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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.240 by root, Wed May 7 13:40:30 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
190 * Check nrof variable *before* calling can_merge() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if (ob1 == ob2 184 if (ob1 == ob2
200 || ob1->type != ob2->type 185 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 194 * nrof values.
210 */ 195 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 197 return 0;
213 198
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 203 * flags lose any meaning.
219 */ 204 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 207
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 210
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 212 || ob1->name != ob2->name
229 || ob1->title != ob2->title 213 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 220 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 235 return 0;
252 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
253 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
255 */ 247 */
256 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
257 { 249 {
258 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
260 return 0;
261 252
262 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
263 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 257 return 0; /* inventory objects differ */
265 258
266 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 260 * if it is valid.
268 */ 261 */
269 } 262 }
277 270
278 /* Note sure why the following is the case - either the object has to 271 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 272 * be animated or have a very low speed. Is this an attempted monster
280 * check? 273 * check?
281 */ 274 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 276 return 0;
284 277
285 switch (ob1->type) 278 switch (ob1->type)
286 { 279 {
287 case SCROLL: 280 case SCROLL:
288 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
289 return 0; 282 return 0;
290 break; 283 break;
291 } 284 }
292 285
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
294 { 287 {
295 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 293 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 294 }
302 295
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
305 { 297 {
306 ob1->optimise (); 298 ob1->optimise ();
307 ob2->optimise (); 299 ob2->optimise ();
308 300
309 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
310 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
311 } 315 }
312 316
313 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
314 return 1; 318 return 1;
315} 319}
316 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
317/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
318 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
321 */ 397 */
322long 398void
323sum_weight (object *op) 399object::update_weight ()
324{ 400{
325 long sum; 401 sint32 sum = 0;
326 object *inv;
327 402
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
329 { 404 {
330 if (inv->inv) 405 if (op->inv)
331 sum_weight (inv); 406 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
333 } 414 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 415 carrying = sum;
340 416
341 return sum; 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
342} 421}
343 422
344/** 423/*
345 * Return the outermost environment object for a given object. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 425 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 426char *
363dump_object (object *op) 427dump_object (object *op)
364{ 428{
365 if (!op) 429 if (!op)
366 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
367 431
368 object_freezer freezer; 432 object_freezer freezer;
369 save_object (freezer, op, 3); 433 op->write (freezer);
370 return freezer.as_string (); 434 return freezer.as_string ();
371} 435}
372 436
373/* 437/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
377 */ 441 */
378
379object * 442object *
380get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
381{ 444{
382 object *tmp, *closest; 445 object *tmp, *closest;
383 int last_dist, i; 446 int last_dist, i;
384 447
385 if (op->more == NULL) 448 if (!op->more)
386 return op; 449 return op;
450
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
390 return closest; 457 return closest;
391} 458}
392 459
393/* 460/*
394 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
395 */ 463 */
396
397object * 464object *
398find_object (tag_t i) 465find_object (tag_t i)
399{ 466{
400 for (object *op = object::first; op; op = op->next) 467 for_all_objects (op)
401 if (op->count == i) 468 if (op->count == i)
402 return op; 469 return op;
403 470
404 return 0; 471 return 0;
405} 472}
406 473
407/* 474/*
408 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
411 */ 478 */
412
413object * 479object *
414find_object_name (const char *str) 480find_object_name (const char *str)
415{ 481{
416 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
417 object *op; 483 object *op;
418 484
419 for (op = object::first; op != NULL; op = op->next) 485 for_all_objects (op)
420 if (op->name == str_) 486 if (op->name == str_)
421 break; 487 break;
422 488
423 return op; 489 return op;
424} 490}
425 491
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 492/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
435 */ 496 */
436void 497void
437object::set_owner (object *owner) 498object::set_owner (object *owner)
438{ 499{
500 // allow objects which own objects
439 if (!owner) 501 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 502 while (owner->owner)
450 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
451 510
452 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
453} 578}
454 579
455/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 581 * refcounts and freeing the links.
457 */ 582 */
458static void 583static void
459free_key_values (object *op) 584free_key_values (object *op)
460{ 585{
461 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
462 { 587 {
463 key_value *next = i->next; 588 key_value *next = i->next;
464 delete i; 589 delete i;
465 590
466 i = next; 591 i = next;
467 } 592 }
468 593
469 op->key_values = 0; 594 op->key_values = 0;
470}
471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512} 595}
513 596
514/* 597/*
515 * copy_to first frees everything allocated by the dst object, 598 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 599 * and then copies the contents of itself into the second
520 * will point at garbage. 603 * will point at garbage.
