--- deliantra/server/common/object.C 2006/08/25 17:11:52 1.2 +++ deliantra/server/common/object.C 2008/05/04 08:25:32 1.230 @@ -1,115 +1,169 @@ /* - * static char *rcsid_object_c = - * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2001 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - -/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. - sub/add_weight will transcend the environment updating the carrying - variable. */ #include -#ifndef WIN32 /* ---win32 exclude headers */ #include #include #include -#endif /* win32 */ #include -#include -#include +#include #include -#ifdef MEMORY_DEBUG -int nroffreeobjects = 0; -int nrofallocobjects = 0; -#undef OBJ_EXPAND -#define OBJ_EXPAND 1 -#else -object objarray[STARTMAX]; /* All objects, allocated this way at first */ -int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */ -int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */ -#endif -object *objects; /* Pointer to the list of used objects */ -object *free_objects; /* Pointer to the list of unused objects */ -object *active_objects; /* List of active objects that need to be processed */ - -void (*object_free_callback)(object *ob); - -short 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, - 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; -short 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, - -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; -int 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, - 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; -int freedir[SIZEOFFREE]= { - 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, - 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; +#include + +UUID UUID::cur; +static uint64_t seq_next_save; +static const uint64 UUID_GAP = 1<<19; + +objectvec objects; +activevec actives; + +short 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, + 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 +}; +short 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, + -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 +}; +int 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, + 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 +}; +int freedir[SIZEOFFREE] = { + 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, + 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 +}; + +static void +write_uuid (uval64 skip, bool sync) +{ + CALL_BEGIN (2); + CALL_ARG_SV (newSVval64 (skip)); + CALL_ARG_SV (boolSV (sync)); + CALL_CALL ("cf::write_uuid", G_DISCARD); + CALL_END; +} + +static void +read_uuid (void) +{ + char filename[MAX_BUF]; + + sprintf (filename, "%s/uuid", settings.localdir); + + seq_next_save = 0; + + FILE *fp; + + if (!(fp = fopen (filename, "r"))) + { + if (errno == ENOENT) + { + LOG (llevInfo, "RESET uid to 1\n"); + UUID::cur.seq = 0; + write_uuid (UUID_GAP, true); + return; + } + + LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); + _exit (1); + } + + UUID::BUF buf; + buf[0] = 0; + fgets (buf, sizeof (buf), fp); + + if (!UUID::cur.parse (buf)) + { + LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf); + _exit (1); + } + + LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); + write_uuid (UUID_GAP, true); + fclose (fp); +} + +UUID +UUID::gen () +{ + UUID uid; + + uid.seq = ++cur.seq; + + if (expect_false (cur.seq >= seq_next_save)) + { + seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); + write_uuid (UUID_GAP, false); + } + + + return uid; +} + +void +UUID::init () +{ + read_uuid (); +} /* Returns TRUE if every key_values in wants has a partner with the same value in has. */ -static int compare_ob_value_lists_one(const object * wants, const object * has) { - key_value * wants_field; - - /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both - * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... - */ - - /* For each field in wants, */ - for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { - key_value * has_field; - - /* Look for a field in has with the same key. */ - has_field = get_ob_key_link(has, wants_field->key); - - if (has_field == NULL) { - /* No field with that name. */ - return FALSE; - } - - /* Found the matching field. */ - if (has_field->value != wants_field->value) { - /* Values don't match, so this half of the comparison is false. */ - return FALSE; - } - - /* If we get here, we found a match. Now for the next field in wants. */ - } - - /* If we get here, every field in wants has a matching field in has. */ - return TRUE; +static bool +compare_ob_value_lists_one (const object *wants, const object *has) +{ + /* n-squared behaviour (see kv_get), but I'm hoping both + * objects with lists are rare, and lists stay short. If not, use a + * different structure or at least keep the lists sorted... + */ + + /* For each field in wants, */ + for (key_value *kv = wants->key_values; kv; kv = kv->next) + if (has->kv_get (kv->key) != kv->value) + return false; + + /* If we get here, every field in wants has a matching field in has. */ + return true; } /* Returns TRUE if ob1 has the same key_values as ob2. */ -static int compare_ob_value_lists(const object * ob1, const object * ob2) { - /* However, there may be fields in has which aren't partnered in wants, - * so we need to run the comparison *twice*. :( - */ - return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); +static bool +compare_ob_value_lists (const object *ob1, const object *ob2) +{ + /* However, there may be fields in has which aren't partnered in wants, + * so we need to run the comparison *twice*. :( + */ + return compare_ob_value_lists_one (ob1, ob2) + && compare_ob_value_lists_one (ob2, ob1); } /* Function examines the 2 objects given to it, and returns true if @@ -119,267 +173,262 @@ * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * - * Check nrof variable *before* calling CAN_MERGE() + * Check nrof variable *before* calling can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight */ +bool object::can_merge_slow (object *ob1, object *ob2) +{ + /* A couple quicksanity checks */ + if (ob1 == ob2 + || ob1->type != ob2->type + || ob1->speed != ob2->speed + || ob1->value != ob2->value + || ob1->name != ob2->name) + return 0; -int CAN_MERGE(object *ob1, object *ob2) { + /* Do not merge objects if nrof would overflow. First part checks + * for unsigned overflow (2c), second part checks whether the result + * would fit into a 32 bit signed int, which is often used to hold + * nrof values. + */ + if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31)) + return 0; - /* A couple quicksanity checks */ - if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; + /* If the objects have been identified, set the BEEN_APPLIED flag. + * This is to the comparison of the flags below will be OK. We + * just can't ignore the been applied or identified flags, as they + * are not equal - just if it has been identified, the been_applied + * flags lose any meaning. + */ + if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) + SET_FLAG (ob1, FLAG_BEEN_APPLIED); - if (ob1->speed != ob2->speed) return 0; - /* Note sure why the following is the case - either the object has to - * be animated or have a very low speed. Is this an attempted monster - * check? - */ - if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) - return 0; + if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) + SET_FLAG (ob2, FLAG_BEEN_APPLIED); - /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that - * value could not be stored in a sint32 (which unfortunately sometimes is - * used to store nrof). - */ - if (ob1->nrof+ob2->nrof >= 1UL<<31) - return 0; + if (ob1->arch->name != ob2->arch->name + || ob1->name != ob2->name + || ob1->title != ob2->title + || ob1->msg != ob2->msg + || ob1->weight != ob2->weight + || ob1->attacktype != ob2->attacktype + || ob1->magic != ob2->magic + || ob1->slaying != ob2->slaying + || ob1->skill != ob2->skill + || ob1->value != ob2->value + || ob1->animation_id != ob2->animation_id + || ob1->client_type != ob2->client_type + || ob1->materialname != ob2->materialname + || ob1->lore != ob2->lore + || ob1->subtype != ob2->subtype + || ob1->move_type != ob2->move_type + || ob1->move_block != ob2->move_block + || ob1->move_allow != ob2->move_allow + || ob1->move_on != ob2->move_on + || ob1->move_off != ob2->move_off + || ob1->move_slow != ob2->move_slow + || ob1->move_slow_penalty != ob2->move_slow_penalty + || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) + || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) + return 0; - /* This is really a spellbook check - really, we should - * check all objects in the inventory. - */ - if (ob1->inv || ob2->inv) { - /* if one object has inventory but the other doesn't, not equiv */ - if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; - - /* Now check to see if the two inventory objects could merge */ - if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0; - - /* inventory ok - still need to check rest of this object to see - * if it is valid. - */ - } - - /* If the objects have been identified, set the BEEN_APPLIED flag. - * This is to the comparison of the flags below will be OK. We - * just can't ignore the been applied or identified flags, as they - * are not equal - just if it has been identified, the been_applied - * flags lose any meaning. - */ - if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) - SET_FLAG(ob1, FLAG_BEEN_APPLIED); + if ((ob1->flag ^ ob2->flag) + .reset (FLAG_INV_LOCKED) + .reset (FLAG_CLIENT_SENT) + .reset (FLAG_REMOVED) + .any ()) + return 0; - if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) - SET_FLAG(ob2, FLAG_BEEN_APPLIED); + /* This is really a spellbook check - we should in general + * not merge objects with real inventories, as splitting them + * is hard. + */ + if (ob1->inv || ob2->inv) + { + if (!(ob1->inv && ob2->inv)) + return 0; /* inventories differ in length */ + if (ob1->inv->below || ob2->inv->below) + return 0; /* more than one object in inv */ - /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something - * being locked in inventory should prevent merging. - * 0x4 in flags3 is CLIENT_SENT - */ - if ((ob1->arch != ob2->arch) || - (ob1->flags[0] != ob2->flags[0]) || - (ob1->flags[1] != ob2->flags[1]) || - ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || - ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || - (ob1->name != ob2->name) || - (ob1->title != ob2->title) || - (ob1->msg != ob2->msg) || - (ob1->weight != ob2->weight) || - (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || - (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || - (ob1->attacktype != ob2->attacktype) || - (ob1->magic != ob2->magic) || - (ob1->slaying != ob2->slaying) || - (ob1->skill != ob2->skill) || - (ob1->value != ob2->value) || - (ob1->animation_id != ob2->animation_id) || - (ob1->client_type != ob2->client_type) || - (ob1->materialname != ob2->materialname) || - (ob1->lore != ob2->lore) || - (ob1->subtype != ob2->subtype) || - (ob1->move_type != ob2->move_type) || - (ob1->move_block != ob2->move_block) || - (ob1->move_allow != ob2->move_allow) || - (ob1->move_on != ob2->move_on) || - (ob1->move_off != ob2->move_off) || - (ob1->move_slow != ob2->move_slow) || - (ob1->move_slow_penalty != ob2->move_slow_penalty) - ) - return 0; - - /* Don't merge objects that are applied. With the new 'body' code, - * it is possible for most any character to have more than one of - * some items equipped, and we don't want those to merge. - */ - if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) - return 0; + if (!object::can_merge (ob1->inv, ob2->inv)) + return 0; /* inventory objects differ */ - switch (ob1->type) { - case SCROLL: - if (ob1->level != ob2->level) return 0; - break; + /* inventory ok - still need to check rest of this object to see + * if it is valid. + */ + } + + /* Don't merge objects that are applied. With the new 'body' code, + * it is possible for most any character to have more than one of + * some items equipped, and we don't want those to merge. + */ + if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) + return 0; + + /* Note sure why the following is the case - either the object has to + * be animated or have a very low speed. Is this an attempted monster + * check? + */ + if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) + return 0; + switch (ob1->type) + { + case SCROLL: + if (ob1->level != ob2->level) + return 0; + break; } - if (ob1->key_values != NULL || ob2->key_values != NULL) { - /* At least one of these has key_values. */ - if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { - /* One has fields, but the other one doesn't. */ + + if (ob1->key_values || ob2->key_values) + { + /* At least one of these has key_values. */ + if ((!ob1->key_values) != (!ob2->key_values)) + return 0; /* One has fields, but the other one doesn't. */ + + if (!compare_ob_value_lists (ob1, ob2)) + return 0; + } + + if (ob1->self || ob2->self) + { + ob1->optimise (); + ob2->optimise (); + + if (ob1->self || ob2->self) + { + int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; + int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; + + if (k1 != k2) return 0; - } else if (!compare_ob_value_lists(ob1, ob2)) { + + if (k1 == 0) + return 1; + + if (!cfperl_can_merge (ob1, ob2)) return 0; } } - /* Everything passes, must be OK. */ - return 1; + /* Everything passes, must be OK. */ + return 1; } -/* - * sum_weight() is a recursive function which calculates the weight - * an object is carrying. It goes through in figures out how much - * containers are carrying, and sums it up. - */ -signed long sum_weight(object *op) { - signed long sum; - object *inv; - for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { - if (inv->inv) - sum_weight(inv); - sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); - } - if (op->type == CONTAINER && op->stats.Str) - sum = (sum * (100 - op->stats.Str))/100; - if(op->carrying != sum) - op->carrying = sum; - return sum; -} +// find player who can see this object +object * +object::visible_to () const +{ + if (client_visible () && !flag [FLAG_REMOVED]) + { + // see if we are in a container of sorts + if (env) + { + // the player inventory itself is always visible + if (env->type == PLAYER) + return env; + + // else a player could have our env open + object *envest = env->outer_env (); + + // the player itself is always on a map, so we will find him here + // even if our inv is in a player. + if (envest->is_on_map ()) + if (object *pl = envest->ms ().player ()) + if (pl->container == env) + return pl; + } + else + { + // maybe there is a player standing on the same mapspace + // this will catch the case where "this" is a player + if (object *pl = ms ().player ()) + if (!pl->container || this == pl->container) + return pl; + } + } -/** - * Return the outermost environment object for a given object. - */ + return 0; +} -object *object_get_env_recursive (object *op) { - while (op->env != NULL) - op = op->env; - return op; +// adjust weight per container type ("of holding") +static sint32 +weight_adjust (object *op, sint32 weight) +{ + return op->type == CONTAINER + ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) + : weight; } /* - * Eneq(@csd.uu.se): Since we can have items buried in a character we need - * a better check. We basically keeping traversing up until we can't - * or find a player. + * adjust_weight(object, weight) adds the specified weight to an object, + * and also updates how much the environment(s) is/are carrying. */ +static void +adjust_weight (object *op, sint32 weight) +{ + while (op) + { + weight = weight_adjust (op, weight); -object *is_player_inv (object *op) { - for (;op!