dump_object (object *op)
381{ 519{
382 if (!op) 520 if (!op)
383 return strdup ("[NULLOBJ]"); 521 return strdup ("[NULLOBJ]");
384 522
385 object_freezer freezer; 523 object_freezer freezer;
386 save_object (freezer, op, 3); 524 op->write (freezer);
387 return freezer.as_string (); 525 return freezer.as_string ();
388} 526}
389 527
390/* 528char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 529object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 530{
399 object *tmp, *closest; 531 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 532}
409 533
410/* 534/*
411 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
536 * VERRRY slow.
412 */ 537 */
413
414object * 538object *
415find_object (tag_t i) 539find_object (tag_t i)
416{ 540{
417 for (object *op = object::first; op; op = op->next) 541 for_all_objects (op)
418 if (op->count == i) 542 if (op->count == i)
419 return op; 543 return op;
544
545 return 0;
546}
547
548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
420 559
421 return 0; 560 return 0;
422} 561}
423 562
424/* 563/*
425 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
428 */ 567 */
429
430object * 568object *
431find_object_name (const char *str) 569find_object_name (const char *str)
432{ 570{
433 shstr_cmp str_ (str); 571 shstr_cmp str_ (str);
434 object *op;
435 572
436 for (op = object::first; op != NULL; op = op->next) 573 if (str_)
574 for_all_objects (op)
437 if (op->name == str_) 575 if (op->name == str_)
438 break; 576 return op;
439 577
440 return op; 578 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 579}
448 580
449/* 581/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 583 * skill and experience objects.
584 * ACTUALLY NO! investigate! TODO
452 */ 585 */
453void 586void
454object::set_owner (object *owner) 587object::set_owner (object *owner)
455{ 588{
589 // allow objects which own objects
456 if (!owner) 590 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 591 while (owner->owner)
467 owner = owner->owner; 592 owner = owner->owner;
593
594 if (flag [FLAG_FREED])
595 {
596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
597 return;
598 }
468 599
469 this->owner = owner; 600 this->owner = owner;
470} 601}
471 602
472/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 604 * refcounts and freeing the links.
474 */ 605 */
475static void 606static void
476free_key_values (object *op) 607free_key_values (object *op)
477{ 608{
478 for (key_value *i = op->key_values; i != 0;) 609 for (key_value *i = op->key_values; i; )
479 { 610 {
480 key_value *next = i->next; 611 key_value *next = i->next;
481 delete i; 612 delete i;
482 613
483 i = next; 614 i = next;
484 } 615 }
485 616
486 op->key_values = 0; 617 op->key_values = 0;
487} 618}
488 619
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 620/*
541 * copy object first frees everything allocated by the second object, 621 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 622 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 623 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 624 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 625 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 626 * will point at garbage.
547 */ 627 */
548void 628void
549copy_object (object *op2, object *op) 629object::copy_to (object *dst)
550{ 630{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 631 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 632 *(object_copy *)dst = *this;
553 633 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 634
564 /* Copy over key_values, if any. */ 635 /* Copy over key_values, if any. */
565 if (op2->key_values) 636 if (key_values)
566 { 637 {
567 key_value *tail = 0; 638 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 639 dst->key_values = 0;
571 640
572 for (i = op2->key_values; i; i = i->next) 641 for (key_value *i = key_values; i; i = i->next)
573 { 642 {
574 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
575 644
576 new_link->next = 0; 645 new_link->next = 0;
577 new_link->key = i->key; 646 new_link->key = i->key;
578 new_link->value = i->value; 647 new_link->value = i->value;
579 648
580 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
581 if (!op->key_values) 650 if (!dst->key_values)
582 { 651 {
583 op->key_values = new_link; 652 dst->key_values = new_link;
584 tail = new_link; 653 tail = new_link;
585 } 654 }
586 else 655 else
587 { 656 {
588 tail->next = new_link; 657 tail->next = new_link;
589 tail = new_link; 658 tail = new_link;
590 } 659 }
591 } 660 }
592 } 661 }
593 662
594 update_ob_speed (op); 663 dst->activate ();
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
676 speed_left = -1.;
677
678 /* copy the body_info to the body_used - this is only really
679 * need for monsters, but doesn't hurt to do it for everything.
680 * by doing so, when a monster is created, it has good starting
681 * values for the body_used info, so when items are created
682 * for it, they can be properly equipped.
683 */
684 for (int i = NUM_BODY_LOCATIONS; i--; )
685 slot[i].used = slot[i].info;
686
687 attachable::instantiate ();
688}
689
690object *
691object::clone ()
692{
693 object *neu = create ();
694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
700 neu->map = map; // not copied by copy_to
701 return neu;
595} 702}
596 703
597/* 704/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 705 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 706 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
601 */ 708 */
602
603void 709void
604update_turn_face (object *op) 710update_turn_face (object *op)
605{ 711{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
607 return; 713 return;
714
608 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
610} 717}
611 718
612/* 719/*
613 * Updates the speed of an object. If the speed changes from 0 to another 720 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 721 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
616 */ 723 */
617void 724void
618update_ob_speed (object *op) 725object::set_speed (float speed)
619{ 726{
620 extern int arch_init; 727 this->speed = speed;
621 728
622 /* No reason putting the archetypes objects on the speed list, 729 if (has_active_speed ())
623 * since they never really need to be updated. 730 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 731 else
655 { 732 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 733}
679 734
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 735/*
712 * update_object() updates the array which represents the map. 736 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 737 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 738 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 739 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 740 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 741 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 742 * updating that window, though, since update_object() is called _often_)
719 * 743 *
720 * action is a hint of what the caller believes need to be done. 744 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 745 * current action are:
726 * UP_OBJ_INSERT: op was inserted 746 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 747 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 748 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 749 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 750 * UP_OBJ_FACE: only the objects face has changed.
731 */ 751 */
732
733void 752void
734update_object (object *op, int action) 753update_object (object *op, int action)
735{ 754{
736 int update_now = 0, flags; 755 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 756 {
741 /* this should never happen */ 757 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 759 return;
744 } 760 }
745 761
746 if (op->env != NULL) 762 if (!op->is_on_map ())
747 { 763 {
748 /* Animation is currently handled by client, so nothing 764 /* Animation is currently handled by client, so nothing
749 * to do in this case. 765 * to do in this case.
750 */ 766 */
751 return; 767 return;
752 } 768 }
753 769
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 770 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 772 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 774#ifdef MANY_CORES
765 abort (); 775 abort ();
766#endif 776#endif
767 return; 777 return;
768 } 778 }
769 779
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 780 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 781
782 if (!(m.flags_ & P_UPTODATE))
783 /* nop */;
777 if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
778 { 785 {
786#if 0
787 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1; 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
781 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 update_now = 1; 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 798 * have move_allow right now.
802 */ 799 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 801 m.invalidate ();
805 802#else
806 if ((move_slow | op->move_slow) != move_slow) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 804 m.invalidate ();
805#endif
808 } 806 }
809 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 809 * that is being removed.