521 */ 604 */
522void 605void
523object::copy_to (object *dst) 606object::copy_to (object *dst)
524{ 607{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 608 dst->remove ();
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 609 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this; 610 dst->flag [FLAG_REMOVED] = true;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 611
543 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
544 if (key_values) 613 if (key_values)
545 { 614 {
546 key_value *tail = 0; 615 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 616 dst->key_values = 0;
550 617
551 for (i = key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
552 { 619 {
553 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
554 621
555 new_link->next = 0; 622 new_link->next = 0;
556 new_link->key = i->key; 623 new_link->key = i->key;
557 new_link->value = i->value; 624 new_link->value = i->value;
558 625
559 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
560 if (!dst->key_values) 627 if (!dst->key_values)
561 { 628 {
568 tail = new_link; 635 tail = new_link;
569 } 636 }
570 } 637 }
571 } 638 }
572 639
573 update_ob_speed (dst); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
574} 663}
575 664
576object * 665object *
577object::clone () 666object::clone ()
578{ 667{
579 object *neu = create (); 668 object *neu = create ();
580 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
581 return neu; 671 return neu;
582} 672}
583 673
584/* 674/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
588 */ 678 */
589
590void 679void
591update_turn_face (object *op) 680update_turn_face (object *op)
592{ 681{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 683 return;
684
595 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
597} 687}
598 688
599/* 689/*
600 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
603 */ 693 */
604void 694void
605update_ob_speed (object *op) 695object::set_speed (float speed)
606{ 696{
607 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 698 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 700 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 701 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 702
632 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 704
636 if (op->active_next != NULL) 705 if (has_active_speed ())
637 op->active_next->active_prev = op; 706 activate ();
638
639 active_objects = op;
640 }
641 else 707 else
642 { 708 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 709}
697 710
698/* 711/*
699 * update_object() updates the the map. 712 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
713 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
714 */ 727 */
715void 728void
716update_object (object *op, int action) 729update_object (object *op, int action)
717{ 730{
718 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
719
720 if (op == NULL)
721 { 732 {
722 /* this should never happen */ 733 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
724 return; 735 return;
725 } 736 }
726 737
727 if (op->env) 738 if (!op->is_on_map ())
728 { 739 {
729 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
730 * to do in this case. 741 * to do in this case.
731 */ 742 */
732 return; 743 return;
733 } 744 }
734 745
735 /* If the map is saving, don't do anything as everything is
736 * going to get freed anyways.
737 */
738 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return;
740
741 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 748 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 750#ifdef MANY_CORES
746 abort (); 751 abort ();
747#endif 752#endif
748 return; 753 return;
749 } 754 }
750 755
751 mapspace &m = op->ms (); 756 mapspace &m = op->ms ();
752 757
753 if (m.flags_ & P_NEED_UPDATE) 758 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 759 /* nop */;
755 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
756 { 761 {
757 // this is likely overkill, TODO: revisit (schmorp) 762 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 773 * to have move_allow right now.
769 */ 774 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 777 m.flags_ = 0;
773 } 778 }
774 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 781 * that is being removed.
777 */ 782 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 784 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
782 else 787 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 789
785 if (op->more) 790 if (op->more)
786 update_object (op->more, action); 791 update_object (op->more, action);
787} 792}
788 793
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 794object::object ()
806{ 795{
807 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
808 797
809 expmul = 1.0; 798 expmul = 1.0;
810 face = blank_face; 799 face = blank_face;
811} 800}
812 801
813object::~object () 802object::~object ()
814{ 803{
804 unlink ();
805
815 free_key_values (this); 806 free_key_values (this);
816} 807}
817 808
809static int object_count;
810
818void object::link () 811void object::link ()
819{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
820 count = ++ob_count; 815 count = ++object_count;
821 uuid = gen_uuid ();
822 816
823 prev = 0; 817 refcnt_inc ();
824 next = object::first; 818 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 819}
831 820
832void object::unlink () 821void object::unlink ()
833{ 822{
834 if (this == object::first) 823 if (!index)
835 object::first = next; 824 return;
836 825
837 /* Remove this object from the list of used objects */ 826 objects.erase (this);
838 if (prev) prev->next = next; 827 refcnt_dec ();
839 if (next) next->prev = prev; 828}
840 829
841 prev = 0; 830void
842 next = 0; 831object::activate ()
832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
886
887/*
888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891void
892object::destroy_inv (bool drop_to_ground)
893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy ();
916 }
917 }
918 else
919 { /* Put objects in inventory onto this space */
920 while (inv)
921 {
922 object *op = inv;
923
924 if (op->flag [FLAG_STARTEQUIP]
925 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE
927 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true);
931 else
932 map->insert (op, x, y);
933 }
934 }
843} 935}
844 936
845object *object::create () 937object *object::create ()
846{ 938{
847 object *op = new object; 939 object *op = new object;
848 op->link (); 940 op->link ();
849 return op; 941 return op;
850} 942}
851 943
852/* 944static struct freed_map : maptile
853 * free_object() frees everything allocated by an object, removes 945{
854 * it from the list of used objects, and puts it on the list of 946 freed_map ()
855 * free objects. The IS_FREED() flag is set in the object. 947 {
856 * The object must have been removed by remove_ob() first for 948 path = "<freed objects map>";