=NULL&&op->type!=PLAYER; op=op->env) - if (op->env==op) - op->env = NULL; - return op; -} + if (!weight) + return; -/* - * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. - * Some error messages. - * The result of the dump is stored in the static global errmsg array. - */ + op->carrying += weight; -void dump_object2(object *op) { - char *cp; -/* object *tmp;*/ - - if(op->arch!=NULL) { - strcat(errmsg,"arch "); - strcat(errmsg,op->arch->name?op->arch->name:"(null)"); - strcat(errmsg,"\n"); - if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(errmsg,cp); -#if 0 - /* Don't dump player diffs - they are too long, mostly meaningless, and - * will overflow the buffer. - * Changed so that we don't dump inventory either. This may - * also overflow the buffer. - */ - if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(errmsg,cp); - for (tmp=op->inv; tmp; tmp=tmp->below) - dump_object2(tmp); -#endif - strcat(errmsg,"end\n"); - } else { - strcat(errmsg,"Object "); - if (op->name==NULL) strcat(errmsg, "(null)"); - else strcat(errmsg,op->name); - strcat(errmsg,"\n"); -#if 0 - if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(errmsg,cp); - for (tmp=op->inv; tmp; tmp=tmp->below) - dump_object2(tmp); -#endif - strcat(errmsg,"end\n"); - } + if (object *pl = op->visible_to ()) + if (pl != op) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, op); + + op = op->env; + } } /* - * Dumps an object. Returns output in the static global errmsg array. + * this is a recursive function which calculates the weight + * an object is carrying. It goes through op and figures out how much + * containers are carrying, and sums it up. */ - -void dump_object(object *op) { - if(op==NULL) { - strcpy(errmsg,"[NULL pointer]"); - return; - } - errmsg[0]='\0'; - dump_object2(op); -} - -/* GROS - Dumps an object. Return the result into a string */ -/* Note that no checking is done for the validity of the target string, so */ -/* you need to be sure that you allocated enough space for it. */ -void dump_me(object *op, char *outstr) +void +object::update_weight () { - char *cp; + sint32 sum = 0; - if(op==NULL) + for (object *op = inv; op; op = op->below) { - strcpy(outstr,"[NULL pointer]"); - return; - } - outstr[0]='\0'; + if (op->inv) + op->update_weight (); - if(op->arch!=NULL) - { - strcat(outstr,"arch "); - strcat(outstr,op->arch->name?op->arch->name:"(null)"); - strcat(outstr,"\n"); - if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) - strcat(outstr,cp); - strcat(outstr,"end\n"); + sum += op->total_weight (); } - else + + sum = weight_adjust (this, sum); + + if (sum != carrying) { - strcat(outstr,"Object "); - if (op->name==NULL) - strcat(outstr, "(null)"); - else - strcat(outstr,op->name); - strcat(outstr,"\n"); - strcat(outstr,"end\n"); + carrying = sum; + + if (object *pl = visible_to ()) + if (pl != this) // player is handled lazily + esrv_update_item (UPD_WEIGHT, pl, this); } } /* - * This is really verbose...Can be triggered by the P key while in DM mode. - * All objects are dumped to stderr (or alternate logfile, if in server-mode) + * Used by: Server DM commands: dumpbelow, dump. Some error messages. */ +char * +dump_object (object *op) +{ + if (!op) + return strdup ("[NULLOBJ]"); -void dump_all_objects(void) { - object *op; - for(op=objects;op!=NULL;op=op->next) { - dump_object(op); - fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); - } + object_freezer freezer; + op->write (freezer); + return freezer.as_string (); } /* @@ -387,28 +436,36 @@ * multi-object 1 which is closest to the second object. * If it's not a multi-object, it is returned. */ +object * +get_nearest_part (object *op, const object *pl) +{ + object *tmp, *closest; + int last_dist, i; -object *get_nearest_part(object *op, const object *pl) { - object *tmp,*closest; - int last_dist,i; - if(op->more==NULL) + if (!op->more) return op; - for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) - if((i=distance(tmp,pl))more; + tmp; + tmp = tmp->more) + if ((i = distance (tmp, pl)) < last_dist) + closest = tmp, last_dist = i; + return closest; } /* * Returns the object which has the count-variable equal to the argument. + * VERRRY slow. */ +object * +find_object (tag_t i) +{ + for_all_objects (op) + if (op->count == i) + return op; -object *find_object(tag_t i) { - object *op; - for(op=objects;op!=NULL;op=op->next) - if(op->count==i) - break; - return op; + return 0; } /* @@ -416,442 +473,199 @@ * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ - -object *find_object_name(const char *str) { - const char *name=add_string(str); +object * +find_object_name (const char *str) +{ + shstr_cmp str_ (str); object *op; - for(op=objects;op!=NULL;op=op->next) - if(op->name==name) + + for_all_objects (op) + if (op->name == str_) break; - free_string(name); - return op; -} -void free_all_object_data(void) { -#ifdef MEMORY_DEBUG - object *op, *next; - - for (op=free_objects; op!=NULL; ) { - next=op->next; - free(op); - nrofallocobjects--; - nroffreeobjects--; - op=next; - } -#endif - LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n", - nrofallocobjects, nroffreeobjects,STARTMAX); + return op; } /* - * Returns the object which this object marks as being the owner. - * A id-scheme is used to avoid pointing to objects which have been - * freed and are now reused. If this is detected, the owner is - * set to NULL, and NULL is returned. - * Changed 2004-02-12 - if the player is setting at the play again - * prompt, he is removed, and we don't want to treat him as an owner of - * anything, so check removed flag. I don't expect that this should break - * anything - once an object is removed, it is basically dead anyways. + * Sets the owner and sets the skill and exp pointers to owner's current + * skill and experience objects. + * ACTUALLY NO! investigate! TODO */ +void +object::set_owner (object *owner) +{ + // allow objects which own objects + if (owner) + while (owner->owner) + owner = owner->owner; -object *get_owner(object *op) { - if(op->owner==NULL) - return NULL; - - if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && - op->owner->count==op->ownercount) - return op->owner; + if (flag [FLAG_FREED]) + { + LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); + return; + } - op->owner=NULL; - op->ownercount=0; - return NULL; + this->owner = owner; } -void clear_owner(object *op) +int +object::slottype () const { - if (!op) return; - - if (op->owner && op->ownercount == op->owner->count) - op->owner->refcount--; - - op->owner = NULL; - op->ownercount = 0; + if (type == SKILL) + { + if (IS_COMBAT_SKILL (subtype)) return slot_combat; + if (IS_RANGED_SKILL (subtype)) return slot_ranged; + } + else + { + if (slot [body_combat].info) return slot_combat; + if (slot [body_range ].info) return slot_ranged; + } + + return slot_none; } - - -/* - * Sets the owner and sets the skill and exp pointers to owner's current - * skill and experience objects. - */ -void set_owner (object *op, object *owner) +bool +object::change_weapon (object *ob) { - if(owner==NULL||op==NULL) - return; + if (current_weapon == ob) + return true; - /* next line added to allow objects which own objects */ - /* Add a check for ownercounts in here, as I got into an endless loop - * with the fireball owning a poison cloud which then owned the - * fireball. I believe that was caused by one of the objects getting - * freed and then another object replacing it. Since the ownercounts - * didn't match, this check is valid and I believe that cause is valid. - */ - while (owner->owner && owner!=owner->owner && - owner->ownercount==owner->owner->count) owner=owner->owner; + if (chosen_skill) + chosen_skill->flag [FLAG_APPLIED] = false; - /* IF the owner still has an owner, we did not resolve to a final owner. - * so lets not add to that. - */ - if (owner->owner) return; + current_weapon = ob; + chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); - op->owner=owner; + if (chosen_skill) + chosen_skill->flag [FLAG_APPLIED] = true; - op->ownercount=owner->count; - owner->refcount++; + update_stats (); -} + if (ob) + { + // now check wether any body locations became invalid, in which case + // we cannot apply the weapon at the moment. + for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) + if (slot[i].used < 0) + { + current_weapon = chosen_skill = 0; + update_stats (); + + new_draw_info_format (NDI_UNIQUE, 0, this, + "You try to balance all your items at once, " + "but the %s is just too much for your body. " + "[You need to unapply some items first.]", &ob->name); + return false; + } -/* Set the owner to clone's current owner and set the skill and experience - * objects to clone's objects (typically those objects that where the owner's - * current skill and experience objects at the time when clone's owner was - * set - not the owner's current skill and experience objects). - * - * Use this function if player created an object (e.g. fire bullet, swarm - * spell), and this object creates further objects whose kills should be - * accounted for the player's original skill, even if player has changed - * skills meanwhile. - */ -void copy_owner (object *op, object *clone) -{ - object *owner = get_owner (clone); - if (owner == NULL) { - /* players don't have owners - they own themselves. Update - * as appropriate. - */ - if (clone->type == PLAYER) owner=clone; - else return; + //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); } - set_owner(op, owner); - -} - -/* - * Resets vital variables in an object - */ + else + ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); -void reset_object(object *op) { + if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) + { + LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", + &name, ob->debug_desc ()); + return false; + } - op->name = NULL; - op->name_pl = NULL; - op->title = NULL; - op->race = NULL; - op->slaying = NULL; - op->skill = NULL; - op->msg = NULL; - op->materialname = NULL; - op->lore = NULL; - op->current_weapon_script = NULL; - clear_object(op); + return true; } /* Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. */ -static void free_key_values(object * op) { - key_value * i; - key_value * next = NULL; - - if (op->key_values == NULL) return; - - for (i = op->key_values; i != NULL; i = next) { - /* Store next *first*. */ - next = i->next; - - if (i->key) FREE_AND_CLEAR_STR(i->key); - if (i->value) FREE_AND_CLEAR_STR(i->value); - i->next = NULL; - free(i); - } - - op->key_values = NULL; -} - - -/* - * clear_object() frees everything allocated by an object, and also - * clears all variables and flags to default settings. - */ - -void clear_object(object *op) { - - if (object_free_callback) - object_free_callback (op); - - event *evt; - event *evt2; - - /* redo this to be simpler/more efficient. Was also seeing - * crashes in the old code. Move this to the top - am - * seeing periodic crashes in this code, and would like to have - * as much info available as possible (eg, object name). - */ - for (evt = op->events; evt; evt=evt2) { - evt2 = evt->next; - - if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); - if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin); - if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options); +static void +free_key_values (object *op) +{ + for (key_value *i = op->key_values; i; ) + { + key_value *next = i->next; + delete i; - free(evt); + i = next; } - op->events = NULL; - - free_key_values(op); - - /* the memset will clear all these values for us, but we need - * to reduce the refcount on them. - */ - if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); - if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); - if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); - if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); - if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); - if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); - if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); - if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); - if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); - - - memset((void*)op, 0, sizeof (object_special)); - /* Below here, we clear things that are not done by the memset, - * or set default values that are not zero. - */ - /* This is more or less true */ - SET_FLAG(op, FLAG_REMOVED); - - - op->contr = NULL; - op->below=NULL; - op->above=NULL; - op->inv=NULL; - op->events=NULL; - op->container=NULL; - op->env=NULL; - op->more=NULL; - op->head=NULL; - op->map=NULL; - op->refcount=0; - op->active_next = NULL; - op->active_prev = NULL; - /* What is not cleared is next, prev, and count */ - - op->expmul=1.0; - op->face = blank_face; - op->attacked_by_count = (tag_t) -1; - if (settings.casting_time) - op->casting_time = -1; + op->key_values = 0; } /* - * copy object first frees everything allocated by the second object, - * and then copies the contends of the first object into the second + * copy_to first frees everything allocated by the dst object, + * and then copies the contents of itself into the second * object, allocating what needs to be allocated. Basically, any * data that is malloc'd needs to be re-malloc/copied. Otherwise, * if the first object is freed, the pointers in the new object * will point at garbage. */ +void +object::copy_to (object *dst) +{ + dst->remove (); + *(object_copy *)dst = *this; + dst->flag [FLAG_REMOVED] = true; -void copy_object(object *op2, object *op) { - int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); - event *evt, *evt2, *evt_new; - - if (object_free_callback) - object_free_callback (op); - - // callback registries and self are empty for copied objects - // this ought to change in the future - - /* Decrement the refcounts, but don't bother zeroing the fields; - they'll be overwritten by memcpy. */ - if(op->name!=NULL) free_string(op->name); - if(op->name_pl!=NULL) free_string(op->name_pl); - if(op->title!=NULL) free_string(op->title); - if(op->race!=NULL) free_string(op->race); - if(op->slaying!