812 */ 810 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 812 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
817 else 815 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 817
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 818 if (op->more)
827 update_object (op->more, action); 819 update_object (op->more, action);
828} 820}
829 821
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object () 822object::object ()
855{ 823{
856 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
857 825
858 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
859 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
860} 829}
861 830
862object::~object () 831object::~object ()
863{ 832{
833 unlink ();
834
864 free_key_values (this); 835 free_key_values (this);
865} 836}
866 837
867void object::link () 838void object::link ()
868{ 839{
869 count = ++ob_count; 840 assert (!index);//D
870 uuid = gen_uuid (); 841 uuid = UUID::gen ();
871 842
872 prev = 0; 843 refcnt_inc ();
873 next = object::first; 844 objects.insert (this);
874 845
875 if (object::first) 846 ++create_count;
876 object::first->prev = this;
877 847
878 object::first = this;
879} 848}
880 849
881void object::unlink () 850void object::unlink ()
882{ 851{
883 if (this == object::first) 852 if (!index)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
900
901/*
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return; 853 return;
915 854
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 855 ++destroy_count;
917 remove_friendly_object (this);
918 856
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 857 objects.erase (this);
920 remove_ob (this); 858 refcnt_dec ();
859}
921 860
922 SET_FLAG (this, FLAG_FREED); 861void
862object::activate ()
863{
864 /* If already on active list, don't do anything */
865 if (active)
866 return;
923 867
924 if (more) 868 if (has_active_speed ())
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 } 869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
929 872
873 actives.insert (this);
874 }
875}
876
877void
878object::activate_recursive ()
879{
880 activate ();
881
882 for (object *op = inv; op; op = op->below)
883 op->activate_recursive ();
884}
885
886/* This function removes object 'op' from the list of active
887 * objects.
888 * This should only be used for style maps or other such
889 * reference maps where you don't want an object that isn't
890 * in play chewing up cpu time getting processed.
891 * The reverse of this is to call update_ob_speed, which
892 * will do the right thing based on the speed of the object.
893 */
894void
895object::deactivate ()
896{
897 /* If not on the active list, nothing needs to be done */
898 if (!active)
899 return;
900
901 actives.erase (this);
902}
903
904void
905object::deactivate_recursive ()
906{
907 for (object *op = inv; op; op = op->below)
908 op->deactivate_recursive ();
909
910 deactivate ();
911}
912
913void
914object::set_flag_inv (int flag, int value)
915{
916 for (object *op = inv; op; op = op->below)
917 {
918 op->flag [flag] = value;
919 op->set_flag_inv (flag, value);
920 }
921}
922
923/*
924 * Remove and free all objects in the inventory of the given object.
925 * object.c ?
926 */
927void
928object::destroy_inv (bool drop_to_ground)
929{
930 // need to check first, because the checks below might segfault
931 // as we might be on an invalid mapspace and crossfire code
932 // is too buggy to ensure that the inventory is empty.
933 // corollary: if you create arrows etc. with stuff in its inventory,
934 // cf will crash below with off-map x and y
930 if (inv) 935 if (!inv)
931 { 936 return;
937
932 /* Only if the space blocks everything do we not process - 938 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects 939 * if some form of movement is allowed, let objects
934 * drop on that space. 940 * drop on that space.
935 */ 941 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 942 if (!drop_to_ground
943 || !map
944 || map->in_memory != MAP_ACTIVE
945 || map->no_drop
946 || ms ().move_block == MOVE_ALL)
947 {
948 while (inv)
949 inv->destroy ();
950 }
951 else
952 { /* Put objects in inventory onto this space */
953 while (inv)
937 { 954 {
938 object *op = inv; 955 object *op = inv;
939 956
940 while (op) 957 if (op->flag [FLAG_STARTEQUIP]
941 { 958 || op->flag [FLAG_NO_DROP]
942 object *tmp = op->below; 959 || op->type == RUNE
943 op->destroy (destroy_inventory); 960 || op->type == TRAP
944 op = tmp; 961 || op->flag [FLAG_IS_A_TEMPLATE]
945 } 962 || op->flag [FLAG_DESTROY_ON_DEATH])
963 op->destroy ();
964 else
965 map->insert (op, x, y);
946 } 966 }
947 else 967 }
948 { /* Put objects in inventory onto this space */ 968}
949 object *op = inv;
950 969
951 while (op) 970/*
952 { 971 * Remove and free all objects in the inventory of the given object.
953 object *tmp = op->below; 972 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 973 * well, so we can (and have to!) take shortcuts.
955 remove_ob (op); 974 */
956 975void
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 976object::destroy_inv_fast ()
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 977{
959 free_object (op); 978 while (object *op = inv)
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 } 979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
971 985
972 // clear those pointers that likely might have circular references to us 986 // then destroy
973 owner = 0; 987 op->destroy ();
974 enemy = 0; 988 }
975 attacked_by = 0; 989}
976 990
977 // only relevant for players(?), but make sure of it anyways 991void
978 contr = 0; 992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
979 998
980 /* Remove object from the active list */ 999 sfree ((char *)freelist, sizeof (object));
981 speed = 0;
982 update_ob_speed (this);
983 1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
1007object::create ()
1008{
1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
1031 op->link ();
1032
1033 return op;
1034}
1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
1051static struct freed_map : maptile
1052{
1053 freed_map ()
1054 : maptile (3, 3)
1055 {
1056 path = "<freed objects map>";
1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1062 }
1063
1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068} freed_map; // freed objects are moved here to avoid crashes
1069
1070void
1071object::do_destroy ()
1072{
1073 if (flag [FLAG_IS_LINKED])
1074 remove_link ();
1075
1076 if (flag [FLAG_FRIENDLY])
1077 remove_friendly_object (this);
1078
1079 remove ();
1080
1081 attachable::do_destroy ();
1082
1083 deactivate ();
984 unlink (); 1084 unlink ();
985 1085
986 mortals.push_back (this); 1086 flag [FLAG_FREED] = 1;
987}
988 1087
989/* 1088 // hack to ensure that freed objects still have a valid map
990 * sub_weight() recursively (outwards) subtracts a number from the 1089 map = &freed_map;
991 * weight of an object (and what is carried by it's environment(s)). 1090 x = 1;
992 */ 1091 y = 1;
993 1092
994void 1093 if (more)
995sub_weight (object *op, signed long weight)
996{
997 while (op != NULL)
998 {
999 if (op->type == CONTAINER)
1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1001
1002 op->carrying -= weight;
1003 op = op->env;
1004 } 1094 {
1005} 1095 more->destroy ();
1096 more = 0;
1097 }
1006 1098
1007/* remove_ob(op): 1099 head = 0;
1100
1101 // clear those pointers that likely might cause circular references
1102 owner = 0;
1103 enemy = 0;
1104 attacked_by = 0;
1105 current_weapon = 0;
1106}
1107
1108void
1109object::destroy ()
1110{
1111 if (destroyed ())
1112 return;
1113
1114 if (!is_head () && !head->destroyed ())
1115 {
1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1117 head->destroy ();
1118 return;
1119 }
1120
1121 destroy_inv_fast ();
1122
1123 if (is_head ())
1124 if (sound_destroy)
1125 play_sound (sound_destroy);
1126 else if (flag [FLAG_MONSTER])
1127 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1128
1129 attachable::destroy ();
1130}
1131
1132/* op->remove ():
1008 * This function removes the object op from the linked list of objects 1133 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 1134 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 1135 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 1136 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 1137 * the previous environment.
1013 * Beware: This function is called from the editor as well!
1014 */ 1138 */
1015
1016void 1139void
1017remove_ob (object *op) 1140object::do_remove ()
1018{ 1141{
1019 object *tmp, *last = 0; 1142 if (flag [FLAG_REMOVED])
1020 object *otmp;
1021
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED))
1028 return; 1143 return;
1029 1144
1030 SET_FLAG (op, FLAG_REMOVED); 1145 INVOKE_OBJECT (REMOVE, this);
1031 1146
1032 if (op->more != NULL) 1147 flag [FLAG_REMOVED] = true;
1033 remove_ob (op->more); 1148
1149 if (more)
1150 more->remove ();
1034 1151
1035 /* 1152 /*
1036 * In this case, the object to be removed is in someones 1153 * In this case, the object to be removed is in someones
1037 * inventory. 1154 * inventory.