857 * this function to succeed. 949 name = "/internal/freed_objects_map";
858 * 950 width = 3;
859 * If destroy_inventory is set, free inventory as well. Else drop items in 951 height = 3;
860 * inventory to the ground. 952 no_drop = 1;
861 */ 953 no_reset = 1;
954
955 alloc ();
956 in_memory = MAP_ACTIVE;
957 }
958
959 ~freed_map ()
960 {
961 destroy ();
962 }
963} freed_map; // freed objects are moved here to avoid crashes
964
965void
966object::do_destroy ()
967{
968 if (flag [FLAG_IS_LINKED])
969 remove_button_link (this);
970
971 if (flag [FLAG_FRIENDLY])
972 remove_friendly_object (this);
973
974 remove ();
975
976 attachable::do_destroy ();
977
978 deactivate ();
979 unlink ();
980
981 flag [FLAG_FREED] = 1;
982
983 // hack to ensure that freed objects still have a valid map
984 map = &freed_map;
985 x = 1;
986 y = 1;
987
988 if (more)
989 {
990 more->destroy ();
991 more = 0;
992 }
993
994 head = 0;
995
996 // clear those pointers that likely might cause circular references
997 owner = 0;
998 enemy = 0;
999 attacked_by = 0;
1000 current_weapon = 0;
1001}
1002
1003void
862void object::destroy (bool destroy_inventory) 1004object::destroy (bool destroy_inventory)
863{ 1005{
864 if (QUERY_FLAG (this, FLAG_FREED)) 1006 if (destroyed ())
865 return; 1007 return;
866 1008
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1009 if (!is_head () && !head->destroyed ())
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
876 { 1010 {
1011 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
877 more->destroy (destroy_inventory); 1012 head->destroy (destroy_inventory);
878 more = 0; 1013 return;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
936 } 1014 }
937 1015
938 map = freed_map; 1016 destroy_inv (!destroy_inventory);
939 x = 1;
940 y = 1;
941 }
942 1017
943 // clear those pointers that likely might have circular references to us 1018 if (is_head ())
944 owner = 0; 1019 if (sound_destroy)
945 enemy = 0; 1020 play_sound (sound_destroy);
946 attacked_by = 0; 1021 else if (flag [FLAG_MONSTER])
1022 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
947 1023
948 // only relevant for players(?), but make sure of it anyways 1024 attachable::destroy ();
949 contr = 0;
950
951 /* Remove object from the active list */
952 speed = 0;
953 update_ob_speed (this);
954
955 unlink ();
956
957 mortals.push_back (this);
958}
959
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void
965sub_weight (object *op, signed long weight)
966{
967 while (op != NULL)
968 {
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971
972 op->carrying -= weight;
973 op = op->env;
974 }
975} 1025}
976 1026
977/* op->remove (): 1027/* op->remove ():
978 * This function removes the object op from the linked list of objects 1028 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1029 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 1030 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
982 * the previous environment. 1032 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 1033 */
985void 1034void
986object::remove () 1035object::do_remove ()
987{ 1036{
988 object *tmp, *last = 0; 1037 object *tmp, *last = 0;
989 object *otmp; 1038 object *otmp;
990 1039
991 int check_walk_off; 1040 if (flag [FLAG_REMOVED])
992
993 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 1041 return;
995 1042
996 SET_FLAG (this, FLAG_REMOVED); 1043 INVOKE_OBJECT (REMOVE, this);
1044
1045 flag [FLAG_REMOVED] = true;
997 1046
998 if (more) 1047 if (more)
999 more->remove (); 1048 more->remove ();
1000 1049
1001 /* 1050 /*
1002 * In this case, the object to be removed is in someones 1051 * In this case, the object to be removed is in someones
1003 * inventory. 1052 * inventory.
1004 */ 1053 */
1005 if (env) 1054 if (env)
1006 { 1055 {
1007 if (nrof) 1056 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1008 sub_weight (env, weight * nrof); 1057 if (object *pl = visible_to ())
1009 else 1058 esrv_del_item (pl->contr, count);
1010 sub_weight (env, weight + carrying); 1059 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1060
1061 adjust_weight (env, -total_weight ());
1062
1063 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do.
1066 */
1067 map = env->map;
1068 x = env->x;
1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1075 above = 0;
1076 below = 0;
1077 env = 0;
1011 1078
1012 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 1081 * to save cpu time.
1015 */ 1082 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1083 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 1084 otmp->update_stats ();
1018
1019 if (above != NULL)
1020 above->below = below;
1021 else
1022 env->inv = below;
1023
1024 if (below != NULL)
1025 below->above = above;
1026
1027 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 } 1085 }
1036 else if (map) 1086 else if (map)
1037 { 1087 {
1038 /* Re did the following section of code - it looks like it had 1088 map->dirty = true;
1039 * lots of logic for things we no longer care about 1089 mapspace &ms = this->ms ();
1090
1091 if (object *pl = ms.player ())
1040 */ 1092 {
1093 if (type == PLAYER) // this == pl(!)
1094 {
1095 // leaving a spot always closes any open container on the ground
1096 if (container && !container->env)
1097 // this causes spurious floorbox updates, but it ensures
1098 // that the CLOSE event is being sent.
1099 close_container ();
1100
1101 --map->players;
1102 map->touch ();
1103 }
1104 else if (pl->container == this)
1105 {
1106 // removing a container should close it
1107 close_container ();
1108 }
1109
1110 esrv_del_item (pl->contr, count);
1111 }
1041 1112
1042 /* link the object above us */ 1113 /* link the object above us */
1043 if (above) 1114 // re-link, make sure compiler can easily use cmove
1044 above->below = below; 1115 *(above ? &above->below : &ms.top) = below;
1045 else 1116 *(below ? &below->above : &ms.bot) = above;
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1056 */
1057 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070 1117
1071 above = 0; 1118 above = 0;
1072 below = 0; 1119 below = 0;
1073 1120
1074 if (map->in_memory == MAP_SAVING) 1121 if (map->in_memory == MAP_SAVING)
1075 return; 1122 return;
1076 1123
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1125
1126 if (object *pl = ms.player ())
1127 {
1128 if (pl->container == this)
1129 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view
1131 * appropriately.
1132 */
1133 pl->close_container ();
1134
1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1143 {
1081 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1082 * being removed. 1145 * being removed.
1083 */ 1146 */
1084 1147
1085 if (tmp->type == PLAYER && tmp != this)
1086 {
1087 /* If a container that the player is currently using somehow gets
1088 * removed (most likely destroyed), update the player view
1089 * appropriately.