=NULL) free_string(op->slaying); - if(op->skill!=NULL) free_string(op->skill); - if(op->msg!=NULL) free_string(op->msg); - if(op->lore!=NULL) free_string(op->lore); - if(op->materialname != NULL) free_string(op->materialname); - if(op->custom_name != NULL) free_string(op->custom_name); - - /* Basically, same code as from clear_object() */ - for (evt = op->events; evt; evt=evt2) { - evt2 = evt->next; - - if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); - if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin); - if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options); - - free(evt); - } - op->events = NULL; - - free_key_values(op); - - *(object_special *)op = *(object_special *)op2; - - if(is_freed) SET_FLAG(op,FLAG_FREED); - if(is_removed) SET_FLAG(op,FLAG_REMOVED); - if(op->name!=NULL) add_refcount(op->name); - if(op->name_pl!=NULL) add_refcount(op->name_pl); - if(op->title!=NULL) add_refcount(op->title); - if(op->race!=NULL) add_refcount(op->race); - if(op->slaying!=NULL) add_refcount(op->slaying); - if(op->skill!=NULL) add_refcount(op->skill); - if(op->lore!=NULL) add_refcount(op->lore); - if(op->msg!=NULL) add_refcount(op->msg); - if(op->custom_name!=NULL) add_refcount(op->custom_name); - if (op->materialname != NULL) add_refcount(op->materialname); - - if((op2->speed<0) && !editor) - op->speed_left=op2->speed_left-RANDOM()%200/100.0; - - /* Copy over event information */ - evt2 = NULL; - for (evt = op2->events; evt; evt=evt->next) { - evt_new = (event *) malloc(sizeof(event)); - memcpy(evt_new, evt, sizeof(event)); - if (evt_new->hook) add_refcount(evt_new->hook); - if (evt_new->plugin) add_refcount(evt_new->plugin); - if (evt_new->options) add_refcount(evt_new->options); - evt_new->next = NULL; - - /* Try to be a little clever here, and store away the - * last event we copied, so that its simpler to update the - * pointer. - */ - if (evt2) - evt2->next = evt_new; - else - op->events = evt_new; - - evt2 = evt_new; - } - /* Copy over key_values, if any. */ - if (op2->key_values != NULL) { - key_value * tail = NULL; - key_value * i; - - op->key_values = NULL; - - for (i = op2->key_values; i != NULL; i = i->next) { - key_value * new_link = (key_value *) malloc(sizeof(key_value)); - - new_link->next = NULL; - new_link->key = add_refcount(i->key); - if (i->value) - new_link->value = add_refcount(i->value); - else - new_link->value = NULL; - - /* Try and be clever here, too. */ - if (op->key_values == NULL) { - op->key_values = new_link; - tail = new_link; - } else { - tail->next = new_link; - tail = new_link; - } - } - } - - update_ob_speed(op); -} - -/* - * expand_objects() allocates more objects for the list of unused objects. - * It is called from get_object() if the unused list is empty. - */ + /* Copy over key_values, if any. */ + if (key_values) + { + key_value *tail = 0; + dst->key_values = 0; -void expand_objects(void) { - int i; - object *obj; - obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); + for (key_value *i = key_values; i; i = i->next) + { + key_value *new_link = new key_value; + + new_link->next = 0; + new_link->key = i->key; + new_link->value = i->value; + + /* Try and be clever here, too. */ + if (!dst->key_values) + { + dst->key_values = new_link; + tail = new_link; + } + else + { + tail->next = new_link; + tail = new_link; + } + } + } - if(obj==NULL) - fatal(OUT_OF_MEMORY); - free_objects=obj; - obj[0].prev=NULL; - obj[0].next= &obj[1], - SET_FLAG(&(obj[0]), FLAG_REMOVED); - SET_FLAG(&(obj[0]), FLAG_FREED); - - for(i=1;ispeed_left -= rndm (); - nrofallocobjects += OBJ_EXPAND; - nroffreeobjects += OBJ_EXPAND; + dst->set_speed (dst->speed); } -/* - * get_object() grabs an object from the list of unused objects, makes - * sure it is initialised, and returns it. - * If there are no free objects, expand_objects() is called to get more. - */ - -object *get_object(void) { - object *op; +void +object::instantiate () +{ + if (!uuid.seq) // HACK + uuid = UUID::gen (); - if(free_objects==NULL) { - expand_objects(); - } - op=free_objects; -#ifdef MEMORY_DEBUG - /* The idea is hopefully by doing a realloc, the memory - * debugging program will now use the current stack trace to - * report leaks. + speed_left = -0.1f; + /* copy the body_info to the body_used - this is only really + * need for monsters, but doesn't hurt to do it for everything. + * by doing so, when a monster is created, it has good starting + * values for the body_used info, so when items are created + * for it, they can be properly equipped. */ - op = realloc(op, sizeof(object)); - SET_FLAG(op, FLAG_REMOVED); - SET_FLAG(op, FLAG_FREED); -#endif + for (int i = NUM_BODY_LOCATIONS; i--; ) + slot[i].used = slot[i].info; - if(!QUERY_FLAG(op,FLAG_FREED)) { - LOG(llevError,"Fatal: Getting busy object.\n"); - } - free_objects=op->next; - if(free_objects!=NULL) - free_objects->prev=NULL; - op->count= ++ob_count; - op->name=NULL; - op->name_pl=NULL; - op->title=NULL; - op->race=NULL; - op->slaying=NULL; - op->skill = NULL; - op->lore=NULL; - op->msg=NULL; - op->materialname=NULL; - op->next=objects; - op->prev=NULL; - op->active_next = NULL; - op->active_prev = NULL; - if(objects!=NULL) - objects->prev=op; - objects=op; - clear_object(op); - SET_FLAG(op,FLAG_REMOVED); - nroffreeobjects--; - return op; + attachable::instantiate (); +} + +object * +object::clone () +{ + object *neu = create (); + copy_to (neu); + neu->map = map; // not copied by copy_to + return neu; } /* @@ -859,12 +673,14 @@ * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. */ +void +update_turn_face (object *op) +{ + if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) + return; -void update_turn_face(object *op) { - if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) - return; - SET_ANIMATION(op, op->direction); - update_object(op,UP_OBJ_FACE); + SET_ANIMATION (op, op->direction); + update_object (op, UP_OBJ_FACE); } /* @@ -872,87 +688,25 @@ * value, or vice versa, then add/remove the object from the active list. * This function needs to be called whenever the speed of an object changes. */ - -void update_ob_speed(object *op) { - extern int arch_init; - - /* No reason putting the archetypes objects on the speed list, - * since they never really need to be updated. - */ - - if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { - LOG(llevError,"Object %s is freed but has speed.\n", op->name); -#ifdef MANY_CORES - abort(); -#else - op->speed = 0; -#endif - } - if (arch_init) { - return; - } - if (FABS(op->speed)>MIN_ACTIVE_SPEED) { - /* If already on active list, don't do anything */ - if (op->active_next || op->active_prev || op==active_objects) - return; - - /* process_events() expects us to insert the object at the beginning - * of the list. */ - op->active_next = active_objects; - if (op->active_next!=NULL) - op->active_next->active_prev = op; - active_objects = op; - } - else { - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op!=active_objects) - return; - - if (op->active_prev==NULL) { - active_objects = op->active_next; - if (op->active_next!=NULL) - op->active_next->active_prev = NULL; - } - else { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - op->active_next = NULL; - op->active_prev = NULL; +void +object::set_speed (float speed) +{ + if (flag [FLAG_FREED] && speed) + { + LOG (llevError, "Object %s is freed but has speed.\n", &name); + speed = 0; } -} -/* This function removes object 'op' from the list of active - * objects. - * This should only be used for style maps or other such - * reference maps where you don't want an object that isn't - * in play chewing up cpu time getting processed. - * The reverse of this is to call update_ob_speed, which - * will do the right thing based on the speed of the object. - */ -void remove_from_active_list(object *op) -{ - /* If not on the active list, nothing needs to be done */ - if (!op->active_next && !op->active_prev && op!=active_objects) - return; + this->speed = speed; - if (op->active_prev==NULL) { - active_objects = op->active_next; - if (op->active_next!=NULL) - op->active_next->active_prev = NULL; - } - else { - op->active_prev->active_next = op->active_next; - if (op->active_next) - op->active_next->active_prev = op->active_prev; - } - op->active_next = NULL; - op->active_prev = NULL; + if (has_active_speed ()) + activate (); + else + deactivate (); } /* - * update_object() updates the array which represents the map. + * update_object() updates the the map. * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) @@ -961,10 +715,6 @@ * updating that window, though, since update_object() is called _often_) * * action is a hint of what the caller believes need to be done. - * For example, if the only thing that has changed is the face (due to - * an animation), we don't need to call update_position until that actually - * comes into view of a player. OTOH, many other things, like addition/removal - * of walls or living creatures may need us to update the flags now. * current action are: * UP_OBJ_INSERT: op was inserted * UP_OBJ_REMOVE: op was removed @@ -972,453 +722,465 @@ * as that is easier than trying to look at what may have changed. * UP_OBJ_FACE: only the objects face has changed. */ +void +update_object (object *op, int action) +{ + if (!op) + { + /* this should never happen */ + LOG (llevError | logBacktrace, "update_object() called for NULL object.\n"); + return; + } -void update_object(object *op, int action) { - int update_now=0, flags; - MoveType move_on, move_off, move_block, move_slow; - - if (op == NULL) { - /* this should never happen */ - LOG(llevDebug,"update_object() called for NULL object.\n"); - return; - } - - if(op->env!=NULL) { - /* Animation is currently handled by client, so nothing - * to do in this case. - */ - return; + if (!op->is_on_map ()) + { + /* Animation is currently handled by client, so nothing + * to do in this case. + */ + return; } - /* If the map is saving, don't do anything as everything is - * going to get freed anyways. - */ - if (!op->map || op->map->in_memory == MAP_SAVING) return; - - /* make sure the object is within map boundaries */ - if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || - op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { - LOG(llevError,"update_object() called for object out of map!\n"); + /* make sure the object is within map boundaries */ + if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) + { + LOG (llevError, "update_object() called for object out of map!\n"); #ifdef MANY_CORES - abort(); + abort (); #endif - return; + return; + } + + mapspace &m = op->ms (); + + if (!(m.flags_ & P_UPTODATE)) + /* nop */; + else if (action == UP_OBJ_INSERT) + { + // this is likely overkill, TODO: revisit (schmorp) + if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) + || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) + || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) + || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) + || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) + || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) + || (m.move_on | op->move_on ) != m.move_on + || (m.move_off | op->move_off ) != m.move_off + || (m.move_slow | op->move_slow) != m.move_slow + /* This isn't perfect, but I don't expect a lot of objects to + * to have move_allow right now. + */ + || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block + || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) + m.flags_ = 0; } - - flags = GET_MAP_FLAGS(op->map, op->x, op->y); - SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); - move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); - move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); - move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); - - if (action == UP_OBJ_INSERT) { - if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) - update_now=1; - - if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) - update_now=1; - - if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) - update_now=1; - - if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) - update_now=1; - - if ((move_on | op->move_on) != move_on) update_now=1; - if ((move_off | op->move_off) != move_off) update_now=1; - /* This isn't perfect, but I don't expect a lot of objects to - * to have move_allow right now. - */ - if (((move_block | op->move_block) & ~op->move_allow) != move_block) - update_now=1; - if ((move_slow | op->move_slow) != move_slow) update_now=1; - } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ - else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { - update_now=1; - } else if (action == UP_OBJ_FACE) { - /* Nothing to do for that case */ - } - else { - LOG(llevError,"update_object called with invalid action: %d\n", action); - } + else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) + m.flags_ = 0; + else if (action == UP_OBJ_FACE) + /* Nothing to do for that case */ ; + else + LOG (llevError, "update_object called with invalid action: %d\n", action); - if (update_now) { - SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); - update_position(op->map, op->x, op->y); - } + if (op->more) + update_object (op->more, action); +} - if(op->more!=NULL) - update_object(op->more, action); +object::object () +{ + SET_FLAG (this, FLAG_REMOVED); + + expmul = 1.0; + face = blank_face; } +object::~object () +{ + unlink (); + + free_key_values (this); +} -/* - * free_object() frees everything allocated by an object, removes - * it from the list of used objects, and puts it on the list of - * free objects. The IS_FREED() flag is set in the object. - * The object must have been removed by remove_ob() first for - * this function to succeed. - * - * If free_inventory is set, free inventory as well. Else drop items in - * inventory to the ground. - */ +static int object_count; -void free_object(object *ob) { - free_object2(ob, 0); +void object::link () +{ + assert (!index);//D + uuid = UUID::gen (); + count = ++object_count; + + refcnt_inc (); + objects.insert (this); } -void free_object2(object *ob, int free_inventory) { - object *tmp,*op; - if (object_free_callback) - object_free_callback (ob); +void object::unlink () +{ + if (!index) + return; - if (!QUERY_FLAG(ob,FLAG_REMOVED)) { - LOG(llevDebug,"Free object called with non removed object\n"); - dump_object(ob); -#ifdef MANY_CORES - abort(); -#endif - } - if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { - LOG(llevMonster,"Warning: tried to free friendly object.\n"); - remove_friendly_object(ob); - } - if(QUERY_FLAG(ob,FLAG_FREED)) { - dump_object(ob); - LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); - return; - } - if(ob->more!=NULL) { - free_object2(ob->more, free_inventory); - ob->more=NULL; - } - if (ob->inv) { - /* Only if the space blocks everything do we not process - - * if some form of movemnt is allowed, let objects - * drop on that space. - */ - if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || - (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) - { - op=ob->inv; - while(op!