1038 */ 1155 */
1039 if (op->env != NULL) 1156 if (env)
1040 { 1157 {
1041 if (op->nrof) 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1042 sub_weight (op->env, op->weight * op->nrof); 1159 if (object *pl = visible_to ())
1043 else 1160 esrv_del_item (pl->contr, count);
1044 sub_weight (op->env, op->weight + op->carrying); 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1045 1162
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1163 adjust_weight (env, total_weight (), 0);
1047 * made to players inventory. If set, avoiding the call
1048 * to save cpu time.
1049 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp);
1052 1164
1053 if (op->above != NULL) 1165 object *pl = in_player ();
1054 op->above->below = op->below;
1055 else
1056 op->env->inv = op->below;
1057
1058 if (op->below != NULL)
1059 op->below->above = op->above;
1060 1166
1061 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1064 */ 1170 */
1065 op->x = op->env->x, op->y = op->env->y;
1066 op->map = op->env->map; 1171 map = env->map;
1067 op->above = NULL, op->below = NULL;
1068 op->env = NULL;
1069 }
1070 else if (op->map)
1071 {
1072 x = op->x; 1172 x = env->x;
1073 y = op->y; 1173 y = env->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075 1174
1076 if (!m) 1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1179 above = 0;
1180 below = 0;
1181 env = 0;
1182
1183 if (pl && pl->is_player ())
1077 { 1184 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1185 if (expect_false (pl->contr->combat_ob == this))
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */ 1186 {
1084 abort (); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1085 } 1203 }
1204 }
1205 else if (map)
1206 {
1207 map->dirty = true;
1208 mapspace &ms = this->ms ();
1086 1209
1087 if (op->map != m) 1210 if (object *pl = ms.player ())
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */ 1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1094 1234
1095 /* link the object above us */ 1235 /* link the object above us */
1096 if (op->above) 1236 // re-link, make sure compiler can easily use cmove
1097 op->above->below = op->below; 1237 *(above ? &above->below : &ms.top) = below;
1098 else 1238 *(below ? &below->above : &ms.bot) = above;
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100 1239
1101 /* Relink the object below us, if there is one */ 1240 above = 0;
1102 if (op->below) 1241 below = 0;
1103 op->below->above = op->above; 1242
1104 else 1243 ms.invalidate ();
1244
1245 if (map->in_memory == MAP_SAVING)
1246 return;
1247
1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1249
1250 if (object *pl = ms.player ())
1105 { 1251 {
1106 /* Nothing below, which means we need to relink map object for this space 1252 if (pl->container_ () == this)
1107 * use translated coordinates in case some oddness with map tiling is 1253 /* If a container that the player is currently using somehow gets
1108 * evident 1254 * removed (most likely destroyed), update the player view
1255 * appropriately.
1109 */ 1256 */
1110 if (GET_MAP_OB (m, x, y) != op) 1257 pl->close_container ();
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "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);
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120 1258
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1259 //TODO: the floorbox prev/next might need updating
1260 //esrv_del_item (pl->contr, count);
1261 //TODO: update floorbox to preserve ordering
1262 if (pl->contr->ns)
1263 pl->contr->ns->floorbox_update ();
1122 } 1264 }
1123 1265
1124 op->above = 0; 1266 if (check_walk_off)
1125 op->below = 0; 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1126
1127 if (op->map->in_memory == MAP_SAVING)
1128 return;
1129
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 { 1268 {
1269 above = tmp->above;
1270
1134 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1135 * being removed. 1272 * being removed.
1136 */
1137
1138 if (tmp->type == PLAYER && tmp != op)
1139 {
1140 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1143 */ 1273 */
1144 if (tmp->container == op)
1145 {
1146 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container = NULL;
1148 }
1149 1274
1150 tmp->contr->socket.update_look = 1;
1151 }
1152
1153 /* See if player moving off should effect something */ 1275 /* See if object moving off should effect something */
1154 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1157 {
1158 move_apply (tmp, op, NULL); 1278 move_apply (tmp, this, 0);
1159
1160 if (op->destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1279 }
1163 1280
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1281 if (affects_los ())
1165
1166 if (tmp->above == tmp)
1167 tmp->above = NULL;
1168
1169 last = tmp;
1170 }
1171
1172 /* last == NULL of there are no objects on this space */
1173 if (last == NULL)
1174 {
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else
1184 update_object (last, UP_OBJ_REMOVE);
1185
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1187 update_all_los (op->map, op->x, op->y); 1282 update_all_los (map, x, y);
1188 } 1283 }
1189} 1284}
1190 1285
1191/* 1286/*
1192 * merge_ob(op,top): 1287 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1295merge_ob (object *op, object *top)
1201{ 1296{
1202 if (!op->nrof) 1297 if (!op->nrof)
1203 return 0; 1298 return 0;
1204 1299
1205 if (top == NULL) 1300 if (!top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1301 for (top = op; top && top->above; top = top->above)
1302 ;
1207 1303
1208 for (; top != NULL; top = top->below) 1304 for (; top; top = top->below)
1209 { 1305 if (object::can_merge (op, top))
1210 if (top == op)
1211 continue;
1212 if (CAN_MERGE (op, top))
1213 { 1306 {
1214 top->nrof += op->nrof; 1307 top->nrof += op->nrof;
1215 1308
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1309 if (object *pl = top->visible_to ())
1217 op->weight = 0; /* Don't want any adjustements now */ 1310 esrv_update_item (UPD_NROF, pl, top);
1218 remove_ob (op); 1311
1219 free_object (op); 1312 op->weight = 0; // cancel the addition above
1313 op->carrying = 0; // must be 0 already
1314
1315 op->destroy ();
1316
1220 return top; 1317 return top;
1221 } 1318 }
1222 }
1223 1319
1224 return 0; 1320 return 0;
1225} 1321}
1226 1322
1323void
1324object::expand_tail ()
1325{
1326 if (more)
1327 return;
1328
1329 object *prev = this;
1330
1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1332 {
1333 object *op = at->instance ();
1334
1335 op->name = name;
1336 op->name_pl = name_pl;
1337 op->title = title;
1338
1339 op->head = this;
1340 prev->more = op;
1341
1342 prev = op;
1343 }
1344}
1345
1227/* 1346/*
1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1347 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229 * job preparing multi-part monsters 1348 * job preparing multi-part monsters.