1090 */
1091 if (tmp->container == this)
1092 {
1093 CLEAR_FLAG (this, FLAG_APPLIED);
1094 tmp->container = 0;
1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */ 1148 /* See if object moving off should effect something */
1101 if (check_walk_off 1149 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1150 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1152 {
1105 move_apply (tmp, this, 0); 1153 move_apply (tmp, this, 0);
1106 1154
1107 if (destroyed ()) 1155 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1157 }
1110 1158
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp; 1159 last = tmp;
1117 } 1160 }
1118 1161
1119 /* last == NULL of there are no objects on this space */ 1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1164 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1165 map->at (x, y).flags_ = 0;
1122 else 1166 else
1123 update_object (last, UP_OBJ_REMOVE); 1167 update_object (last, UP_OBJ_REMOVE);
1124 1168
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1170 update_all_los (map, x, y);
1127 } 1171 }
1128} 1172}
1129 1173
1130/* 1174/*
1139merge_ob (object *op, object *top) 1183merge_ob (object *op, object *top)
1140{ 1184{
1141 if (!op->nrof) 1185 if (!op->nrof)
1142 return 0; 1186 return 0;
1143 1187
1144 if (top == NULL) 1188 if (!top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1189 for (top = op; top && top->above; top = top->above)
1190 ;
1146 1191
1147 for (; top != NULL; top = top->below) 1192 for (; top; top = top->below)
1148 {
1149 if (top == op)
1150 continue;
1151
1152 if (object::can_merge (op, top)) 1193 if (object::can_merge (op, top))
1153 { 1194 {
1154 top->nrof += op->nrof; 1195 top->nrof += op->nrof;
1155 1196
1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197 if (object *pl = top->visible_to ())
1157 op->weight = 0; /* Don't want any adjustements now */ 1198 esrv_update_item (UPD_NROF, pl, top);
1199
1200 op->weight = 0; // cancel the addition above
1201 op->carrying = 0; // must be 0 already
1202
1158 op->destroy (); 1203 op->destroy (1);
1204
1159 return top; 1205 return top;
1160 } 1206 }
1161 }
1162 1207
1163 return 0; 1208 return 0;
1164} 1209}
1165 1210
1211void
1212object::expand_tail ()
1213{
1214 if (more)
1215 return;
1216
1217 object *prev = this;
1218
1219 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1220 {
1221 object *op = arch_to_object (at);
1222
1223 op->name = name;
1224 op->name_pl = name_pl;
1225 op->title = title;
1226
1227 op->head = this;
1228 prev->more = op;
1229
1230 prev = op;
1231 }
1232}
1233
1166/* 1234/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1235 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1236 * job preparing multi-part monsters.
1169 */ 1237 */
1170object * 1238object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1240{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1242 {
1180 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1181 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1182 } 1245 }
1183 1246
1184 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1185} 1248}
1186 1249
1202 * Return value: 1265 * Return value:
1203 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1268 * just 'op' otherwise
1206 */ 1269 */
1207
1208object * 1270object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1272{
1211 object *tmp, *top, *floor = NULL; 1273 op->remove ();
1212 sint16 x, y;
1213
1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1274
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1275 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1276 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1277 * need extra work
1286 */ 1278 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1279 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1280 {
1289 y = op->y; 1281 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1282 return 0;
1283 }
1284
1285 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0;
1288
1289 CLEAR_FLAG (op, FLAG_REMOVED);
1290
1291 op->map = m;
1292 mapspace &ms = op->ms ();
1290 1293
1291 /* this has to be done after we translate the coordinates. 1294 /* this has to be done after we translate the coordinates.
1292 */ 1295 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1296 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1298 if (object::can_merge (op, tmp))
1296 { 1299 {
1300 // TODO: we actually want to update tmp, not op,
1301 // but some caller surely breaks when we return tmp
1302 // from here :/
1297 op->nrof += tmp->nrof; 1303 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1304 tmp->destroy (1);
1299 } 1305 }
1300 1306
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303 1309
1304 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1305 CLEAR_FLAG (op, FLAG_NO_STEAL); 1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1306 1312
1307 if (flag & INS_BELOW_ORIGINATOR) 1313 if (flag & INS_BELOW_ORIGINATOR)
1308 { 1314 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1310 { 1316 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort (); 1318 abort ();
1313 } 1319 }
1314 1320
1315 op->above = originator; 1321 op->above = originator;
1316 op->below = originator->below; 1322 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op; 1323 originator->below = op;
1324
1325 *(op->below ? &op->below->above : &ms.bot) = op;
1325 } 1326 }
1326 else 1327 else
1327 { 1328 {
1329 object *floor = 0;
1330 object *top = ms.top;
1331
1328 /* If there are other objects, then */ 1332 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1333 if (top)
1330 { 1334 {
1331 object *last = NULL;
1332
1333 /* 1335 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1336 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1337 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1338 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1339 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1340 * once we get to them. This reduces the need to traverse over all of 1342 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1343 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1344 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1345 * that flying non pickable objects are spell objects.
1344 */ 1346 */
1345 1347 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 while (top != NULL)
1347 { 1348 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1349 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1350 floor = tmp;
1350 1351
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1352 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1352 { 1353 {
1353 /* We insert above top, so we want this object below this */ 1354 /* We insert above top, so we want this object below this */
1354 top = top->below; 1355 top = tmp->below;
1355 break; 1356 break;
1356 } 1357 }
1357 1358
1358 last = top;
1359 top = top->above; 1359 top = tmp;
1360 } 1360 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364 1361
1365 /* We let update_position deal with figuring out what the space 1362 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here. 1363 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1364 * makes things faster, and effectively the same result.
1368 */ 1365 */
1369 1366
1370 /* Have object 'fall below' other objects that block view. 1367 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1368 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1369 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1370 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1371 * stacking is a bit odd.
1375 */ 1372 */
1376 if (!(flag & INS_ON_TOP) && 1373 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1374 && ms.flags () & P_BLOCKSVIEW
1375 && (op->face && !faces [op->face].visibility))
1378 { 1376 {
1377 object *last;
1378
1379 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1381 break;
1382
1382 /* Check to see if we found the object that blocks view, 1383 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1384 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1385 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1386 * set top to the object below us.