=NULL) { - tmp=op->below; - remove_ob(op); - free_object2(op, free_inventory); - op=tmp; - } - } - else { /* Put objects in inventory onto this space */ - op=ob->inv; - while(op!=NULL) { - tmp=op->below; - remove_ob(op); - if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || - op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) - free_object(op); - else { - op->x=ob->x; - op->y=ob->y; - insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ - } - op=tmp; - } - } - } - /* Remove object from the active list */ - ob->speed = 0; - update_ob_speed(ob); - - SET_FLAG(ob, FLAG_FREED); - ob->count = 0; - - /* Remove this object from the list of used objects */ - if(ob->prev==NULL) { - objects=ob->next; - if(objects!=NULL) - objects->prev=NULL; - } - else { - ob->prev->next=ob->next; - if(ob->next!=NULL) - ob->next->prev=ob->prev; - } - - if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name); - if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl); - if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title); - if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race); - if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying); - if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill); - if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore); - if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg); - if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname); - - - /* Why aren't events freed? */ - free_key_values(ob); - -#if 0 /* MEMORY_DEBUG*/ - /* This is a nice idea. Unfortunately, a lot of the code in crossfire - * presumes the freed_object will stick around for at least a little - * bit - */ - /* this is necessary so that memory debugging programs will - * be able to accurately report source of malloc. If we recycle - * objects, then some other area may be doing the get_object - * and not freeing it, but the original one that malloc'd the - * object will get the blame. - */ - free(ob); -#else + objects.erase (this); + refcnt_dec (); +} - /* Now link it with the free_objects list: */ - ob->prev=NULL; - ob->next=free_objects; - if(free_objects!=NULL) - free_objects->prev=ob; - free_objects=ob; - nroffreeobjects++; -#endif +void +object::activate () +{ + /* If already on active list, don't do anything */ + if (active) + return; + + if (has_active_speed ()) + actives.insert (this); } -/* - * count_free() returns the number of objects on the list of free objects. - */ +void +object::activate_recursive () +{ + activate (); -int count_free(void) { - int i=0; - object *tmp=free_objects; - while(tmp!=NULL) - tmp=tmp->next, i++; - return i; + for (object *op = inv; op; op = op->below) + op->activate_recursive (); } -/* - * count_used() returns the number of objects on the list of used objects. +/* This function removes object 'op' from the list of active + * objects. + * This should only be used for style maps or other such + * reference maps where you don't want an object that isn't + * in play chewing up cpu time getting processed. + * The reverse of this is to call update_ob_speed, which + * will do the right thing based on the speed of the object. */ +void +object::deactivate () +{ + /* If not on the active list, nothing needs to be done */ + if (!active) + return; -int count_used(void) { - int i=0; - object *tmp=objects; - while(tmp!=NULL) - tmp=tmp->next, i++; - return i; + actives.erase (this); } -/* - * count_active() returns the number of objects on the list of active objects. - */ +void +object::deactivate_recursive () +{ + for (object *op = inv; op; op = op->below) + op->deactivate_recursive (); -int count_active(void) { - int i=0; - object *tmp=active_objects; - while(tmp!=NULL) - tmp=tmp->active_next, i++; - return i; + deactivate (); +} + +void +object::set_flag_inv (int flag, int value) +{ + for (object *op = inv; op; op = op->below) + { + op->flag [flag] = value; + op->set_flag_inv (flag, value); + } } /* - * sub_weight() recursively (outwards) subtracts a number from the - * weight of an object (and what is carried by it's environment(s)). + * Remove and free all objects in the inventory of the given object. + * object.c ? */ +void +object::destroy_inv (bool drop_to_ground) +{ + // need to check first, because the checks below might segfault + // as we might be on an invalid mapspace and crossfire code + // is too buggy to ensure that the inventory is empty. + // corollary: if you create arrows etc. with stuff in its inventory, + // cf will crash below with off-map x and y + if (!inv) + return; -void sub_weight (object *op, signed long weight) { - while (op != NULL) { - if (op->type == CONTAINER) { - weight=(signed long)(weight*(100-op->stats.Str)/100); + /* Only if the space blocks everything do we not process - + * if some form of movement is allowed, let objects + * drop on that space. + */ + if (!drop_to_ground + || !map + || map->in_memory != MAP_ACTIVE + || map->nodrop + || ms ().move_block == MOVE_ALL) + { + while (inv) + { + inv->destroy_inv (false); + inv->destroy (); + } + } + else + { /* Put objects in inventory onto this space */ + while (inv) + { + object *op = inv; + + if (op->flag [FLAG_STARTEQUIP] + || op->flag [FLAG_NO_DROP] + || op->type == RUNE + || op->type == TRAP + || op->flag [FLAG_IS_A_TEMPLATE] + || op->flag [FLAG_DESTROY_ON_DEATH]) + op->destroy (true); + else + map->insert (op, x, y); + } } - op->carrying-=weight; - op = op->env; +} + +object *object::create () +{ + object *op = new object; + op->link (); + return op; +} + +static struct freed_map : maptile +{ + freed_map () + { + path = ""; + name = "/internal/freed_objects_map"; + width = 3; + height = 3; + nodrop = 1; + + alloc (); + in_memory = MAP_ACTIVE; } + + ~freed_map () + { + destroy (); + } +} freed_map; // freed objects are moved here to avoid crashes + +void +object::do_destroy () +{ + if (flag [FLAG_IS_LINKED]) + remove_button_link (this); + + if (flag [FLAG_FRIENDLY]) + remove_friendly_object (this); + + remove (); + + attachable::do_destroy (); + + deactivate (); + unlink (); + + flag [FLAG_FREED] = 1; + + // hack to ensure that freed objects still have a valid map + map = &freed_map; + x = 1; + y = 1; + + if (more) + { + more->destroy (); + more = 0; + } + + head = 0; + + // clear those pointers that likely might cause circular references + owner = 0; + enemy = 0; + attacked_by = 0; + current_weapon = 0; } -/* remove_ob(op): +void +object::destroy (bool destroy_inventory) +{ + if (destroyed ()) + return; + + if (!is_head () && !head->destroyed ()) + { + LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); + head->destroy (destroy_inventory); + return; + } + + destroy_inv (!destroy_inventory); + + if (is_head ()) + if (sound_destroy) + play_sound (sound_destroy); + else if (flag [FLAG_MONSTER]) + play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism + + attachable::destroy (); +} + +/* op->remove (): * This function removes the object op from the linked list of objects * which it is currently tied to. When this function is done, the * object will have no environment. If the object previously had an * environment, the x and y coordinates will be updated to * the previous environment. - * Beware: This function is called from the editor as well! */ +void +object::do_remove () +{ + object *tmp, *last = 0; + object *otmp; -void remove_ob(object *op) { - object *tmp,*last=NULL; - object *otmp; - tag_t tag; - int check_walk_off; - mapstruct *m; - sint16 x,y; - - - if(QUERY_FLAG(op,FLAG_REMOVED)) { - dump_object(op); - LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); - - /* Changed it to always dump core in this case. As has been learned - * in the past, trying to recover from errors almost always - * make things worse, and this is a real error here - something - * that should not happen. - * Yes, if this was a mission critical app, trying to do something - * to recover may make sense, but that is because failure of the app - * may have other disastrous problems. Cf runs out of a script - * so is easily enough restarted without any real problems. - * MSW 2001-07-01 - */ - abort(); - } - if(op->more!=NULL) - remove_ob(op->more); - - SET_FLAG(op, FLAG_REMOVED); - - /* - * In this case, the object to be removed is in someones - * inventory. - */ - if(op->env!=NULL) { - if(op->nrof) - sub_weight(op->env, op->weight*op->nrof); - else - sub_weight(op->env, op->weight+op->carrying); - - /* NO_FIX_PLAYER is set when a great many changes are being - * made to players inventory. If set, avoiding the call - * to save cpu time. - */ - if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && - !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) - fix_player(otmp); - - if(op->above!=NULL) - op->above->below=op->below; - else - op->env->inv=op->below; - - if(op->below!=NULL) - op->below->above=op->above; - - /* we set up values so that it could be inserted into - * the map, but we don't actually do that - it is up - * to the caller to decide what we want to do. - */ - op->x=op->env->x,op->y=op->env->y; - op->ox=op->x,op->oy=op->y; - op->map=op->env->map; - op->above=NULL,op->below=NULL; - op->env=NULL; - return; - } - - /* If we get here, we are removing it from a map */ - if (op->map == NULL) return; - - x = op->x; - y = op->y; - m = get_map_from_coord(op->map, &x, &y); - - if (!m) { - LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", - op->map->path, op->x, op->y); - /* in old days, we used to set x and y to 0 and continue. - * it seems if we get into this case, something is probablye - * screwed up and should be fixed. - */ - abort(); - } - if (op->map != m) { - LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", - op->map->path, m->path, op->x, op->y, x, y); - } + if (flag [FLAG_REMOVED]) + return; - /* Re did the following section of code - it looks like it had - * lots of logic for things we no longer care about - */ + INVOKE_OBJECT (REMOVE, this); + + flag [FLAG_REMOVED] = true; - /* link the object above us */ - if (op->above) - op->above->below=op->below; - else - SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ - - /* Relink the object below us, if there is one */ - if(op->below) { - op->below->above=op->above; - } else { - /* Nothing below, which means we need to relink map object for this space - * use translated coordinates in case some oddness with map tiling is - * evident - */ - if(GET_MAP_OB(m,x,y)!=op) { - dump_object(op); - LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); - dump_object(GET_MAP_OB(m,x,y)); - LOG(llevError,"%s\n",errmsg); - } - SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ - } - op->above=NULL; - op->below=NULL; - - if (op->map->in_memory == MAP_SAVING) - return; - - tag = op->count; - check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); - for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { - /* No point updating the players look faces if he is the object - * being removed. - */ - - if(tmp->type==PLAYER && tmp!=op) { - /* If a container that the player is currently using somehow gets - * removed (most likely destroyed), update the player view - * appropriately. - */ - if (tmp->container==op) { - CLEAR_FLAG(op, FLAG_APPLIED); - tmp->container=NULL; - } - tmp->contr->socket.update_look=1; - } - /* See if player moving off should effect something */ - if (check_walk_off && ((op->move_type & tmp->move_off) && - (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { - - move_apply(tmp, op, NULL); - if (was_destroyed (op, tag)) { - LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " - "leaving object\n", tmp->name, tmp->arch->name); - } - } - - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ - - if(tmp->above == tmp) - tmp->above = NULL; - last=tmp; - } - /* last == NULL of there are no objects on this space */ - if (last==NULL) { - /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, - * we could preserve the flags (GET_MAP_FLAGS), but update_position figures - * those out anyways, and if there are any flags set right now, they won't - * be correct anyways. - */ - SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); - update_position(op->map, op->x, op->y); + if (more) + more->remove (); + + /* + * In this case, the object to be removed is in someones + * inventory. + */ + if (env) + { + flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed + if (object *pl = visible_to ()) + esrv_del_item (pl->contr, count); + flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed + + adjust_weight (env, -total_weight ()); + + *(above ? &above->below : &env->inv) = below; + + if (below) + below->above = above; + + /* we set up values so that it could be inserted into + * the map, but we don't actually do that - it is up + * to the caller to decide what we want to do. + */ + map = env->map; + x = env->x; + y = env->y; + above = 0; + below = 0; + env = 0; + + /* NO_FIX_PLAYER is set when a great many changes are being + * made to players inventory. If set, avoiding the call + * to save cpu time. + */ + if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + otmp->update_stats (); } - else - update_object(last, UP_OBJ_REMOVE); + else if (map) + { + map->dirty = true; + mapspace &ms = this->ms (); + + if (object *pl = ms.player ()) + { + if (type == PLAYER) // this == pl(!) + { + // leaving a spot always closes any open container on the ground + if (container && !container->env) + // this causes spurious floorbox updates, but it ensures + // that the CLOSE event is being sent. + close_container (); + + --map->players; + map->touch (); + } + else if (pl->container == this) + { + // removing a container should close it + close_container (); + } - if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) - update_all_los(op->map, op->x, op->y); + esrv_del_item (pl->contr, count); + } + /* link the object above us */ + if (above) + above->below = below; + else + ms.top = below; /* we were top, set new top */ + + /* Relink the object below us, if there is one */ + if (below) + below->above = above; + else + { + /* Nothing below, which means we need to relink map object for this space + * use translated coordinates in case some oddness with map tiling is + * evident + */ + if (GET_MAP_OB (map, x, y) != this) + LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ()); + + ms.bot = above; /* goes on above it. */ + } + + above = 0; + below = 0; + + if (map->in_memory == MAP_SAVING) + return; + + int check_walk_off = !flag [FLAG_NO_APPLY]; + + if (object *pl = ms.player ()) + { + if (pl->container == this) + /* If a container that the player is currently using somehow gets + * removed (most likely destroyed), update the player view + * appropriately. + */ + pl->close_container (); + + //TODO: the floorbox prev/next might need updating + //esrv_del_item (pl->contr, count); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); + } + + for (tmp = ms.bot; tmp; tmp = tmp->above) + { + /* No point updating the players look faces if he is the object + * being removed. + */ + + /* See if object moving off should effect something */ + if (check_walk_off + && ((move_type & tmp->move_off) + && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) + { + move_apply (tmp, this, 0); + + if (destroyed ()) + LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); + } + + last = tmp; + } + + /* last == NULL if there are no objects on this space */ + //TODO: this makes little sense, why only update the topmost object? + if (!last) + map->at (x, y).flags_ = 0; + else + update_object (last, UP_OBJ_REMOVE); + + if (flag [FLAG_BLOCKSVIEW] || glow_radius) + update_all_los (map, x, y); + } } /* @@ -1429,41 +1191,72 @@ * If top is NULL, it is calculated. * Returns pointer to object if it succeded in the merge, otherwise NULL */ - -object *merge_ob(object *op, object *top) { - if(!op->nrof) +object * +merge_ob (object *op, object *top) +{ + if (!op->nrof) return 0; - if(top==NULL) - for(top=op;top!