1230 */ 1349 */
1231object * 1350object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1352{
1234 object *tmp; 1353 op->remove ();
1235 1354
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1356 {
1241 tmp->x = x + tmp->arch->clone.x; 1357 tmp->x = x + tmp->arch->x;
1242 tmp->y = y + tmp->arch->clone.y; 1358 tmp->y = y + tmp->arch->y;
1243 } 1359 }
1244 1360
1245 return insert_ob_in_map (op, m, originator, flag); 1361 return insert_ob_in_map (op, m, originator, flag);
1246} 1362}
1247 1363
1260 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1261 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1262 * 1378 *
1263 * Return value: 1379 * Return value:
1264 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1266 * just 'op' otherwise 1382 * just 'op' otherwise
1267 */ 1383 */
1268
1269object * 1384object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1386{
1272 object *tmp, *top, *floor = NULL; 1387 op->remove ();
1273 sint16 x, y;
1274 1388
1275 if (QUERY_FLAG (op, FLAG_FREED)) 1389 if (m == &freed_map)//D TODO: remove soon
1276 { 1390 {//D
1277 LOG (llevError, "Trying to insert freed object!\n"); 1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1278 return NULL;
1279 } 1392 }//D
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1393
1344 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work 1396 * need extra work
1347 */ 1397 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y); 1398 maptile *newmap = m;
1349 x = op->x; 1399 if (!xy_normalise (newmap, op->x, op->y))
1350 y = op->y; 1400 {
1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1402 return 0;
1403 }
1404
1405 if (object *more = op->more)
1406 if (!insert_ob_in_map (more, m, originator, flag))
1407 return 0;
1408
1409 op->flag [FLAG_REMOVED] = false;
1410 op->env = 0;
1411 op->map = newmap;
1412
1413 mapspace &ms = op->ms ();
1351 1414
1352 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1353 */ 1416 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1419 if (object::can_merge (op, tmp))
1357 { 1420 {
1421 // TODO: we actually want to update tmp, not op,
1422 // but some caller surely breaks when we return tmp
1423 // from here :/
1358 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1425 tmp->destroy ();
1360 free_object (tmp);
1361 } 1426 }
1362 1427
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1365 1430
1366 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1367 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1368 1433
1369 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1370 { 1435 {
1371 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1372 { 1437 {
1373 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374 abort (); 1439 abort ();
1375 } 1440 }
1376 1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1377 op->above = originator; 1449 op->above = originator;
1378 op->below = originator->below; 1450 op->below = originator->below;
1379
1380 if (op->below)
1381 op->below->above = op;
1382 else
1383 SET_MAP_OB (op->map, op->x, op->y, op);
1384
1385 /* since *below* originator, no need to update top */
1386 originator->below = op; 1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1387 } 1454 }
1388 else 1455 else
1389 { 1456 {
1457 object *floor = 0;
1458 object *top = ms.top;
1459
1390 /* If there are other objects, then */ 1460 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1461 if (top)
1392 { 1462 {
1393 object *last = NULL;
1394
1395 /* 1463 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1464 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1465 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1466 * Generally, we want to put the new object on top. But if
1399 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1402 * once we get to them. This reduces the need to traverse over all of 1470 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1471 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1406 */ 1474 */
1407 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1408 while (top != NULL)
1409 { 1476 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1411 floor = top; 1478 floor = tmp;
1412 1479
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1414 { 1481 {
1415 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1416 top = top->below; 1483 top = tmp->below;
1417 break; 1484 break;
1418 } 1485 }
1419 1486
1420 last = top;
1421 top = top->above; 1487 top = tmp;
1422 } 1488 }
1423
1424 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last;
1426 1489
1427 /* We let update_position deal with figuring out what the space 1490 /* We let update_position deal with figuring out what the space
1428 * looks like instead of lots of conditions here. 1491 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result. 1492 * makes things faster, and effectively the same result.
1430 */ 1493 */
1431 1494
1432 /* Have object 'fall below' other objects that block view. 1495 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66 1496 * Unless those objects are exits.
1434 * If INS_ON_TOP is used, don't do this processing 1497 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1498 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1499 * stacking is a bit odd.
1437 */ 1500 */
1438 if (!(flag & INS_ON_TOP) && 1501 if (!(flag & INS_ON_TOP)
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1502 && ms.flags () & P_BLOCKSVIEW
1503 && (op->face && !faces [op->face].visibility))
1440 { 1504 {
1505 object *last;
1506
1441 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1443 break; 1509 break;
1510
1444 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1447 * set top to the object below us. 1514 * set top to the object below us.
1448 */ 1515 */
1449 if (last && last->below && last != floor) 1516 if (last && last->below && last != floor)
1450 top = last->below; 1517 top = last->below;
1451 } 1518 }
1452 } /* If objects on this space */ 1519 } /* If objects on this space */
1453 1520
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY) 1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor; 1522 top = floor;
1459 1523
1460 /* Top is the object that our object (op) is going to get inserted above. 1524 // insert object above top, or bottom-most if top = 0
1461 */
1462
1463 /* First object on this space */
1464 if (!top) 1525 if (!top)
1465 { 1526 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = NULL; 1527 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1528 op->above = ms.bot;
1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1532 }
1474 else 1533 else
1475 { /* get inserted into the stack above top */ 1534 {
1476 op->above = top->above; 1535 op->above = top->above;
1477
1478 if (op->above)
1479 op->above->below = op; 1536 top->above = op;
1480 1537
1481 op->below = top; 1538 op->below = top;
1482 top->above = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1483 } 1540 }
1541 }
1484 1542
1485 if (op->above == NULL) 1543 if (op->is_player ())
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1544 {
1487 } /* else not INS_BELOW_ORIGINATOR */
1488
1489 if (op->type == PLAYER)
1490 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1546 ++op->map->players;
1547 op->map->touch ();
1548 }
1491 1549
1492 /* If we have a floor, we know the player, if any, will be above 1550 op->map->dirty = true;
1493 * it, so save a few ticks and start from there. 1551
1494 */ 1552 if (object *pl = ms.player ())
1495 if (!(flag & INS_MAP_LOAD)) 1553 //TODO: the floorbox prev/next might need updating
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1554 //esrv_send_item (pl, op);
1497 if (tmp->type == PLAYER) 1555 //TODO: update floorbox to preserve ordering
1498 tmp->contr->socket.update_look = 1; 1556 if (pl->contr->ns)
1557 pl->contr->ns->floorbox_update ();
1499 1558
1500 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1566 * of effect may be sufficient.
1508 */ 1567 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1510 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1511 1573
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1514 1576
1577 INVOKE_OBJECT (INSERT, op);
1578
1515 /* Don't know if moving this to the end will break anything. However, 1579 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1580 * we want to have floorbox_update called before calling this.
1517 * 1581 *
1518 * check_move_on() must be after this because code called from 1582 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1583 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1585 * update_object().
1522 */ 1586 */
1523 1587
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1526 { 1590 {
1527 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1528 return NULL; 1592 return 0;
1529 1593
1530 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1531 * walk on's. 1595 * walk on's.
1532 */ 1596 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1535 return NULL; 1599 return 0;
1536 } 1600 }
1537 1601
1538 return op; 1602 return op;
1539} 1603}
1540 1604
1541/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1544 */ 1608 */
1545void 1609void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1547{ 1611{
1548 object *
1549 tmp;
1550 object *
1551 tmp1;
1552
1553 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1554 1613
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1558 { 1616 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1617
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1565 1619
1566 tmp1->x = op->x; 1620 tmp->x = op->x;
1567 tmp1->y = op->y; 1621 tmp->y = op->y;
1622
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1569} 1624}
1570
1571/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array.
1577 */
1578 1625
1579object * 1626object *
1580get_split_ob (object *orig_ob, uint32 nr) 1627object::insert_at (object *where, object *originator, int flags)
1581{ 1628{
1582 object * 1629 if (where->env)
1583 newob; 1630 return where->env->insert (this);
1584 int 1631 else
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1586
1587 if (orig_ob->nrof < nr)
1588 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL;
1591 }
1592
1593 newob = object_create_clone (orig_ob);
1594
1595 if ((orig_ob->nrof -= nr) < 1)
1596 {
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed)
1602 {
1603 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1607 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1609 return NULL;
1610 }
1611 }
1612
1613 newob->nrof = nr;
1614
1615 return newob;
1616} 1633}
1617 1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1655}
1656
1618/* 1657/*
1619 * decrease_ob_nr(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1620 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1621 * is subsequently removed and freed. 1660 * is subsequently removed and freed.