1386 */ 1387 */
1387 if (last && last->below && last != floor) 1388 if (last && last->below && last != floor)
1388 top = last->below; 1389 top = last->below;
1389 } 1390 }
1390 } /* If objects on this space */ 1391 } /* If objects on this space */
1391 1392
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1393 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1394 top = floor;
1397 1395
1398 /* Top is the object that our object (op) is going to get inserted above. 1396 // insert object above top, or bottom-most if top = 0
1399 */
1400
1401 /* First object on this space */
1402 if (!top) 1397 if (!top)
1403 { 1398 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL; 1399 op->below = 0;
1400 op->above = ms.bot;
1410 op->ms ().bottom = op; 1401 ms.bot = op;
1402
1403 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1404 }
1412 else 1405 else
1413 { /* get inserted into the stack above top */ 1406 {
1414 op->above = top->above; 1407 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op; 1408 top->above = op;
1418 1409
1419 op->below = top; 1410 op->below = top;
1420 top->above = op; 1411 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1412 }
1422 1413 }
1423 if (op->above == NULL)
1424 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */
1426 1414
1427 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1416 {
1428 op->contr->do_los = 1; 1417 op->contr->do_los = 1;
1418 ++op->map->players;
1419 op->map->touch ();
1420 }
1429 1421
1430 /* If we have a floor, we know the player, if any, will be above 1422 op->map->dirty = true;
1431 * it, so save a few ticks and start from there. 1423
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1424 if (object *pl = ms.player ())
1425 //TODO: the floorbox prev/next might need updating
1426 //esrv_send_item (pl, op);
1427 //TODO: update floorbox to preserve ordering
1428 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1429 pl->contr->ns->floorbox_update ();
1436 1430
1437 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1438 * of effect may be sufficient.
1445 */ 1439 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1448 1442
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1445
1446 INVOKE_OBJECT (INSERT, op);
1451 1447
1452 /* Don't know if moving this to the end will break anything. However, 1448 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1449 * we want to have floorbox_update called before calling this.
1454 * 1450 *
1455 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1457 * blocked() and wall() work properly), and these flags are updated by 1453 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1454 * update_object().
1459 */ 1455 */
1460 1456
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1458 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 { 1459 {
1464 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1465 return NULL; 1461 return 0;
1466 1462
1467 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1464 * walk on's.
1469 */ 1465 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1472 return NULL; 1468 return 0;
1473 } 1469 }
1474 1470
1475 return op; 1471 return op;
1476} 1472}
1477 1473
1480 * op is the object to insert it under: supplies x and the map. 1476 * op is the object to insert it under: supplies x and the map.
1481 */ 1477 */
1482void 1478void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1479replace_insert_ob_in_map (const char *arch_string, object *op)
1484{ 1480{
1485 object *tmp, *tmp1;
1486
1487 /* first search for itself and remove any old instances */ 1481 /* first search for itself and remove any old instances */
1488 1482
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1483 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 tmp->destroy (); 1485 tmp->destroy (1);
1492 1486
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1487 object *tmp = arch_to_object (archetype::find (arch_string));
1494 1488
1495 tmp1->x = op->x; 1489 tmp->x = op->x;
1496 tmp1->y = op->y; 1490 tmp->y = op->y;
1491
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1492 insert_ob_in_map (tmp, op->map, op, 0);
1498} 1493}
1499
1500/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507 1494
1508object * 1495object *
1509get_split_ob (object *orig_ob, uint32 nr) 1496object::insert_at (object *where, object *originator, int flags)
1510{ 1497{
1511 object *newob; 1498 if (where->env)
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1499 return where->env->insert (this);
1513 1500 else
1514 if (orig_ob->nrof < nr) 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1515 {
1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL;
1518 }
1519
1520 newob = object_create_clone (orig_ob);
1521
1522 if ((orig_ob->nrof -= nr) < 1)
1523 orig_ob->destroy (1);
1524 else if (!is_removed)
1525 {
1526 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL;
1533 }
1534 }
1535
1536 newob->nrof = nr;
1537
1538 return newob;
1539} 1502}
1540 1503
1541/* 1504/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1505 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1506 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1507 * is subsequently removed and freed.
1545 * 1508 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1509 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1510 */
1511bool
1512object::decrease (sint32 nr)
1513{
1514 if (!nr)
1515 return true;
1548 1516
1517 nr = min (nr, nrof);
1518
1519 nrof -= nr;
1520
1521 if (nrof)
1522 {
1523 adjust_weight (env, -weight * nr); // carrying == 0
1524
1525 if (object *pl = visible_to ())
1526 esrv_update_item (UPD_NROF, pl, this);
1527
1528 return true;
1529 }
1530 else
1531 {
1532 destroy (1);
1533 return false;
1534 }
1535}
1536
1537/*
1538 * split(ob,nr) splits up ob into two parts. The part which
1539 * is returned contains nr objects, and the remaining parts contains
1540 * the rest (or is removed and returned if that number is 0).
1541 * On failure, NULL is returned.