=NULL&&top->above!=NULL;top=top->above); - for(;top!=NULL;top=top->below) { - if(top==op) - continue; - if (CAN_MERGE(op,top)) - { - top->nrof+=op->nrof; -/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ - op->weight = 0; /* Don't want any adjustements now */ - remove_ob(op); - free_object(op); - return top; + + if (!top) + for (top = op; top && top->above; top = top->above) + ; + + for (; top; top = top->below) + if (object::can_merge (op, top)) + { + top->nrof += op->nrof; + + if (object *pl = top->visible_to ()) + esrv_update_item (UPD_NROF, pl, top); + + op->weight = 0; // cancel the addition above + op->carrying = 0; // must be 0 already + + op->destroy (1); + + return top; + } + + return 0; +} + +void +object::expand_tail () +{ + if (more) + return; + + object *prev = this; + + for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) + { + object *op = arch_to_object (at); + + op->name = name; + op->name_pl = name_pl; + op->title = title; + + op->head = this; + prev->more = op; + + prev = op; } - } - return NULL; } /* - * same as insert_ob_in_map except it handle separate coordinates and do a clean - * job preparing multi-part monsters + * same as insert_ob_in_map except it handles separate coordinates and does a clean + * job preparing multi-part monsters. */ -object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ - object* tmp; - if (op->head) - op=op->head; - for (tmp=op;tmp;tmp=tmp->more){ - tmp->x=x+tmp->arch->clone.x; - tmp->y=y+tmp->arch->clone.y; +object * +insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) +{ + for (object *tmp = op->head_ (); tmp; tmp = tmp->more) + { + tmp->x = x + tmp->arch->x; + tmp->y = y + tmp->arch->y; } - return insert_ob_in_map (op, m, originator, flag); + + return insert_ob_in_map (op, m, originator, flag); } /* @@ -1486,504 +1279,413 @@ * NULL if 'op' was destroyed * just 'op' otherwise */ - -object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) +object * +insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - object *tmp, *top, *floor=NULL; - sint16 x,y; + assert (!op->flag [FLAG_FREED]); - if (QUERY_FLAG (op, FLAG_FREED)) { - LOG (llevError, "Trying to insert freed object!\n"); - return NULL; - } - if(m==NULL) { - dump_object(op); - LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); - return op; - } - if(out_of_map(m,op->x,op->y)) { - dump_object(op); - LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); -#ifdef MANY_CORES - /* Better to catch this here, as otherwise the next use of this object - * is likely to cause a crash. Better to find out where it is getting - * improperly inserted. - */ - abort(); -#endif - return op; + op->remove (); + + /* Ideally, the caller figures this out. However, it complicates a lot + * of areas of callers (eg, anything that uses find_free_spot would now + * need extra work + */ + if (!xy_normalise (m, op->x, op->y)) + { + op->destroy (1); + return 0; } - if(!QUERY_FLAG(op,FLAG_REMOVED)) { - dump_object(op); - LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); - return op; - } - if(op->more!=NULL) { - /* The part may be on a different map. */ - - object *more = op->more; - - /* We really need the caller to normalize coordinates - if - * we set the map, that doesn't work if the location is within - * a map and this is straddling an edge. So only if coordinate - * is clear wrong do we normalize it. - */ - if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { - /* Debugging information so you can see the last coordinates this object had */ - more->ox = more->x; - more->oy = more->y; - more->map = get_map_from_coord(m, &more->x, &more->y); - } else if (!more->map) { - /* For backwards compatibility - when not dealing with tiled maps, - * more->map should always point to the parent. - */ - more->map = m; - } - - if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { - if ( ! op->head) - LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); - return NULL; - } - } - CLEAR_FLAG(op,FLAG_REMOVED); - - /* Debugging information so you can see the last coordinates this object had */ - op->ox=op->x; - op->oy=op->y; - - /* Ideally, the caller figures this out. However, it complicates a lot - * of areas of callers (eg, anything that uses find_free_spot would now - * need extra work - */ - op->map=get_map_from_coord(m, &op->x, &op->y); - x = op->x; - y = op->y; - /* this has to be done after we translate the coordinates. - */ - if(op->nrof && !(flag & INS_NO_MERGE)) { - for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) - if (CAN_MERGE(op,tmp)) { - op->nrof+=tmp->nrof; - remove_ob(tmp); - free_object(tmp); - } - } - - CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ - CLEAR_FLAG(op, FLAG_INV_LOCKED); - if (!QUERY_FLAG(op, FLAG_ALIVE)) - CLEAR_FLAG(op, FLAG_NO_STEAL); - - if (flag & INS_BELOW_ORIGINATOR) { - if (originator->map != op->map || originator->x != op->x || - originator->y != op->y) { - LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); - abort(); - } - op->above = originator; - op->below = originator->below; - if (op->below) op->below->above = op; - else SET_MAP_OB(op->map, op->x, op->y, op); - /* since *below* originator, no need to update top */ - originator->below = op; - } else { - /* If there are other objects, then */ - if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { - object *last=NULL; - /* - * If there are multiple objects on this space, we do some trickier handling. - * We've already dealt with merging if appropriate. - * Generally, we want to put the new object on top. But if - * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last - * floor, we want to insert above that and no further. - * Also, if there are spell objects on this space, we stop processing - * once we get to them. This reduces the need to traverse over all of - * them when adding another one - this saves quite a bit of cpu time - * when lots of spells are cast in one area. Currently, it is presumed - * that flying non pickable objects are spell objects. - */ - - while (top != NULL) { - if (QUERY_FLAG(top, FLAG_IS_FLOOR) || - QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; - if (QUERY_FLAG(top, FLAG_NO_PICK) - && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) - && !QUERY_FLAG(top, FLAG_IS_FLOOR)) - { - /* We insert above top, so we want this object below this */ - top=top->below; - break; - } - last = top; - top = top->above; - } - /* Don't want top to be NULL, so set it to the last valid object */ - top = last; - - /* We let update_position deal with figuring out what the space - * looks like instead of lots of conditions here. - * makes things faster, and effectively the same result. - */ - - /* Have object 'fall below' other objects that block view. - * Unless those objects are exits, type 66 - * If INS_ON_TOP is used, don't do this processing - * Need to find the object that in fact blocks view, otherwise - * stacking is a bit odd. - */ - if (!(flag & INS_ON_TOP) && - (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && - (op->face && !op->face->visibility)) { - for (last=top; last != floor; last=last->below) - if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; - /* Check to see if we found the object that blocks view, - * and make sure we have a below pointer for it so that - * we can get inserted below this one, which requires we - * set top to the object below us. - */ - if (last && last->below && last != floor) top=last->below; - } - } /* If objects on this space */ - if (flag & INS_MAP_LOAD) - top = GET_MAP_TOP(op->map,op->x,op->y); - if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; - - /* Top is the object that our object (op) is going to get inserted above. - */ - - /* First object on this space */ - if (!top) { - op->above = GET_MAP_OB(op->map, op->x, op->y); - if (op->above) op->above->below = op; - op->below = NULL; - SET_MAP_OB(op->map, op->x, op->y, op); - } else { /* get inserted into the stack above top */ - op->above = top->above; - if (op->above) op->above->below = op; - op->below = top; - top->above = op; - } - if (op->above==NULL) - SET_MAP_TOP(op->map,op->x, op->y, op); - } /* else not INS_BELOW_ORIGINATOR */ + if (object *more = op->more) + if (!insert_ob_in_map (more, m, originator, flag)) + return 0; - if(op->type==PLAYER) - op->contr->do_los=1; + CLEAR_FLAG (op, FLAG_REMOVED); - /* If we have a floor, we know the player, if any, will be above - * it, so save a few ticks and start from there. - */ - if (!(flag & INS_MAP_LOAD)) - for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { - if (tmp->type == PLAYER) - tmp->contr->socket.update_look=1; - } - - /* If this object glows, it may affect lighting conditions that are - * visible to others on this map. But update_all_los is really - * an inefficient way to do this, as it means los for all players - * on the map will get recalculated. The players could very well - * be far away from this change and not affected in any way - - * this should get redone to only look for players within range, - * or just updating the P_NEED_UPDATE for spaces within this area - * of effect may be sufficient. - */ - if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) - update_all_los(op->map, op->x, op->y); + op->map = m; + mapspace &ms = op->ms (); + /* this has to be done after we translate the coordinates. + */ + if (op->nrof && !(flag & INS_NO_MERGE)) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) + if (object::can_merge (op, tmp)) + { + // TODO: we atcually want to update tmp, not op, + // but some caller surely breaks when we return tmp + // from here :/ + op->nrof += tmp->nrof; + tmp->destroy (1); + } - /* updates flags (blocked, alive, no magic, etc) for this map space */ - update_object(op,UP_OBJ_INSERT); + CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ + CLEAR_FLAG (op, FLAG_INV_LOCKED); + if (!QUERY_FLAG (op, FLAG_ALIVE)) + CLEAR_FLAG (op, FLAG_NO_STEAL); - /* Don't know if moving this to the end will break anything. However, - * we want to have update_look set above before calling this. - * - * check_move_on() must be after this because code called from - * check_move_on() depends on correct map flags (so functions like - * blocked() and wall() work properly), and these flags are updated by - * update_object(). - */ + if (flag & INS_BELOW_ORIGINATOR) + { + if (originator->map != op->map || originator->x != op->x || originator->y != op->y) + { + LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); + abort (); + } - /* if this is not the head or flag has been passed, don't check walk on status */ + op->above = originator; + op->below = originator->below; - if (!(flag & INS_NO_WALK_ON) && !op->head) { - if (check_move_on(op, originator)) - return NULL; - - /* If we are a multi part object, lets work our way through the check - * walk on's. - */ - for (tmp=op->more; tmp!=NULL; tmp=tmp->more) - if (check_move_on (tmp, originator)) - return NULL; + if (op->below) + op->below->above = op; + else + ms.bot = op; + + /* since *below* originator, no need to update top */ + originator->below = op; } - return op; -} + else + { + object *top, *floor = NULL; -/* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. - * op is the object to insert it under: supplies x and the map. - */ -void replace_insert_ob_in_map(const char *arch_string, object *op) { - object *tmp; - object *tmp1; + top = ms.bot; - /* first search for itself and remove any old instances */ + /* If there are other objects, then */ + if (top) + { + object *last = 0; + + /* + * If there are multiple objects on this space, we do some trickier handling. + * We've already dealt with merging if appropriate. + * Generally, we want to put the new object on top. But if + * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last + * floor, we want to insert above that and no further. + * Also, if there are spell objects on this space, we stop processing + * once we get to them. This reduces the need to traverse over all of + * them when adding another one - this saves quite a bit of cpu time + * when lots of spells are cast in one area. Currently, it is presumed + * that flying non pickable objects are spell objects. + */ + for (top = ms.bot; top; top = top->above) + { + if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) + floor = top; + + if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) + { + /* We insert above top, so we want this object below this */ + top = top->below; + break; + } - for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { - if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { - remove_ob(tmp); - free_object(tmp); - } - } + last = top; + } - tmp1=arch_to_object(find_archetype(arch_string)); + /* Don't want top to be NULL, so set it to the last valid object */ + top = last; - - tmp1->x = op->x; tmp1->y = op->y; - insert_ob_in_map(tmp1,op->map,op,0); -} + /* We let update_position deal with figuring out what the space + * looks like instead of lots of conditions here. + * makes things faster, and effectively the same result. + */ + + /* Have object 'fall below' other objects that block view. + * Unless those objects are exits. + * If INS_ON_TOP is used, don't do this processing + * Need to find the object that in fact blocks view, otherwise + * stacking is a bit odd. + */ + if (!