1622 * 1661 *
1623 * Return value: 'op' if something is left, NULL if the amount reached 0 1662 * Return value: 'op' if something is left, NULL if the amount reached 0
1624 */ 1663 */
1664bool
1665object::decrease (sint32 nr)
1666{
1667 if (!nr)
1668 return true;
1625 1669
1670 nr = min (nr, nrof);
1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1676 nrof -= nr;
1677
1678 if (object *pl = visible_to ())
1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1683 return true;
1684 }
1685 else
1686 {
1687 destroy ();
1688 return false;
1689 }
1690}
1691
1692/*
1693 * split(ob,nr) splits up ob into two parts. The part which
1694 * is returned contains nr objects, and the remaining parts contains
1695 * the rest (or is removed and returned if that number is 0).
1696 * On failure, NULL is returned.
1697 */
1626object * 1698object *
1627decrease_ob_nr (object *op, uint32 i) 1699object::split (sint32 nr)
1628{ 1700{
1629 object *tmp; 1701 int have = number_of ();
1630 player *pl;
1631 1702
1632 if (i == 0) /* objects with op->nrof require this check */ 1703 if (have < nr)
1633 return op; 1704 return 0;
1634 1705 else if (have == nr)
1635 if (i > op->nrof)
1636 i = op->nrof;
1637
1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 { 1706 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op); 1707 remove ();
1675 op->nrof = 0; 1708 return this;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1681 } 1709 }
1682 else 1710 else
1683 { 1711 {
1684 object *above = op->above; 1712 decrease (nr);
1685 1713
1686 if (i < op->nrof) 1714 object *op = deep_clone ();
1687 op->nrof -= i; 1715 op->nrof = nr;
1688 else
1689 {
1690 remove_ob (op);
1691 op->nrof = 0;
1692 }
1693
1694 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1696 if (tmp->type == PLAYER)
1697 {
1698 if (op->nrof)
1699 esrv_send_item (tmp, op);
1700 else
1701 esrv_del_item (tmp->contr, op->count);
1702 }
1703 }
1704
1705 if (op->nrof)
1706 return op; 1716 return op;
1707 else
1708 { 1717 }
1709 free_object (op);
1710 return NULL;
1711 }
1712} 1718}
1713
1714/*
1715 * add_weight(object, weight) adds the specified weight to an object,
1716 * and also updates how much the environment(s) is/are carrying.
1717 */
1718
1719void
1720add_weight (object *op, signed long weight)
1721{
1722 while (op != NULL)
1723 {
1724 if (op->type == CONTAINER)
1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1726
1727 op->carrying += weight;
1728 op = op->env;
1729 }
1730}
1731
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745 1719
1746object * 1720object *
1747insert_ob_in_ob (object *op, object *where) 1721insert_ob_in_ob (object *op, object *where)
1748{ 1722{
1749 object * 1723 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1724 {
1763 char *dump = dump_object (op); 1725 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1726 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1727 free (dump);
1766 return op; 1728 return op;
1767 } 1729 }
1768 1730
1769 if (where->head) 1731 if (where->head_ () != where)
1770 { 1732 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1733 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1734 where = where->head;
1773 } 1735 }
1774 1736
1737 return where->insert (op);
1738}
1739
1740/*
1741 * env->insert (op)
1742 * This function inserts the object op in the linked list
1743 * inside the object environment.
1744 *
1745 * The function returns now pointer to inserted item, and return value can
1746 * be != op, if items are merged. -Tero
1747 */
1748object *
1749object::insert (object *op)
1750{
1775 if (op->more) 1751 if (op->more)
1776 { 1752 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1753 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1754 return op;
1779 } 1755 }
1780 1756
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1757 op->remove ();
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1758
1759 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1760
1783 if (op->nrof) 1761 if (op->nrof)
1784 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1763 if (object::can_merge (tmp, op))
1787 { 1764 {
1788 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1790 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1772
1792 * tmp->nrof, we need to increase the weight. 1773 if (object *pl = tmp->visible_to ())
1793 */ 1774 esrv_update_item (UPD_NROF, pl, tmp);
1775
1794 add_weight (where, op->weight * op->nrof); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1777
1796 free_object (op); /* free the inserted object */ 1778 op->destroy ();
1797 op = tmp; 1779 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1780 goto inserted;
1799 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break;
1801 } 1781 }
1802 1782
1803 /* I assume combined objects have no inventory 1783 op->owner = 0; // it's his/hers now. period.
1804 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do
1807 * the linking below
1808 */
1809 add_weight (where, op->weight * op->nrof);
1810 }
1811 else
1812 add_weight (where, (op->weight + op->carrying));
1813
1814 otmp = is_player_inv (where);
1815 if (otmp && otmp->contr != NULL)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp);
1819 }
1820
1821 op->map = NULL; 1784 op->map = 0;
1822 op->env = where; 1785 op->x = 0;
1786 op->y = 0;
1787
1823 op->above = NULL; 1788 op->above = 0;
1824 op->below = NULL; 1789 op->below = inv;
1825 op->x = 0, op->y = 0; 1790 op->env = this;
1826 1791
1792 if (inv)
1793 inv->above = op;
1794
1795 inv = op;
1796
1797 op->flag [FLAG_REMOVED] = 0;
1798
1799 if (object *pl = op->visible_to ())
1800 esrv_send_item (pl, op);
1801
1802 adjust_weight (this, 0, op->total_weight ());
1803
1804inserted:
1827 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1806 if (op->glow_radius && is_on_map ())
1829 {
1830#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1834 update_all_los (where->map, where->x, where->y);
1835 } 1807 {
1836 1808 update_stats ();
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1809 update_all_los (map, x, y);
1838 * It sure simplifies this function...
1839 */
1840 if (where->inv == NULL)
1841 where->inv = op;
1842 else
1843 { 1810 }
1844 op->below = where->inv; 1811 else if (is_player ())
1845 op->below->above = op; 1812 // if this is a player's inventory, update stats
1846 where->inv = op; 1813 contr->queue_stats_update ();
1847 } 1814
1815 INVOKE_OBJECT (INSERT, this);
1816
1848 return op; 1817 return op;
1849} 1818}
1850 1819
1851/* 1820/*
1852 * Checks if any objects has a move_type that matches objects 1821 * Checks if any objects has a move_type that matches objects
1866 * 1835 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1838 * on top.
1870 */ 1839 */
1871
1872int 1840int
1873check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1874{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1875 object *tmp; 1846 object *tmp;
1876 maptile *m = op->map; 1847 maptile *m = op->map;
1877 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1878 1849
1879 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1880 1851
1881 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1882 return 0;
1883 1853
1884 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1885 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1886 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1887 1857
1888 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1889 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1890 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1891 * as walking. 1861 * as walking.
1902 return 0; 1872 return 0;
1903 1873
1904 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1906 */ 1876 */
1907 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1909 {
1910 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them.
1913 */
1914 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1915 break;
1916 } 1878 {
1879 next = tmp->below;
1917 1880
1918 for (; tmp; tmp = tmp->below)
1919 {
1920 if (tmp == op) 1881 if (tmp == op)
1921 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1922 1883
1923 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1924 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1925 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1926 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1927 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1928 */ 1889 */
1929 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1930 { 1891 {
1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 { 1894 {
1934
1935 float
1936 diff = tmp->move_slow_penalty * FABS (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1937 1896
1938 if (op->type == PLAYER) 1897 if (op->is_player ())
1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1941 diff /= 4.0; 1900 diff /= 4.0;
1942 1901
1943 op->speed_left -= diff; 1902 op->speed_left -= diff;
1944 } 1903 }
1945 } 1904 }
1946 1905
1947 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1948 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1949 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1950 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1951 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1952 1916
1953 if (op->destroyed ()) 1917 if (op->destroyed ())
1954 return 1; 1918 return 1;
1955 1919
1968/* 1932/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1933 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1934 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1935 * The first matching object is returned, or NULL if none.