1542 */
1549object * 1543object *
1550decrease_ob_nr (object *op, uint32 i) 1544object::split (sint32 nr)
1551{ 1545{
1552 object *tmp; 1546 int have = number_of ();
1553 player *pl;
1554 1547
1555 if (i == 0) /* objects with op->nrof require this check */ 1548 if (have < nr)
1556 return op; 1549 return 0;
1557 1550 else if (have == nr)
1558 if (i > op->nrof)
1559 i = op->nrof;
1560
1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 { 1551 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1552 remove ();
1595 op->nrof = 0; 1553 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1554 }
1600 else 1555 else
1601 { 1556 {
1602 object *above = op->above; 1557 decrease (nr);
1603 1558
1604 if (i < op->nrof) 1559 object *op = deep_clone ();
1605 op->nrof -= i; 1560 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1561 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636
1637void
1638add_weight (object *op, signed long weight)
1639{
1640 while (op != NULL)
1641 {
1642 if (op->type == CONTAINER)
1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1644
1645 op->carrying += weight;
1646 op = op->env;
1647 } 1562 }
1648} 1563}
1649 1564
1650object * 1565object *
1651insert_ob_in_ob (object *op, object *where) 1566insert_ob_in_ob (object *op, object *where)
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump); 1572 free (dump);
1658 return op; 1573 return op;
1659 } 1574 }
1660 1575
1661 if (where->head) 1576 if (where->head_ () != where)
1662 { 1577 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1578 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head; 1579 where = where->head;
1665 } 1580 }
1666 1581
1667 return where->insert (op); 1582 return where->insert (op);
1668} 1583}
1673 * inside the object environment. 1588 * inside the object environment.
1674 * 1589 *
1675 * The function returns now pointer to inserted item, and return value can 1590 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1591 * be != op, if items are merged. -Tero
1677 */ 1592 */
1678
1679object * 1593object *
1680object::insert (object *op) 1594object::insert (object *op)
1681{ 1595{
1682 object *tmp, *otmp;
1683
1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1685 op->remove ();
1686
1687 if (op->more) 1596 if (op->more)
1688 { 1597 {
1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1598 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1690 return op; 1599 return op;
1691 } 1600 }
1692 1601
1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1602 op->remove ();
1694 CLEAR_FLAG (op, FLAG_REMOVED); 1603
1604 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1605
1695 if (op->nrof) 1606 if (op->nrof)
1696 {
1697 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1607 for (object *tmp = inv; tmp; tmp = tmp->below)
1698 if (object::can_merge (tmp, op)) 1608 if (object::can_merge (tmp, op))
1699 { 1609 {
1700 /* return the original object and remove inserted object 1610 /* return the original object and remove inserted object
1701 (client needs the original object) */ 1611 (client needs the original object) */
1702 tmp->nrof += op->nrof; 1612 tmp->nrof += op->nrof;
1703 /* Weight handling gets pretty funky. Since we are adding to 1613
1704 * tmp->nrof, we need to increase the weight. 1614 if (object *pl = tmp->visible_to ())
1705 */ 1615 esrv_update_item (UPD_NROF, pl, tmp);
1616
1706 add_weight (this, op->weight * op->nrof); 1617 adjust_weight (this, op->total_weight ());
1707 SET_FLAG (op, FLAG_REMOVED); 1618
1708 op->destroy (); /* free the inserted object */ 1619 op->destroy (1);
1709 op = tmp; 1620 op = tmp;
1710 op->remove (); /* and fix old object's links */ 1621 goto inserted;
1711 CLEAR_FLAG (op, FLAG_REMOVED);
1712 break;
1713 } 1622 }
1714 1623
1715 /* I assume combined objects have no inventory 1624 op->owner = 0; // it's his/hers now. period.
1716 * We add the weight - this object could have just been removed
1717 * (if it was possible to merge). calling remove_ob will subtract
1718 * the weight, so we need to add it in again, since we actually do
1719 * the linking below
1720 */
1721 add_weight (this, op->weight * op->nrof);
1722 }
1723 else
1724 add_weight (this, (op->weight + op->carrying));
1725
1726 otmp = this->in_player ();
1727 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp);
1730
1731 op->map = 0; 1625 op->map = 0;
1732 op->env = this; 1626 op->x = 0;
1627 op->y = 0;
1628
1733 op->above = 0; 1629 op->above = 0;
1734 op->below = 0; 1630 op->below = inv;
1735 op->x = 0, op->y = 0; 1631 op->env = this;
1736 1632
1633 if (inv)
1634 inv->above = op;
1635
1636 inv = op;
1637
1638 op->flag [FLAG_REMOVED] = 0;
1639
1640 if (object *pl = op->visible_to ())
1641 esrv_send_item (pl, op);
1642
1643 adjust_weight (this, op->total_weight ());
1644
1645inserted:
1737 /* reset the light list and los of the players on the map */ 1646 /* reset the light list and los of the players on the map */
1738 if ((op->glow_radius != 0) && map) 1647 if (op->glow_radius && map && map->darkness)
1739 {
1740#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y); 1648 update_all_los (map, x, y);
1745 }
1746 1649
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1650 // if this is a player's inventory, update stats
1748 * It sure simplifies this function... 1651 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1749 */ 1652 update_stats ();
1750 if (!inv) 1653
1751 inv = op; 1654 INVOKE_OBJECT (INSERT, this);
1752 else
1753 {
1754 op->below = inv;
1755 op->below->above = op;
1756 inv = op;
1757 }
1758 1655
1759 return op; 1656 return op;
1760} 1657}
1761 1658
1762/* 1659/*
1777 * 1674 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1675 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1676 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1677 * on top.
1781 */ 1678 */
1782
1783int 1679int
1784check_move_on (object *op, object *originator) 1680check_move_on (object *op, object *originator)
1785{ 1681{
1786 object *tmp; 1682 object *tmp;
1787 maptile *m = op->map; 1683 maptile *m = op->map;
1814 1710
1815 /* The objects have to be checked from top to bottom. 1711 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1712 * Hence, we first go to the top:
1817 */ 1713 */
1818 1714
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1715 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1716 {
1821 /* Trim the search when we find the first other spell effect 1717 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1718 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1719 * we don't need to check all of them.