(flag & INS_ON_TOP) + && ms.flags () & P_BLOCKSVIEW + && (op->face && !faces [op->face].visibility)) + { + for (last = top; last != floor; last = last->below) + if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) + break; + + /* Check to see if we found the object that blocks view, + * and make sure we have a below pointer for it so that + * we can get inserted below this one, which requires we + * set top to the object below us. + */ + if (last && last->below && last != floor) + top = last->below; + } + } /* If objects on this space */ -/* - * get_split_ob(ob,nr) splits up ob into two parts. The part which - * is returned contains nr objects, and the remaining parts contains - * the rest (or is removed and freed if that number is 0). - * On failure, NULL is returned, and the reason put into the - * global static errmsg array. - */ + if (flag & INS_ABOVE_FLOOR_ONLY) + top = floor; + + /* Top is the object that our object (op) is going to get inserted above. + */ -object *get_split_ob(object *orig_ob, uint32 nr) { - object *newob; - int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); + /* First object on this space */ + if (!top) + { + op->above = ms.bot; - if(orig_ob->nrofnrof?orig_ob->nrof:1, orig_ob->name); - return NULL; - } - newob = object_create_clone(orig_ob); - if((orig_ob->nrof-=nr)<1) { - if ( ! is_removed) - remove_ob(orig_ob); - free_object2(orig_ob, 1); - } - else if ( ! is_removed) { - if(orig_ob->env!=NULL) - sub_weight (orig_ob->env,orig_ob->weight*nr); - if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { - strcpy(errmsg, "Tried to split object whose map is not in memory."); - LOG(llevDebug, - "Error, Tried to split object whose map is not in memory.\n"); - return NULL; - } + if (op->above) + op->above->below = op; + + op->below = 0; + ms.bot = op; + } + else + { /* get inserted into the stack above top */ + op->above = top->above; + + if (op->above) + op->above->below = op; + + op->below = top; + top->above = op; + } + + if (!op->above) + ms.top = op; + } /* else not INS_BELOW_ORIGINATOR */ + + if (op->type == PLAYER) + { + op->contr->do_los = 1; + ++op->map->players; + op->map->touch (); + } + + op->map->dirty = true; + + if (object *pl = ms.player ()) + //TODO: the floorbox prev/next might need updating + //esrv_send_item (pl, op); + //TODO: update floorbox to preserve ordering + if (pl->contr->ns) + pl->contr->ns->floorbox_update (); + + /* If this object glows, it may affect lighting conditions that are + * visible to others on this map. But update_all_los is really + * an inefficient way to do this, as it means los for all players + * on the map will get recalculated. The players could very well + * be far away from this change and not affected in any way - + * this should get redone to only look for players within range, + * or just updating the P_UPTODATE for spaces within this area + * of effect may be sufficient. + */ + if (op->map->darkness && (op->glow_radius != 0)) + update_all_los (op->map, op->x, op->y); + + /* updates flags (blocked, alive, no magic, etc) for this map space */ + update_object (op, UP_OBJ_INSERT); + + INVOKE_OBJECT (INSERT, op); + + /* Don't know if moving this to the end will break anything. However, + * we want to have floorbox_update called before calling this. + * + * check_move_on() must be after this because code called from + * check_move_on() depends on correct map flags (so functions like + * blocked() and wall() work properly), and these flags are updated by + * update_object(). + */ + + /* if this is not the head or flag has been passed, don't check walk on status */ + if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) + { + if (check_move_on (op, originator)) + return 0; + + /* If we are a multi part object, lets work our way through the check + * walk on's. + */ + for (object *tmp = op->more; tmp; tmp = tmp->more) + if (check_move_on (tmp, originator)) + return 0; } - newob->nrof=nr; - return newob; + return op; +} + +/* this function inserts an object in the map, but if it + * finds an object of its own type, it'll remove that one first. + * op is the object to insert it under: supplies x and the map. + */ +void +replace_insert_ob_in_map (const char *arch_string, object *op) +{ + /* first search for itself and remove any old instances */ + + for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) + if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ + tmp->destroy (1); + + object *tmp = arch_to_object (archetype::find (arch_string)); + + tmp->x = op->x; + tmp->y = op->y; + + insert_ob_in_map (tmp, op->map, op, 0); +} + +object * +object::insert_at (object *where, object *originator, int flags) +{ + if (where->env) + return where->env->insert (this); + else + return where->map->insert (this, where->x, where->y, originator, flags); } /* - * decrease_ob_nr(object, number) decreases a specified number from - * the amount of an object. If the amount reaches 0, the object + * decrease(object, number) decreases a specified number from + * the amount of an object. If the amount reaches 0, the object * is subsequently removed and freed. * * Return value: 'op' if something is left, NULL if the amount reached 0 */ - -object *decrease_ob_nr (object *op, uint32 i) +bool +object::decrease (sint32 nr) { - object *tmp; - player *pl; + if (!nr) + return true; - if (i == 0) /* objects with op->nrof require this check */ - return op; + nr = min (nr, nrof); - if (i > op->nrof) - i = op->nrof; - - if (QUERY_FLAG (op, FLAG_REMOVED)) - { - op->nrof -= i; - } - else if (op->env != NULL) - { - /* is this object in the players inventory, or sub container - * therein? - */ - tmp = is_player_inv (op->env); - /* nope. Is this a container the player has opened? - * If so, set tmp to that player. - * IMO, searching through all the players will mostly - * likely be quicker than following op->env to the map, - * and then searching the map for a player. - */ - if (!tmp) { - for (pl=first_player; pl; pl=pl->next) - if (pl->ob->container == op->env) break; - if (pl) tmp=pl->ob; - else tmp=NULL; - } - - if (i < op->nrof) { - sub_weight (op->env, op->weight * i); - op->nrof -= i; - if (tmp) { - esrv_send_item(tmp, op); - } - } else { - remove_ob (op); - op->nrof = 0; - if (tmp) { - esrv_del_item(tmp->contr, op->count); - } - } - } - else + nrof -= nr; + + if (nrof) { - object *above = op->above; + adjust_weight (env, -weight * nr); // carrying == 0 - if (i < op->nrof) { - op->nrof -= i; - } else { - remove_ob (op); - op->nrof = 0; - } - /* Since we just removed op, op->above is null */ - for (tmp = above; tmp != NULL; tmp = tmp->above) - if (tmp->type == PLAYER) { - if (op->nrof) - esrv_send_item(tmp, op); - else - esrv_del_item(tmp->contr, op->count); - } - } + if (object *pl = visible_to ()) + esrv_update_item (UPD_NROF, pl, this); - if (op->nrof) { - return op; - } else { - free_object (op); - return NULL; + return true; + } + else + { + destroy (1); + return false; } } /* - * add_weight(object, weight) adds the specified weight to an object, - * and also updates how much the environment(s) is/are carrying. + * split(ob,nr) splits up ob into two parts. The part which + * is returned contains nr objects, and the remaining parts contains + * the rest (or is removed and returned if that number is 0). + * On failure, NULL is returned. */ +object * +object::split (sint32 nr) +{ + int have = number_of (); -void add_weight (object *op, signed long weight) { - while (op!=NULL) { - if (op->type == CONTAINER) { - weight=(signed long)(weight*(100-op->stats.Str)/100); + if (have < nr) + return 0; + else if (have == nr) + { + remove (); + return this; + } + else + { + decrease (nr); + + object *op = deep_clone (); + op->nrof = nr; + return op; } - op->carrying+=weight; - op=op->env; - } +} + +object * +insert_ob_in_ob (object *op, object *where) +{ + if (!where) + { + char *dump = dump_object (op); + LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); + free (dump); + return op; + } + + if (where->head_ () != where) + { + LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); + where = where->head; + } + + return where->insert (op); } /* - * insert_ob_in_ob(op,environment): + * env->insert (op) * This function inserts the object op in the linked list * inside the object environment. * - * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter - * the inventory at the last position or next to other objects of the same - * type. - * Frank: Now sorted by type, archetype and magic! - * * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ +object * +object::insert (object *op) +{ + if (op->more) + { + LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); + return op; + } -object *insert_ob_in_ob(object *op,object *where) { - object *tmp, *otmp; + op->remove (); - if(!QUERY_FLAG(op,FLAG_REMOVED)) { - dump_object(op); - LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); - return op; - } - if(where==NULL) { - dump_object(op); - LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); - return op; - } - if (where->head) { - LOG(llevDebug, - "Warning: Tried to insert object wrong part of multipart object.\n"); - where = where->head; - } - if (op->more) { - LOG(llevError, "Tried to insert multipart object %s (%d)\n", - op->name, op->count); - return op; - } - CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); - CLEAR_FLAG(op, FLAG_REMOVED); - if(op->nrof) { - for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) - if ( CAN_MERGE(tmp,op) ) { - /* return the original object and remove inserted object - (client needs the original object) */ - tmp->nrof += op->nrof; - /* Weight handling gets pretty funky. Since we are adding to - * tmp->nrof, we need to increase the weight. - */ - add_weight (where, op->weight*op->nrof); - SET_FLAG(op, FLAG_REMOVED); - free_object(op); /* free the inserted object */ - op = tmp; - remove_ob (op); /* and fix old object's links */ - CLEAR_FLAG(op, FLAG_REMOVED); - break; - } + op->flag [FLAG_OBJ_ORIGINAL] = 0; - /* I assume combined objects have no inventory - * We add the weight - this object could have just been removed - * (if it was possible to merge). calling remove_ob will subtract - * the weight, so we need to add it in again, since we actually do - * the linking below - */ - add_weight (where, op->weight*op->nrof); - } else - add_weight (where, (op->weight+op->carrying)); - - otmp=is_player_inv(where); - if (otmp&&otmp->contr!=NULL) { - if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) - fix_player(otmp); - } + if (op->nrof) + for (object *tmp = inv; tmp; tmp = tmp->below) + if (object::can_merge (tmp, op)) + { + /* return the original object and remove inserted object + (client needs the original object) */ + tmp->nrof += op->nrof; + + if (object *pl = tmp->visible_to ()) + esrv_update_item (UPD_NROF, pl, tmp); + + adjust_weight (this, op->total_weight ()); + + op->destroy (1); + op = tmp; + goto inserted; + } + + op->owner = 0; // it's his/hers now. period. + op->map = 0; + op->x = 0; + op->y = 0; + + op->above = 0; + op->below = inv; + op->env = this; - op->map=NULL; - op->env=where; - op->above=NULL; - op->below=NULL; - op->x=0,op->y=0; - op->ox=0,op->oy=0; + if (inv) + inv->above = op; + inv = op; + + op->flag [FLAG_REMOVED] = 0; + + if (object *pl = op->visible_to ()) + esrv_send_item (pl, op); + + adjust_weight (this, op->total_weight ()); + +inserted: /* reset the light list and los of the players on the map */ - if((op->glow_radius!=0)&&where->map) - { -#ifdef DEBUG_LIGHTS - LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", - op->name); -#endif /* DEBUG_LIGHTS */ - if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); - } + if (op->glow_radius && map && map->darkness) + update_all_los (map, x, y); + + // if this is a player's inventory, update stats + if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) + update_stats (); + + INVOKE_OBJECT (INSERT, this); - /* Client has no idea of ordering so lets not bother ordering it here. - * It sure simplifies this function... - */ - if (where->inv==NULL) - where->inv=op; - else { - op->below = where->inv; - op->below->above = op; - where->inv = op; - } return op; } @@ -2007,96 +1709,100 @@ * object being inserted. insert_ob_in_map may not put new objects * on top. */ - -int check_move_on (object *op, object *originator) +int +check_move_on (object *op, object *originator) { - object *tmp; - tag_t tag; - mapstruct *m=op->map; - int x=op->x, y=op->y; - MoveType move_on, move_slow, move_block; - - if(QUERY_FLAG(op,FLAG_NO_APPLY)) - return 0; - - tag = op->count; - - move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); - move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); - move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); - - /* if nothing on this space will slow op down or be applied, - * no need to do checking below. have to make sure move_type - * is set, as lots of objects don't have it set - we treat that - * as walking. - */ - if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) - return 0; + object *tmp; + maptile *m = op->map; + int x = op->x, y = op->y; - /* This is basically inverse logic of that below - basically, - * if the object can avoid the move on or slow move, they do so, - * but can't do it if the alternate movement they are using is - * blocked. Logic on this seems confusing, but does seem correct. - */ - if ((op->move_type & ~move_on & ~move_block) != 0 && - (op->move_type & ~move_slow & ~move_block) != 0) return 0; + MoveType move_on, move_slow, move_block; - /* The objects have to be checked from top to bottom. - * Hence, we first go to the top: - */ + if (QUERY_FLAG (op, FLAG_NO_APPLY)) + return 0; - for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && - tmp->above!=NULL; tmp=tmp->above) { - /* Trim the search when we find the first other spell effect - * this helps performance so that if a space has 50 spell objects, - * we don't need to check all of them. - */ - if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; - } - for(;tmp!