1972 */ 1936 */
1973
1974object * 1937object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1938present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1939{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1940 if (!m || out_of_map (m, x, y))
1981 { 1941 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1943 return NULL;
1984 } 1944 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1945
1986 if (tmp->arch == at) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1947 if (tmp->arch->archname == at->archname)
1987 return tmp; 1948 return tmp;
1949
1988 return NULL; 1950 return NULL;
1989} 1951}
1990 1952
1991/* 1953/*
1992 * present(type, map, x, y) searches for any objects with 1954 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1955 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1956 * The first matching object is returned, or NULL if none.
1995 */ 1957 */
1996
1997object * 1958object *
1998present (unsigned char type, maptile *m, int x, int y) 1959present (unsigned char type, maptile *m, int x, int y)
1999{ 1960{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1961 if (out_of_map (m, x, y))
2004 { 1962 {
2005 LOG (llevError, "Present called outside map.\n"); 1963 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1964 return NULL;
2007 } 1965 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1966
1967 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1968 if (tmp->type == type)
2010 return tmp; 1969 return tmp;
1970
2011 return NULL; 1971 return NULL;
2012} 1972}
2013 1973
2014/* 1974/*
2015 * present_in_ob(type, object) searches for any objects with 1975 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1976 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1977 * The first matching object is returned, or NULL if none.
2018 */ 1978 */
2019
2020object * 1979object *
2021present_in_ob (unsigned char type, const object *op) 1980present_in_ob (unsigned char type, const object *op)
2022{ 1981{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1983 if (tmp->type == type)
2028 return tmp; 1984 return tmp;
1985
2029 return NULL; 1986 return NULL;
2030} 1987}
2031 1988
2032/* 1989/*
2033 * present_in_ob (type, str, object) searches for any objects with 1990 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1998 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1999 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 2000 * spell code can use one object type (force), but change it's name
2044 * to be unique. 2001 * to be unique.
2045 */ 2002 */
2046
2047object * 2003object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 2004present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 2005{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 2008 return tmp;
2057 } 2009
2058 return NULL; 2010 return 0;
2059} 2011}
2060 2012
2061/* 2013/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
2065 */ 2017 */
2066
2067object * 2018object *
2068present_arch_in_ob (const archetype *at, const object *op) 2019present_arch_in_ob (const archetype *at, const object *op)
2069{ 2020{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 if (tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
2075 return tmp; 2023 return tmp;
2024
2076 return NULL; 2025 return NULL;
2077} 2026}
2078 2027
2079/* 2028/*
2080 * activate recursively a flag on an object inventory 2029 * activate recursively a flag on an object inventory
2081 */ 2030 */
2082void 2031void
2083flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
2084{ 2033{
2085 object *
2086 tmp;
2087
2088 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 { 2035 {
2091 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
2092 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
2093 } 2038 }
2094} /* 2039}
2040
2041/*
2095 * desactivate recursively a flag on an object inventory 2042 * deactivate recursively a flag on an object inventory
2096 */ 2043 */
2097void 2044void
2098unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
2099{ 2046{
2100 object *
2101 tmp;
2102
2103 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2105 { 2048 {
2106 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
2107 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
2108 } 2051 }
2109}
2110
2111/*
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function.
2116 */
2117
2118void
2119set_cheat (object *op)
2120{
2121 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ);
2123} 2052}
2124 2053
2125/* 2054/*
2126 * find_free_spot(object, map, x, y, start, stop) will search for 2055 * find_free_spot(object, map, x, y, start, stop) will search for
2127 * a spot at the given map and coordinates which will be able to contain 2056 * a spot at the given map and coordinates which will be able to contain
2129 * to search (see the freearr_x/y[] definition). 2058 * to search (see the freearr_x/y[] definition).
2130 * It returns a random choice among the alternatives found. 2059 * It returns a random choice among the alternatives found.
2131 * start and stop are where to start relative to the free_arr array (1,9 2060 * start and stop are where to start relative to the free_arr array (1,9
2132 * does all 4 immediate directions). This returns the index into the 2061 * does all 4 immediate directions). This returns the index into the
2133 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2062 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2134 * Note - this only checks to see if there is space for the head of the
2135 * object - if it is a multispace object, this should be called for all
2136 * pieces.
2137 * Note2: This function does correctly handle tiled maps, but does not 2063 * Note: This function does correctly handle tiled maps, but does not
2138 * inform the caller. However, insert_ob_in_map will update as 2064 * inform the caller. However, insert_ob_in_map will update as
2139 * necessary, so the caller shouldn't need to do any special work. 2065 * necessary, so the caller shouldn't need to do any special work.
2140 * Note - updated to take an object instead of archetype - this is necessary 2066 * Note - updated to take an object instead of archetype - this is necessary
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 2067 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 2068 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 2069 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 2070 * customized, changed states, etc.
2145 */ 2071 */
2146
2147int 2072int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2073find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 2074{
2150 int
2151 i,
2152 index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 2075 int altern[SIZEOFFREE];
2076 int index = 0, flag;
2155 2077
2156 for (i = start; i < stop; i++) 2078 for (int i = start; i < stop; i++)
2157 { 2079 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2080 mapxy pos (m, x, y); pos.move (i);
2159 if (!flag) 2081
2082 if (!pos.normalise ())
2083 continue;
2084
2085 mapspace &ms = *pos;
2086
2087 if (ms.flags () & P_IS_ALIVE)
2088 continue;
2089
2090 /* However, often
2091 * ob doesn't have any move type (when used to place exits)
2092 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2093 */
2094 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2095 {
2160 altern[index++] = i; 2096 altern [index++] = i;
2097 continue;
2098 }
2161 2099
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2100 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2101 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2102 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2103 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2104 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2105 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2106 * won't look 2 spaces south of the target space.
2169 */ 2107 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2108 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2109 {
2171 stop = maxfree[i]; 2110 stop = maxfree[i];
2111 continue;
2112 }
2113
2114 /* Note it is intentional that we check ob - the movement type of the
2115 * head of the object should correspond for the entire object.
2116 */
2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2118 continue;
2119
2120 if (ob->blocked (pos.m, pos.x, pos.y))
2121 continue;
2122
2123 altern [index++] = i;
2172 } 2124 }
2125
2173 if (!index) 2126 if (!index)
2174 return -1; 2127 return -1;
2128
2175 return altern[RANDOM () % index]; 2129 return altern [rndm (index)];
2176} 2130}
2177 2131
2178/* 2132/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2135 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2136 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2137 */
2184
2185int 2138int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2139find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2140{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2141 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2142 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2143 return i;
2195 } 2144
2196 return -1; 2145 return -1;
2197} 2146}
2198 2147
2199/* 2148/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2149 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2150 * arr[begin..end-1].
2151 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2152 */
2203static void 2153static void
2204permute (int *arr, int begin, int end) 2154permute (int *arr, int begin, int end)
2205{ 2155{
2206 int 2156 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2157 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2158
2217 tmp = arr[i]; 2159 while (--end)
2218 arr[i] = arr[j]; 2160 swap (arr [end], arr [rndm (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2161}
2222 2162
2223/* new function to make monster searching more efficient, and effective! 2163/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2164 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2165 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2168 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2169 */
2230void 2170void
2231get_search_arr (int *search_arr) 2171get_search_arr (int *search_arr)
2232{ 2172{
2233 int 2173 int i;
2234 i;
2235 2174
2236 for (i = 0; i < SIZEOFFREE; i++) 2175 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2176 search_arr[i] = i;
2239 }
2240 2177
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2178 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2179 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2180 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2181}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2190 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2191 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2192 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2193 * there is capable of.