1824 */ 1720 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1740 {
1845 1741
1846 float 1742 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1743 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1744
1849 if (op->type == PLAYER) 1745 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1746 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1747 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1748 diff /= 4.0;
1879/* 1775/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1776 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1777 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1778 * The first matching object is returned, or NULL if none.
1883 */ 1779 */
1884
1885object * 1780object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1781present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1782{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1783 if (!m || out_of_map (m, x, y))
1892 { 1784 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1785 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1786 return NULL;
1895 } 1787 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1788
1897 if (tmp->arch == at) 1789 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1790 if (tmp->arch->archname == at->archname)
1898 return tmp; 1791 return tmp;
1792
1899 return NULL; 1793 return NULL;
1900} 1794}
1901 1795
1902/* 1796/*
1903 * present(type, map, x, y) searches for any objects with 1797 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1798 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1799 * The first matching object is returned, or NULL if none.
1906 */ 1800 */
1907
1908object * 1801object *
1909present (unsigned char type, maptile *m, int x, int y) 1802present (unsigned char type, maptile *m, int x, int y)
1910{ 1803{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1804 if (out_of_map (m, x, y))
1915 { 1805 {
1916 LOG (llevError, "Present called outside map.\n"); 1806 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1807 return NULL;
1918 } 1808 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809
1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1811 if (tmp->type == type)
1921 return tmp; 1812 return tmp;
1813
1922 return NULL; 1814 return NULL;
1923} 1815}
1924 1816
1925/* 1817/*
1926 * present_in_ob(type, object) searches for any objects with 1818 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1819 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1929 */ 1821 */
1930
1931object * 1822object *
1932present_in_ob (unsigned char type, const object *op) 1823present_in_ob (unsigned char type, const object *op)
1933{ 1824{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1825 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1826 if (tmp->type == type)
1939 return tmp; 1827 return tmp;
1828
1940 return NULL; 1829 return NULL;
1941} 1830}
1942 1831
1943/* 1832/*
1944 * present_in_ob (type, str, object) searches for any objects with 1833 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1841 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1842 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1843 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1844 * to be unique.
1956 */ 1845 */
1957
1958object * 1846object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1847present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1848{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1849 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1850 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1851 return tmp;
1968 } 1852
1969 return NULL; 1853 return 0;
1970} 1854}
1971 1855
1972/* 1856/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1857 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1858 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1859 * The first matching object is returned, or NULL if none.
1976 */ 1860 */
1977
1978object * 1861object *
1979present_arch_in_ob (const archetype *at, const object *op) 1862present_arch_in_ob (const archetype *at, const object *op)
1980{ 1863{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1864 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 if (tmp->arch == at) 1865 if (tmp->arch->archname == at->archname)
1986 return tmp; 1866 return tmp;
1867
1987 return NULL; 1868 return NULL;
1988} 1869}
1989 1870
1990/* 1871/*
1991 * activate recursively a flag on an object inventory 1872 * activate recursively a flag on an object inventory
1992 */ 1873 */
1993void 1874void
1994flag_inv (object *op, int flag) 1875flag_inv (object *op, int flag)
1995{ 1876{
1996 object *
1997 tmp;
1998
1999 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1878 {
2002 SET_FLAG (tmp, flag); 1879 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1880 flag_inv (tmp, flag);
2004 } 1881 }
2005} /* 1882}
1883
1884/*
2006 * desactivate recursively a flag on an object inventory 1885 * deactivate recursively a flag on an object inventory
2007 */ 1886 */
2008void 1887void
2009unflag_inv (object *op, int flag) 1888unflag_inv (object *op, int flag)
2010{ 1889{
2011 object *
2012 tmp;
2013
2014 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2016 { 1891 {
2017 CLEAR_FLAG (tmp, flag); 1892 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1893 unflag_inv (tmp, flag);
2019 } 1894 }
2020}
2021
2022/*
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function.
2027 */
2028
2029void
2030set_cheat (object *op)
2031{
2032 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ);
2034} 1895}
2035 1896
2036/* 1897/*
2037 * find_free_spot(object, map, x, y, start, stop) will search for 1898 * find_free_spot(object, map, x, y, start, stop) will search for
2038 * a spot at the given map and coordinates which will be able to contain 1899 * a spot at the given map and coordinates which will be able to contain
2040 * to search (see the freearr_x/y[] definition). 1901 * to search (see the freearr_x/y[] definition).
2041 * It returns a random choice among the alternatives found. 1902 * It returns a random choice among the alternatives found.
2042 * start and stop are where to start relative to the free_arr array (1,9 1903 * start and stop are where to start relative to the free_arr array (1,9
2043 * does all 4 immediate directions). This returns the index into the 1904 * does all 4 immediate directions). This returns the index into the
2044 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1905 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2045 * Note - this only checks to see if there is space for the head of the
2046 * object - if it is a multispace object, this should be called for all
2047 * pieces.
2048 * Note2: This function does correctly handle tiled maps, but does not 1906 * Note: This function does correctly handle tiled maps, but does not
2049 * inform the caller. However, insert_ob_in_map will update as 1907 * inform the caller. However, insert_ob_in_map will update as
2050 * necessary, so the caller shouldn't need to do any special work. 1908 * necessary, so the caller shouldn't need to do any special work.
2051 * Note - updated to take an object instead of archetype - this is necessary 1909 * Note - updated to take an object instead of archetype - this is necessary
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1910 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1911 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1912 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1913 * customized, changed states, etc.