=NULL; tmp=tmp->below) { - if (tmp == op) continue; /* Can't apply yourself */ - - /* Check to see if one of the movement types should be slowed down. - * Second check makes sure that the movement types not being slowed - * (~slow_move) is not blocked on this space - just because the - * space doesn't slow down swimming (for example), if you can't actually - * swim on that space, can't use it to avoid the penalty. - */ - if (!QUERY_FLAG(op, FLAG_WIZPASS)) { - if ((!op->move_type && tmp->move_slow & MOVE_WALK) || - ((op->move_type & tmp->move_slow) && - (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { - - float diff; - - diff = tmp->move_slow_penalty*FABS(op->speed); - if (op->type == PLAYER) { - if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || - (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { - diff /= 4.0; - } - } - op->speed_left -= diff; - } - } - - /* Basically same logic as above, except now for actual apply. */ - if ((!op->move_type && tmp->move_on & MOVE_WALK) || - ((op->move_type & tmp->move_on) && - (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { - - move_apply(tmp, op, originator); - if (was_destroyed (op, tag)) - return 1; - - /* what the person/creature stepped onto has moved the object - * someplace new. Don't process any further - if we did, - * have a feeling strange problems would result. - */ - if (op->map != m || op->x != x || op->y != y) return 0; - } - } + move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); + move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); + move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); + + /* if nothing on this space will slow op down or be applied, + * no need to do checking below. have to make sure move_type + * is set, as lots of objects don't have it set - we treat that + * as walking. + */ + if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) return 0; + + /* This is basically inverse logic of that below - basically, + * if the object can avoid the move on or slow move, they do so, + * but can't do it if the alternate movement they are using is + * blocked. Logic on this seems confusing, but does seem correct. + */ + if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) + return 0; + + /* The objects have to be checked from top to bottom. + * Hence, we first go to the top: + */ + + for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) + { + /* Trim the search when we find the first other spell effect + * this helps performance so that if a space has 50 spell objects, + * we don't need to check all of them. + */ + if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) + break; + } + + for (; tmp; tmp = tmp->below) + { + if (tmp == op) + continue; /* Can't apply yourself */ + + /* Check to see if one of the movement types should be slowed down. + * Second check makes sure that the movement types not being slowed + * (~slow_move) is not blocked on this space - just because the + * space doesn't slow down swimming (for example), if you can't actually + * swim on that space, can't use it to avoid the penalty. + */ + if (!QUERY_FLAG (op, FLAG_WIZPASS)) + { + if ((!op->move_type && tmp->move_slow & MOVE_WALK) || + ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) + { + + float + diff = tmp->move_slow_penalty * fabs (op->speed); + + if (op->type == PLAYER) + if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || + (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) + diff /= 4.0; + + op->speed_left -= diff; + } + } + + /* Basically same logic as above, except now for actual apply. */ + if ((!op->move_type && tmp->move_on & MOVE_WALK) || + ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) + { + move_apply (tmp, op, originator); + + if (op->destroyed ()) + return 1; + + /* what the person/creature stepped onto has moved the object + * someplace new. Don't process any further - if we did, + * have a feeling strange problems would result. + */ + if (op->map != m || op->x != x || op->y != y) + return 0; + } + } + + return 0; } /* @@ -2104,16 +1810,19 @@ * a matching archetype at the given map and coordinates. * The first matching object is returned, or NULL if none. */ +object * +present_arch (const archetype *at, maptile *m, int x, int y) +{ + if (!m || out_of_map (m, x, y)) + { + LOG (llevError, "Present_arch called outside map.\n"); + return NULL; + } -object *present_arch(const archetype *at, mapstruct *m, int x, int y) { - object *tmp; - if(m==NULL || out_of_map(m,x,y)) { - LOG(llevError,"Present_arch called outside map.\n"); - return NULL; - } - for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) - if(tmp->arch == at) + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) + if (tmp->arch == at) return tmp; + return NULL; } @@ -2122,16 +1831,19 @@ * a matching type variable at the given map and coordinates. * The first matching object is returned, or NULL if none. */ +object * +present (unsigned char type, maptile *m, int x, int y) +{ + if (out_of_map (m, x, y)) + { + LOG (llevError, "Present called outside map.\n"); + return NULL; + } -object *present(unsigned char type,mapstruct *m, int x,int y) { - object *tmp; - if(out_of_map(m,x,y)) { - LOG(llevError,"Present called outside map.\n"); - return NULL; - } - for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) - if(tmp->type==type) + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) + if (tmp->type == type) return tmp; + return NULL; } @@ -2140,12 +1852,13 @@ * a matching type variable in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - -object *present_in_ob(unsigned char type, const object *op) { - object *tmp; - for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) - if(tmp->type==type) +object * +present_in_ob (unsigned char type, const object *op) +{ + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) + if (tmp->type == type) return tmp; + return NULL; } @@ -2163,15 +1876,14 @@ * spell code can use one object type (force), but change it's name * to be unique. */ +object * +present_in_ob_by_name (int type, const char *str, const object *op) +{ + for (object *tmp = op->inv; tmp; tmp = tmp->below) + if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) + return tmp; -object *present_in_ob_by_name(int type, const char *str, const object *op) { - object *tmp; - - for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { - if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) - return tmp; - } - return NULL; + return 0; } /* @@ -2179,47 +1891,40 @@ * a matching archetype in the inventory of the given object. * The first matching object is returned, or NULL if none. */ - -object *present_arch_in_ob(const archetype *at, const object *op) { - object *tmp; - for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) - if( tmp->arch == at) +object * +present_arch_in_ob (const archetype *at, const object *op) +{ + for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) + if (tmp->arch == at) return tmp; + return NULL; } /* * activate recursively a flag on an object inventory */ -void flag_inv(object*op, int flag){ - object *tmp; - if(op->inv) - for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ - SET_FLAG(tmp, flag); - flag_inv(tmp,flag); - } -}/* - * desactivate recursively a flag on an object inventory - */ -void unflag_inv(object*op, int flag){ - object *tmp; - if(op->inv) - for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ - CLEAR_FLAG(tmp, flag); - unflag_inv(tmp,flag); - } +void +flag_inv (object *op, int flag) +{ + for (object *tmp = op->inv; tmp; tmp = tmp->below) + { + SET_FLAG (tmp, flag); + flag_inv (tmp, flag); + } } /* - * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in - * all it's inventory (recursively). - * If checksums are used, a player will get set_cheat called for - * him/her-self and all object carried by a call to this function. + * deactivate recursively a flag on an object inventory */ - -void set_cheat(object *op) { - SET_FLAG(op, FLAG_WAS_WIZ); - flag_inv(op, FLAG_WAS_WIZ); +void +unflag_inv (object *op, int flag) +{ + for (object *tmp = op->inv; tmp; tmp = tmp->below) + { + CLEAR_FLAG (tmp, flag); + unflag_inv (tmp, flag); + } } /* @@ -2231,10 +1936,7 @@ * start and stop are where to start relative to the free_arr array (1,9 * does all 4 immediate directions). This returns the index into the * array of the free spot, -1 if no spot available (dir 0 = x,y) - * Note - this only checks to see if there is space for the head of the - * object - if it is a multispace object, this should be called for all - * pieces. - * Note2: This function does correctly handle tiled maps, but does not + * Note: This function does correctly handle tiled maps, but does not * inform the caller. However, insert_ob_in_map will update as * necessary, so the caller shouldn't need to do any special work. * Note - updated to take an object instead of archetype - this is necessary @@ -2243,64 +1945,95 @@ * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ +int +find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) +{ + int altern[SIZEOFFREE]; + int index = 0, flag; -int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { - int i,index=0, flag; - static int altern[SIZEOFFREE]; - - for(i=start;imove_type == 0 && ms.move_block != MOVE_ALL) + { + altern [index++] = i; + continue; + } + + /* Basically, if we find a wall on a space, we cut down the search size. + * In this way, we won't return spaces that are on another side of a wall. + * This mostly work, but it cuts down the search size in all directions - + * if the space being examined only has a wall to the north and empty + * spaces in all the other directions, this will reduce the search space + * to only the spaces immediately surrounding the target area, and + * won't look 2 spaces south of the target space. + */ + if (ms.move_block == MOVE_ALL && maxfree[i] < stop) + { + stop = maxfree[i]; + continue; + } + + /* Note it is intentional that we check ob - the movement type of the + * head of the object should correspond for the entire object. + */ + if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) + continue; + + if (ob->blocked (m, pos.x, pos.y)) + continue; + + altern [index++] = i; } - if(!index) return -1; - return altern[RANDOM()%index]; + + if (!index) + return -1; + + return altern [rndm (index)]; } /* - * find_first_free_spot(archetype, mapstruct, x, y) works like + * find_first_free_spot(archetype, maptile, x, y) works like * find_free_spot(), but it will search max number of squares. * But it will return the first available spot, not a random choice. * Changed 0.93.2: Have it return -1 if there is no free spot available. */ +int +find_first_free_spot (const object *ob, maptile *m, int x, int y) +{ + for (int i = 0; i < SIZEOFFREE; i++) + if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) + return i; -int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { - int i; - for(i=0;ihead) { - exclude = exclude->head; - move_type = exclude->move_type; - } else { - /* If we don't have anything, presume it can use all movement types. */ - move_type=MOVE_ALL; - } - - for(i=1;iabove) { - if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && - (tmp != exclude ||(tmp->head && tmp->head != exclude))) { - break; - } - } - if(tmp) { - return freedir[i]; - } - } - } + if (exclude && exclude->head_ () != exclude) + { + exclude = exclude->head; + move_type = exclude->move_type; } - return 0; + else + { + /* If we don't have anything, presume it can use all movement types. */ + move_type = MOVE_ALL; + } + + for (i = 1; i < max; i++) + { + mp = m; + nx = x + freearr_x[i]; + ny = y + freearr_y[i]; + + mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); + + if (mflags & P_OUT_OF_MAP) + max = maxfree[i]; + else + { + mapspace &ms = mp->at (nx, ny); + + blocked = ms.move_block; + + if ((move_type & blocked) == move_type) + max = maxfree[i]; + else if (mflags & P_IS_ALIVE) + { + for (tmp = ms.bot; tmp; tmp = tmp->above) + if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) + && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) + break; + + if (tmp) + return freedir[i]; + } + } + } + + return 0; } /* * distance(object 1, object 2) will return the square of the * distance between the two given objects. */ - -int distance(const object *ob1, const object *ob2) { - int i; - i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ - (ob1->y - ob2->y)*(ob1->y - ob2->y); - return i; +int +distance (const object *ob1, const object *ob2) +{ + return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); } /* @@ -2398,63 +2139,56 @@ * an object which has subtracted the x and y coordinates of another * object, needs to travel toward it. */ - -int find_dir_2(int x, int y) { +int +find_dir_2 (int x, int y) +{ int q; - if(y) - q=x*100/y; + if (y) + q = x * 100 / y; else if (x) - q= -300*x; + q = -300 * x; else return 0; - if(y>0) { - if(q < -242) - return 3 ; - if (q < -41) - return 2 ; - if (q < 41) - return 1 ; - if (q < 242) - return 8 ; - return 7 ; - } + if (y > 0) + { + if (q < -242) + return 3; + if (q < -41) + return 2; + if (q < 41) + return 1; + if (q < 242) + return 8; + return 7; + } if (q < -242) - return 7 ; + return 7; if (q < -41) - return 6 ; + return 6; if (q < 41) - return 5 ; + return 5; if (q < 242) - return 4 ; + return 4; - return 3 ; -} - -/* - * absdir(int): Returns a number between 1 and 8, which represent - * the "absolute" direction of a number (it actually takes care of - * "overflow" in previous calculations of a direction). - */ - -int absdir(int d) { - while(d<1) d+=8; - while(d>8) d-=8; - return d; + return 3; } /* * dirdiff(dir1, dir2) returns how many 45-degrees differences there is * between two directions (which are expected to be absolute (see absdir()) */ - -int dirdiff(int dir1, int dir2) { +int +dirdiff (int dir1, int dir2) +{ int d; - d = abs(dir1 - dir2); - if(d>4) + + d = abs (dir1 - dir2); + if (d > 4) d = 8 - d; + return d; } @@ -2467,57 +2201,57 @@ * Moved from spell_util.c to object.c with the other related direction * functions. */ - int reduction_dir[SIZEOFFREE][3] = { - {0,0,0}, /* 0 */ - {0,0,0}, /* 1 */ - {0,0,0}, /* 2 */ - {0,0,0}, /* 3 */ - {0,0,0}, /* 4 */ - {0,0,0}, /* 5 */ - {0,0,0}, /* 6 */ - {0,0,0}, /* 7 */ - {0,0,0}, /* 8 */ - {8,1,2}, /* 9 */ - {1,2,-1}, /* 10 */ - {2,10,12}, /* 11 */ - {2,3,-1}, /* 12 */ - {2,3,4}, /* 13 */ - {3,4,-1}, /* 14 */ - {4,14,16}, /* 15 */ - {5,4,-1}, /* 16 */ - {4,5,6}, /* 17 */ - {6,5,-1}, /* 18 */ - {6,20,18}, /* 19 */ - {7,6,-1}, /* 20 */ - {6,7,8}, /* 21 */ - {7,8,-1}, /* 22 */ - {8,22,24}, /* 23 */ - {8,1,-1}, /* 24 */ - {24,9,10}, /* 25 */ - {9,10,-1}, /* 26 */ - {10,11,-1}, /* 27 */ - {27,11,29}, /* 28 */ - {11,12,-1}, /* 29 */ - {12,13,-1}, /* 30 */ - {12,13,14}, /* 31 */ - {13,14,-1}, /* 32 */ - {14,15,-1}, /* 33 */ - {33,15,35}, /* 34 */ - {16,15,-1}, /* 35 */ - {17,16,-1}, /* 36 */ - {18,17,16}, /* 37 */ - {18,17,-1}, /* 38 */ - {18,19,-1}, /* 39 */ - {41,19,39}, /* 40 */ - {19,20,-1}, /* 41 */ - {20,21,-1}, /* 42 */ - {20,21,22}, /* 43 */ - {21,22,-1}, /* 44 */ - {23,22,-1}, /* 45 */ - {45,47,23}, /* 46 */ - {23,24,-1}, /* 47 */ - {24,9,-1}}; /* 48 */ + {0, 0, 0}, /* 0 */ + {0, 0, 0}, /* 1 */ + {0, 0, 0}, /* 2 */ + {0, 0, 0}, /* 3 */ + {0, 0, 0}, /* 4 */ + {0, 0, 0}, /* 5 */ + {0, 0, 0}, /* 6 */ + {0, 0, 0}, /* 7 */ + {0, 0, 0}, /* 8 */ + {8, 1, 2}, /* 9 */ + {1, 2, -1}, /* 10 */ + {2, 10, 12}, /* 11 */ + {2, 3, -1}, /* 12 */ + {2, 3, 4}, /* 13 */ + {3, 4, -1}, /* 14 */ + {4, 14, 16}, /* 15 */ + {5, 4, -1}, /* 16 */ + {4, 5, 6}, /* 17 */ + {6, 5, -1}, /* 18 */ + {6, 20, 18}, /* 19 */ + {7, 6, -1}, /* 20 */ + {6, 7, 8}, /* 21 */ + {7, 8, -1}, /* 22 */ + {8, 22, 24}, /* 23 */ + {8, 1, -1}, /* 24 */ + {24, 9, 10}, /* 25 */ + {9, 10, -1}, /* 26 */ + {10, 11, -1}, /* 27 */ + {27, 11, 29}, /* 28 */ + {11, 12, -1}, /* 29 */ + {12, 13, -1}, /* 30 */ + {12, 13, 14}, /* 31 */ + {13, 14, -1}, /* 32 */ + {14, 15, -1}, /* 33 */ + {33, 15, 35}, /* 34 */ + {16, 15, -1}, /* 35 */ + {17, 16, -1}, /* 36 */ + {18, 17, 16}, /* 37 */ + {18, 17, -1}, /* 38 */ + {18, 19, -1}, /* 39 */ + {41, 19, 39}, /* 40 */ + {19, 20, -1}, /* 41 */ + {20, 21, -1}, /* 42 */ + {20, 21, 22}, /* 43 */ + {21, 22, -1}, /* 44 */ + {23, 22, -1}, /* 45 */ + {45, 47, 23}, /* 46 */ + {23, 24, -1}, /* 47 */ + {24, 9, -1} +}; /* 48 */ /* Recursive routine to step back and see if we can * find a path to that monster that we found. If not, @@ -2525,37 +2259,39 @@ * can see a direct way to get it * Modified to be map tile aware -.MSW */ - - -int can_see_monsterP(mapstruct *m, int x, int y,int dir) { - sint16 dx, dy; - int mflags; +int +can_see_monsterP (maptile *m, int x, int y, int dir) +{ + sint16 dx, dy; + int mflags; - if(dir<0) return 0; /* exit condition: invalid direction */ + if (dir < 0) + return 0; /* exit condition: invalid direction */ - dx = x + freearr_x[dir]; - dy = y + freearr_y[dir]; + dx = x + freearr_x[dir]; + dy = y + freearr_y[dir]; - mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); + mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); + + /* This functional arguably was incorrect before - it was + * checking for P_WALL - that was basically seeing if + * we could move to the monster - this is being more + * literal on if we can see it. To know if we can actually + * move to the monster, we'd need the monster passed in or + * at least its move type. + */ + if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) + return 0; - /* This functional arguably was incorrect before - it was - * checking for P_WALL - that was basically seeing if - * we could move to the monster - this is being more - * literal on if we can see it. To know if we can actually - * move to the monster, we'd need the monster passed in or - * at least its move type. - */ - if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; + /* yes, can see. */ + if (dir < 9) + return 1; - /* yes, can see. */ - if(dir < 9) return 1; - return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | - can_see_monsterP(m,x,y, reduction_dir[dir][1]) | - can_see_monsterP(m,x,y, reduction_dir[dir][2]); + return can_see_monsterP (m, x, y, reduction_dir[dir][0]) + | can_see_monsterP (m, x, y, reduction_dir[dir][1]) + | can_see_monsterP (m, x, y, reduction_dir[dir][2]); } - - - + /* * can_pick(picker, item): finds out if an object is possible to be * picked up by the picker. Returnes 1 if it can be @@ -2566,258 +2302,307 @@ * * Add a check so we can't pick up invisible objects (0.93.8) */ - -int can_pick(const object *who, const object *item) { - return /*QUERY_FLAG(who,FLAG_WIZ)||*/ - (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& - !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && - (who->type==PLAYER||item->weightweight/3)); +int +can_pick (const object *who, const object *item) +{ + return /*QUERY_FLAG(who,FLAG_WIZ)|| */ + (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && + !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); } - /* * create clone from object to another */ -object *object_create_clone (object *asrc) { - object *dst = NULL,*tmp,*src,*part,*prev, *item; +object * +object::deep_clone () +{ + assert (("deep_clone called on non-head object", is_head ())); - if(!asrc) return NULL; - src = asrc; - if(src->head) - src = src->head; - - prev = NULL; - for(part = src; part; part = part->more) { - tmp = get_object(); - copy_object(part,tmp); - tmp->x -= src->x; - tmp->y -= src->y; - if(!part->head) { - dst = tmp; - tmp->head = NULL; - } else { - tmp->head = dst; - } - tmp->more = NULL; - if(prev) - prev->more = tmp; - prev = tmp; - } - /*** copy inventory ***/ - for(item = src->inv; item; item = item->below) { - (void) insert_ob_in_ob(object_create_clone(item),dst); - } - - return dst; -} - -/* return true if the object was destroyed, 0 otherwise */ -int was_destroyed (const object *op, tag_t old_tag) -{ - /* checking for FLAG_FREED isn't necessary, but makes this function more - * robust */ - return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); -} - -/* GROS - Creates an object using a string representing its content. */ -/* Basically, we save the content of the string to a temp file, then call */ -/* load_object on it. I admit it is a highly inefficient way to make things, */ -/* but it was simple to make and allows reusing the load_object function. */ -/* Remember not to use load_object_str in a time-critical situation. */ -/* Also remember that multiparts objects are not supported for now. */ - -object* load_object_str(const char *obstr) -{ - object *op; - FILE *tempfile; - char filename[MAX_BUF]; - sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); - tempfile=fopen(filename,"w"); - if (tempfile == NULL) - { - LOG(llevError,"Error - Unable to access load object temp file\n"); - return NULL; - }; - fprintf(tempfile,obstr); - fclose(tempfile); - - op=get_object(); - - tempfile=fopen(filename,"r"); - if (tempfile == NULL) - { - LOG(llevError,"Error - Unable to read object temp file\n"); - return NULL; - }; - load_object(tempfile,op,LO_NEWFILE,0); - LOG(llevDebug," load str completed, object=%s\n",op->name); - CLEAR_FLAG(op,FLAG_REMOVED); - fclose(tempfile); - return op; + object *dst = clone (); + + object *prev = dst; + for (object *part = this->more; part; part = part->more) + { + object *tmp = part->clone (); + tmp->head = dst; + prev->more = tmp; + prev = tmp; + } + + for (object *item = inv; item; item = item->below) + insert_ob_in_ob (item->deep_clone (), dst); + + return dst; } /* This returns the first object in who's inventory that * has the same type and subtype match. * returns NULL if no match. */ -object *find_obj_by_type_subtype(const object *who, int type, int subtype) +object * +find_obj_by_type_subtype (const object *who, int type, int subtype) { - object *tmp; + for (object *tmp = who->inv; tmp; tmp = tmp->below) + if (tmp->type == type && tmp->subtype == subtype) + return tmp; + + return 0; +} - for (tmp=who->inv; tmp; tmp=tmp->below) - if (tmp->type == type && tmp->subtype == subtype) return tmp; +const shstr & +object::kv_get (const shstr &key) const +{ + for (key_value *kv = key_values; kv; kv = kv->next) + if (kv->key == key) + return kv->value; - return NULL; + return shstr_null; } -/* If ob has a field named key, return the link from the list, - * otherwise return NULL. - * - * key must be a passed in shared string - otherwise, this won't - * do the desired thing. - */ -key_value * get_ob_key_link(const object * ob, const char * key) { - key_value * link; - - for (link = ob->key_values; link != NULL; link = link->next) { - if (link->key == key) { - return link; - } - } - - return NULL; -} +void +object::kv_set (const shstr &key, const shstr &value) +{ + for (key_value *kv = key_values; kv; kv = kv->next) + if (kv->key == key) + { + kv->value = value; + return; + } -/* - * Returns the value of op has an extra_field for key, or NULL. - * - * The argument doesn't need to be a shared string. - * - * The returned string is shared. - */ -const char * get_ob_key_value(const object * op, const char * const key) { - key_value * link; - const char * canonical_key; - - canonical_key = find_string(key); - - if (canonical_key == NULL) { - /* 1. There being a field named key on any object - * implies there'd be a shared string to find. - * 2. Since there isn't, no object has this field. - * 3. Therefore, *this* object doesn't have this field. - */ - return NULL; + key_value *kv = new key_value; + + kv->next = key_values; + kv->key = key; + kv->value = value; + + key_values = kv; +} + +void +object::kv_del (const shstr &key) +{ + for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) + if ((*kvp)->key == key) + { + key_value *kv = *kvp; + *kvp = (*kvp)->next; + delete kv; + return; + } +} + +object::depth_iterator::depth_iterator (object *container) +: iterator_base (container) +{ + while (item->inv) + item = item->inv; +} + +void +object::depth_iterator::next () +{ + if (item->below) + { + item = item->below; + + while (item->inv) + item = item->inv; } + else + item = item->env; +} - /* This is copied from get_ob_key_link() above - - * only 4 lines, and saves the function call overhead. - */ - for (link = op->key_values; link != NULL; link = link->next) { - if (link->key == canonical_key) { - return link->value; +const char * +object::flag_desc (char *desc, int len) const +{ + char *p = desc; + bool first = true; + + *p = 0; + + for (int i = 0; i < NUM_FLAGS; i++) + { + if (len <= 10) // magic constant! + { + snprintf (p, len, ",..."); + break; + } + + if (flag [i]) + { + int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); + len -= cnt; + p += cnt; + first = false; } } - return NULL; + + return desc; } +// return a suitable string describing an object in enough detail to find it +const char * +object::debug_desc (char *info) const +{ + char flagdesc[512]; + char info2[256 * 4]; + char *p = info; -/* - * Updates the canonical_key in op to value. - * - * canonical_key is a shared string (value doesn't have to be). - * - * Unless add_key is TRUE, it won't add fields, only change the value of existing - * keys. - * - * Returns TRUE on success. - */ -int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { - key_value * field = NULL, *last=NULL; - - for (field=op->key_values; field != NULL; field=field->next) { - if (field->key != canonical_key) { - last = field; - continue; - } - - if (field->value) FREE_AND_CLEAR_STR(field->value); - if (value) - field->value = add_string(value); - else { - /* Basically, if the archetype has this key set, - * we need to store the null value so when we save - * it, we save the empty value so that when we load, - * we get this value back again. - */ - if (get_ob_key_link(&op->arch->clone, canonical_key)) - field->value = NULL; - else { - /* Delete this link */ - if (field->key) FREE_AND_CLEAR_STR(field->key); - if (field->value) FREE_AND_CLEAR_STR(field->value); - if (last) last->next = field->next; - else op->key_values = field->next; - free(field); - } - } - return TRUE; - } - /* IF we get here, key doesn't exist */ - - /* No field, we'll have to add it. */ - - if (!add_key) { - return FALSE; - } - /* There isn't any good reason to store a null - * value in the key/value list. If the archetype has - * this key, then we should also have it, so shouldn't - * be here. If user wants to store empty strings, - * should pass in "" - */ - if (value == NULL) return TRUE; - - field = (key_value *) malloc(sizeof(key_value)); - - field->key = add_refcount(canonical_key); - field->value = add_string(value); - /* Usual prepend-addition. */ - field->next = op->key_values; - op->key_values = field; - - return TRUE; + p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", + count, + uuid.c_str (), + &name, + title ? "\",title:\"" : "", + title ? (const char *)title : "", + flag_desc (flagdesc, 512), type); + + if (!flag[FLAG_REMOVED] && env) + p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); + + if (map) + p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); + + return info; } -/* - * Updates the key in op to value. - * - * If add_key is FALSE, this will only update existing keys, - * and not add new ones. - * In general, should be little reason FALSE is ever passed in for add_key - * - * Returns TRUE on success. - */ -int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { - const char * canonical_key = NULL; - int floating_ref = FALSE; - int ret; - - /* HACK This mess is to make sure set_ob_value() passes a shared string - * to get_ob_key_link(), without leaving a leaked refcount. - */ - - canonical_key = find_string(key); - if (canonical_key == NULL) { - canonical_key = add_string(key); - floating_ref = TRUE; - } - - ret = set_ob_key_value_s(op, canonical_key, value, add_key); - - if (floating_ref) { - free_string(canonical_key); +const char * +object::debug_desc () const +{ + static char info[3][256 * 4]; + static int info_idx; + + return debug_desc (info [++info_idx % 3]); +} + +struct region * +object::region () const +{ + return map ? map->region (x, y) + : region::default_region (); +} + +const materialtype_t * +object::dominant_material () const +{ + if (materialtype_t *mt = name_to_material (materialname)) + return mt; + + return name_to_material (shstr_unknown); +} + +void +object::open_container (object *new_container) +{ + if (container == new_container) + return; + + object *old_container = container; + + if (old_container) + { + if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) + return; + +#if 0 + // remove the "Close old_container" object. + if (object *closer = old_container->inv) + if (closer->type == CLOSE_CON) + closer->destroy (); +#endif + + // make sure the container is available + esrv_send_item (this, old_container); + + old_container->flag [FLAG_APPLIED] = false; + container = 0; + + // client needs item update to make it work, client bug requires this to be separate + esrv_update_item (UPD_FLAGS, this, old_container); + + new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); + play_sound (sound_find ("chest_close")); } - - return ret; + + if (new_container) + { + if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) + return; + + // TODO: this does not seem to serve any purpose anymore? +#if 0 + // insert the "Close Container" object. + if (archetype *closer = new_container->other_arch) + { + object *closer = arch_to_object (new_container->other_arch); + closer->flag [FLAG_NO_MAP_SAVE] = 1; + new_container->insert (closer); + } +#endif + + new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); + + // make sure the container is available, client bug requires this to be separate + esrv_send_item (this, new_container); + + new_container->flag [FLAG_APPLIED] = true; + container = new_container; + + // client needs flag change + esrv_update_item (UPD_FLAGS, this, new_container); + esrv_send_inventory (this, new_container); + play_sound (sound_find ("chest_open")); + } +// else if (!old_container->env && contr && contr->ns) +// contr->ns->floorbox_reset (); +} + +object * +object::force_find (const shstr name) +{ + /* cycle through his inventory to look for the MARK we want to + * place + */ + for (object *tmp = inv; tmp; tmp = tmp->below) + if (tmp->type == FORCE && tmp->slaying == name) + return splay (tmp); + + return 0; +} + +void +object::force_add (const shstr name, int duration) +{ + if (object *force = force_find (name)) + force->destroy (); + + object *force = get_archetype (FORCE_NAME); + + force->slaying = name; + force->stats.food = 1; + force->speed_left = -1.f; + + force->set_speed (duration ? 1.f / duration : 0.f); + force->flag [FLAG_IS_USED_UP] = true; + force->flag [FLAG_APPLIED] = true; + + insert (force); +} + +void +object::play_sound (faceidx sound) +{ + if (!sound) + return; + + if (flag [FLAG_REMOVED]) + return; + + if (env) + { + if (object *pl = in_player ()) + pl->contr->play_sound (sound); + } + else + map->play_sound (sound, x, y); } +