2257 */ 2194 */
2258
2259int 2195int
2260find_dir (maptile *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2197{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2265
2266 sint16 nx, ny;
2267 object *
2268 tmp;
2269 maptile *
2270 mp;
2271
2272 MoveType blocked, move_type; 2199 MoveType move_type;
2273 2200
2274 if (exclude && exclude->head) 2201 if (exclude && exclude->head_ () != exclude)
2275 { 2202 {
2276 exclude = exclude->head; 2203 exclude = exclude->head;
2277 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2278 } 2205 }
2279 else 2206 else
2280 { 2207 {
2281 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2282 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2283 } 2210 }
2284 2211
2285 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2286 { 2213 {
2287 mp = m; 2214 mapxy pos (m, x, y);
2288 nx = x + freearr_x[i]; 2215 pos.move (i);
2289 ny = y + freearr_y[i];
2290 2216
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2292 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2218 max = maxfree[i];
2295 }
2296 else 2219 else
2297 { 2220 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2221 mapspace &ms = *pos;
2299 2222
2300 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2224 max = maxfree [i];
2225 else if (ms.flags () & P_IS_ALIVE)
2301 { 2226 {
2302 max = maxfree[i]; 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2303 } 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2304 else if (mflags & P_IS_ALIVE) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2305 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2307 {
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break;
2311 }
2312 }
2313 if (tmp)
2314 {
2315 return freedir[i]; 2230 return freedir [i];
2316 }
2317 } 2231 }
2318 } 2232 }
2319 } 2233 }
2234
2320 return 0; 2235 return 0;
2321} 2236}
2322 2237
2323/* 2238/*
2324 * distance(object 1, object 2) will return the square of the 2239 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2240 * distance between the two given objects.
2326 */ 2241 */
2327
2328int 2242int
2329distance (const object *ob1, const object *ob2) 2243distance (const object *ob1, const object *ob2)
2330{ 2244{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2246}
2337 2247
2338/* 2248/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2340 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2341 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2342 */ 2252 */
2343
2344int 2253int
2345find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2346{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2347 int 2299 int q;
2348 q;
2349 2300
2350 if (y) 2301 if (y)
2351 q = x * 100 / y; 2302 q = 128 * x / y;
2352 else if (x) 2303 else if (x)
2353 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2354 else 2305 else
2355 return 0; 2306 return 0;
2356 2307
2357 if (y > 0) 2308 if (y > 0)
2358 { 2309 {
2359 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2360 return 3; 2315 return 3;
2361 if (q < -41) 2316 }
2362 return 2; 2317 else
2363 if (q < 41) 2318 {
2364 return 1; 2319 if (q < -309) return 3;
2365 if (q < 242) 2320 if (q < -52) return 2;
2366 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2367 return 7; 2324 return 7;
2368 } 2325 }
2369 2326#endif
2370 if (q < -242)
2371 return 7;
2372 if (q < -41)
2373 return 6;
2374 if (q < 41)
2375 return 5;
2376 if (q < 242)
2377 return 4;
2378
2379 return 3;
2380}
2381
2382/*
2383 * absdir(int): Returns a number between 1 and 8, which represent
2384 * the "absolute" direction of a number (it actually takes care of
2385 * "overflow" in previous calculations of a direction).
2386 */
2387
2388int
2389absdir (int d)
2390{
2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2395 return d;
2396} 2327}
2397 2328
2398/* 2329/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2401 */ 2332 */
2402
2403int 2333int
2404dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2405{ 2335{
2406 int
2407 d;
2408
2409 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2410 if (d > 4) 2337
2411 d = 8 - d; 2338 return d > 4 ? 8 - d : d;
2412 return d;
2413} 2339}
2414 2340
2415/* peterm: 2341/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2417 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2419 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2348 * functions.
2423 */ 2349 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2403 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2404 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2405 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2406 * Modified to be map tile aware -.MSW
2483 */ 2407 */
2484
2485
2486int 2408int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2409can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2410{
2489 sint16 dx, dy; 2411 sint16 dx, dy;
2490 int
2491 mflags; 2412 int mflags;
2492 2413
2493 if (dir < 0) 2414 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2415 return 0; /* exit condition: invalid direction */
2495 2416
2496 dx = x + freearr_x[dir]; 2417 dx = x + freearr_x[dir];
2509 return 0; 2430 return 0;
2510 2431
2511 /* yes, can see. */ 2432 /* yes, can see. */
2512 if (dir < 9) 2433 if (dir < 9)
2513 return 1; 2434 return 1;
2435
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2436 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2437 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2438 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2439}
2517
2518
2519 2440
2520/* 2441/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2442 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2443 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2444 * picked up, otherwise 0.
2525 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2446 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526 * core dumps if they do. 2447 * core dumps if they do.
2527 * 2448 *
2528 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2529 */ 2450 */
2530
2531int 2451int
2532can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2533{ 2453{
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2537} 2457}
2538
2539 2458
2540/* 2459/*
2541 * create clone from object to another 2460 * create clone from object to another
2542 */ 2461 */
2543object * 2462object *
2544object_create_clone (object *asrc) 2463object::deep_clone ()
2545{ 2464{
2546 object * 2465 assert (("deep_clone called on non-head object", is_head ()));
2547 dst = NULL, *tmp, *src, *part, *prev, *item;
2548 2466
2549 if (!asrc) 2467 object *dst = clone ();
2550 return NULL;
2551 src = asrc;
2552 if (src->head)
2553 src = src->head;
2554 2468
2555 prev = NULL; 2469 object *prev = dst;
2556 for (part = src; part; part = part->more) 2470 for (object *part = this->more; part; part = part->more)
2557 { 2471 {
2558 tmp = get_object (); 2472 object *tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x;
2561 tmp->y -= src->y;
2562 if (!part->head)
2563 {
2564 dst = tmp;
2565 tmp->head = NULL;
2566 }
2567 else
2568 {
2569 tmp->head = dst; 2473 tmp->head = dst;
2570 }
2571 tmp->more = NULL;
2572 if (prev)
2573 prev->more = tmp; 2474 prev->more = tmp;
2574 prev = tmp; 2475 prev = tmp;
2575 } 2476 }
2576 2477
2577 for (item = src->inv; item; item = item->below) 2478 for (object *item = inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2479 insert_ob_in_ob (item->deep_clone (), dst);
2579 2480
2580 return dst; 2481 return dst;
2581}
2582
2583/* GROS - Creates an object using a string representing its content. */
2584/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */
2589
2590object *
2591load_object_str (const char *obstr)
2592{
2593 object *op;
2594 char filename[MAX_BUF];
2595
2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2598 FILE *tempfile = fopen (filename, "w");
2599
2600 if (tempfile == NULL)
2601 {
2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2603 return NULL;
2604 }
2605
2606 fprintf (tempfile, obstr);
2607 fclose (tempfile);
2608
2609 op = get_object ();
2610
2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2614 load_object (thawer, op, 0);
2615
2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617 CLEAR_FLAG (op, FLAG_REMOVED);
2618
2619 return op;
2620} 2482}
2621 2483
2622/* This returns the first object in who's inventory that 2484/* This returns the first object in who's inventory that
2623 * has the same type and subtype match. 2485 * has the same type and subtype match.
2624 * returns NULL if no match. 2486 * returns NULL if no match.
2625 */ 2487 */
2626object * 2488object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2489find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2490{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2491 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2492 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2493 return tmp;
2634 2494
2635 return NULL;
2636}
2637
2638/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL.
2640 *
2641 * key must be a passed in shared string - otherwise, this won't
2642 * do the desired thing.
2643 */
2644key_value *
2645get_ob_key_link (const object *ob, const char *key)
2646{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next)
2650 if (link->key == key)
2651 return link;
2652
2653 return NULL;
2654}
2655
2656/*
2657 * Returns the value of op has an extra_field for key, or NULL.
2658 *
2659 * The argument doesn't need to be a shared string.
2660 *
2661 * The returned string is shared.
2662 */
2663const char *
2664get_ob_key_value (const object *op, const char *const key)
2665{
2666 key_value *link;
2667 shstr_cmp canonical_key (key);
2668
2669 if (!canonical_key)
2670 {
2671 /* 1. There being a field named key on any object
2672 * implies there'd be a shared string to find.
2673 * 2. Since there isn't, no object has this field.
2674 * 3. Therefore, *this* object doesn't have this field.
2675 */
2676 return 0;
2677 }
2678
2679 /* This is copied from get_ob_key_link() above -
2680 * only 4 lines, and saves the function call overhead.
2681 */
2682 for (link = op->key_values; link; link = link->next)
2683 if (link->key == canonical_key)
2684 return link->value;
2685
2686 return 0; 2495 return 0;
2687} 2496}
2688 2497
2689 2498shstr_tmp
2690/* 2499object::kv_get (shstr_tmp key) const
2691 * Updates the canonical_key in op to value.
2692 *
2693 * canonical_key is a shared string (value doesn't have to be).
2694 *
2695 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2696 * keys.
2697 *
2698 * Returns TRUE on success.
2699 */
2700int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2500{
2703 key_value * 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2704 field = NULL, *last = NULL; 2502 if (kv->key == key)
2503 return kv->value;
2705 2504
2706 for (field = op->key_values; field != NULL; field = field->next) 2505 return shstr ();
2707 { 2506}
2708 if (field->key != canonical_key) 2507
2508void
2509object::kv_set (shstr_tmp key, shstr_tmp value)
2510{
2511 for (key_value *kv = key_values; kv; kv = kv->next)
2512 if (kv->key == key)
2709 { 2513 {
2710 last = field; 2514 kv->value = value;
2711 continue; 2515 return;
2712 } 2516 }
2713 2517
2714 if (value) 2518 key_value *kv = new key_value;
2715 field->value = value; 2519
2716 else 2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525}
2526
2527void
2528object::kv_del (shstr_tmp key)
2529{
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2717 { 2532 {
2718 /* Basically, if the archetype has this key set, 2533 key_value *kv = *kvp;
2719 * we need to store the null value so when we save 2534 *kvp = (*kvp)->next;
2720 * it, we save the empty value so that when we load, 2535 delete kv;
2721 * we get this value back again. 2536 return;
2722 */
2723 if (get_ob_key_link (&op->arch->clone, canonical_key))
2724 field->value = 0;
2725 else
2726 {
2727 if (last)
2728 last->next = field->next;
2729 else
2730 op->key_values = field->next;
2731
2732 delete field;
2733 }
2734 } 2537 }
2735 return TRUE;
2736 }
2737 /* IF we get here, key doesn't exist */
2738
2739 /* No field, we'll have to add it. */
2740
2741 if (!add_key)
2742 {
2743 return FALSE;
2744 }
2745 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings,
2749 * should pass in ""
2750 */
2751 if (value == NULL)
2752 return TRUE;
2753
2754 field = new key_value;
2755
2756 field->key = canonical_key;
2757 field->value = value;
2758 /* Usual prepend-addition. */
2759 field->next = op->key_values;
2760 op->key_values = field;
2761
2762 return TRUE;
2763}
2764
2765/*
2766 * Updates the key in op to value.
2767 *
2768 * If add_key is FALSE, this will only update existing keys,
2769 * and not add new ones.
2770 * In general, should be little reason FALSE is ever passed in for add_key
2771 *
2772 * Returns TRUE on success.
2773 */
2774int
2775set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2776{
2777 shstr key_ (key);
2778
2779 return set_ob_key_value_s (op, key_, value, add_key);
2780} 2538}
2781 2539
2782object::depth_iterator::depth_iterator (object *container) 2540object::depth_iterator::depth_iterator (object *container)
2783: iterator_base (container) 2541: iterator_base (container)
2784{ 2542{
2798 } 2556 }
2799 else 2557 else
2800 item = item->env; 2558 item = item->env;
2801} 2559}
2802 2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2575 }
2576
2577 if (flag [i])
2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2585
2586 return desc;
2587}
2588
2803// return a suitable string describing an objetc in enough detail to find it 2589// return a suitable string describing an object in enough detail to find it
2804const char * 2590const char *
2805object::debug_desc (char *info) const 2591object::debug_desc (char *info) const
2806{ 2592{
2593 char flagdesc[512];
2807 char info2[256 * 3]; 2594 char info2[256 * 4];
2808 char *p = info; 2595 char *p = info;
2809 2596
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2811 count, 2598 count,
2599 uuid.c_str (),
2812 &name, 2600 &name,
2813 title ? " " : "", 2601 title ? ",title:\"" : "",
2814 title ? (const char *)title : ""); 2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2604 flag_desc (flagdesc, 512), type);
2815 2605
2816 if (env) 2606 if (!flag[FLAG_REMOVED] && env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2608
2819 if (map) 2609 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2610 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2611
2822 return info; 2612 return info;
2823} 2613}
2824 2614
2825const char * 2615const char *
2826object::debug_desc () const 2616object::debug_desc () const
2827{ 2617{
2828 static char info[256 * 3]; 2618 static char info[3][256 * 4];
2619 static int info_idx;
2620
2829 return debug_desc (info); 2621 return debug_desc (info [++info_idx % 3]);
2830} 2622}
2831 2623
2624struct region *
2625object::region () const
2626{
2627 return map ? map->region (x, y)
2628 : region::default_region ();
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 object *old_container = container;
2638
2639 if (old_container)
2640 {
2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2642 return;
2643
2644#if 0
2645 // remove the "Close old_container" object.
2646 if (object *closer = old_container->inv)
2647 if (closer->type == CLOSE_CON)
2648 closer->destroy ();
2649#endif
2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2654 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0;
2656
2657 // client needs item update to make it work, client bug requires this to be separate
2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2684
2685 new_container->flag [FLAG_APPLIED] = true;
2686 container = new_container;
2687
2688 // client needs flag change
2689 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693// else if (!old_container->env && contr && contr->ns)
2694// contr->ns->floorbox_reset ();
2695}
2696
2697object *
2698object::force_find (shstr_tmp name)
2699{
2700 /* cycle through his inventory to look for the MARK we want to
2701 * place
2702 */
2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE && tmp->slaying == name)
2705 return splay (tmp);
2706
2707 return 0;
2708}
2709
2710//-GPL
2711
2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2722object::force_add (shstr_tmp name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->force_set_timer (duration);
2731 force->flag [FLAG_APPLIED] = true;
2732
2733 return insert (force);
2734}
2735
2736void
2737object::play_sound (faceidx sound) const
2738{
2739 if (!sound)
2740 return;
2741
2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2767 return;
2768
2769 // find old force, or create new one
2770 object *force = force_find (shstr_noise_force);
2771
2772 if (force)
2773 force->speed_left = -1.f; // patch old speed up
2774 else
2775 {
2776 force = archetype::get (shstr_noise_force);
2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820
2821// put marked object first in the inventory
2822// this is used by identify-like spells so players can influence
2823// the order a bit.
2824void
2825object::splay_marked ()
2826{
2827 if (object *marked = mark ())
2828 splay (marked);
2829}
2830

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