2056 */ 1914 */
2057
2058int 1915int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1916find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1917{
2061 int
2062 i,
2063 index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1918 int altern[SIZEOFFREE];
1919 int index = 0, flag;
2066 1920
2067 for (i = start; i < stop; i++) 1921 for (int i = start; i < stop; i++)
2068 { 1922 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1923 mapxy pos (m, x, y); pos.move (i);
2070 if (!flag) 1924
1925 if (!pos.normalise ())
1926 continue;
1927
1928 mapspace &ms = *pos;
1929
1930 if (ms.flags () & P_IS_ALIVE)
1931 continue;
1932
1933 /* However, often
1934 * ob doesn't have any move type (when used to place exits)
1935 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1936 */
1937 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1938 {
2071 altern[index++] = i; 1939 altern [index++] = i;
1940 continue;
1941 }
2072 1942
2073 /* Basically, if we find a wall on a space, we cut down the search size. 1943 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 1944 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 1945 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 1946 * if the space being examined only has a wall to the north and empty
2077 * spaces in all the other directions, this will reduce the search space 1947 * spaces in all the other directions, this will reduce the search space
2078 * to only the spaces immediately surrounding the target area, and 1948 * to only the spaces immediately surrounding the target area, and
2079 * won't look 2 spaces south of the target space. 1949 * won't look 2 spaces south of the target space.
2080 */ 1950 */
2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1951 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1952 {
2082 stop = maxfree[i]; 1953 stop = maxfree[i];
1954 continue;
1955 }
1956
1957 /* Note it is intentional that we check ob - the movement type of the
1958 * head of the object should correspond for the entire object.
1959 */
1960 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1961 continue;
1962
1963 if (ob->blocked (m, pos.x, pos.y))
1964 continue;
1965
1966 altern [index++] = i;
2083 } 1967 }
2084 1968
2085 if (!index) 1969 if (!index)
2086 return -1; 1970 return -1;
2087 1971
2088 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
2089} 1973}
2090 1974
2091/* 1975/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 1978 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1979 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 1980 */
2097
2098int 1981int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 1982find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 1983{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 1984 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1985 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 1986 return i;
2108 } 1987
2109 return -1; 1988 return -1;
2110} 1989}
2111 1990
2112/* 1991/*
2113 * The function permute(arr, begin, end) randomly reorders the array 1992 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 1993 * arr[begin..end-1].
1994 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 1995 */
2116static void 1996static void
2117permute (int *arr, int begin, int end) 1997permute (int *arr, int begin, int end)
2118{ 1998{
2119 int 1999 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2000 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2001
2130 tmp = arr[i]; 2002 while (--end)
2131 arr[i] = arr[j]; 2003 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2004}
2135 2005
2136/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2011 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2012 */
2143void 2013void
2144get_search_arr (int *search_arr) 2014get_search_arr (int *search_arr)
2145{ 2015{
2146 int 2016 int i;
2147 i;
2148 2017
2149 for (i = 0; i < SIZEOFFREE; i++) 2018 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2019 search_arr[i] = i;
2152 }
2153 2020
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2021 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2022 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2023 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2024}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2033 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2034 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2035 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2036 * there is capable of.
2170 */ 2037 */
2171
2172int 2038int
2173find_dir (maptile *m, int x, int y, object *exclude) 2039find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2040{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2041 int i, max = SIZEOFFREE, mflags;
2178 2042
2179 sint16 nx, ny; 2043 sint16 nx, ny;
2180 object * 2044 object *tmp;
2181 tmp;
2182 maptile * 2045 maptile *mp;
2183 mp;
2184 2046
2185 MoveType blocked, move_type; 2047 MoveType blocked, move_type;
2186 2048
2187 if (exclude && exclude->head) 2049 if (exclude && exclude->head_ () != exclude)
2188 { 2050 {
2189 exclude = exclude->head; 2051 exclude = exclude->head;
2190 move_type = exclude->move_type; 2052 move_type = exclude->move_type;
2191 } 2053 }
2192 else 2054 else
2205 2067
2206 if (mflags & P_OUT_OF_MAP) 2068 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2069 max = maxfree[i];
2208 else 2070 else
2209 { 2071 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2072 mapspace &ms = mp->at (nx, ny);
2073
2074 blocked = ms.move_block;
2211 2075
2212 if ((move_type & blocked) == move_type) 2076 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2077 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2078 else if (mflags & P_IS_ALIVE)
2215 { 2079 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2080 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2082 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2218 break; 2083 break;
2219 2084
2220 if (tmp) 2085 if (tmp)
2221 return freedir[i]; 2086 return freedir[i];
2222 } 2087 }
2228 2093
2229/* 2094/*
2230 * distance(object 1, object 2) will return the square of the 2095 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2096 * distance between the two given objects.
2232 */ 2097 */
2233
2234int 2098int
2235distance (const object *ob1, const object *ob2) 2099distance (const object *ob1, const object *ob2)
2236{ 2100{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2101 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2102}
2242 2103
2243/* 2104/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2105 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2106 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2107 * object, needs to travel toward it.
2247 */ 2108 */
2248
2249int 2109int
2250find_dir_2 (int x, int y) 2110find_dir_2 (int x, int y)
2251{ 2111{
2252 int q; 2112 int q;
2253 2113
2282 2142
2283 return 3; 2143 return 3;
2284} 2144}
2285 2145
2286/* 2146/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2149 */
2306
2307int 2150int
2308dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2309{ 2152{
2310 int 2153 int d;
2311 d;
2312 2154
2313 d = abs (dir1 - dir2); 2155 d = abs (dir1 - dir2);
2314 if (d > 4) 2156 if (d > 4)
2315 d = 8 - d; 2157 d = 8 - d;
2158
2316 return d; 2159 return d;
2317} 2160}
2318 2161
2319/* peterm: 2162/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2163 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2166 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2167 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2168 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2169 * functions.
2327 */ 2170 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2171int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2172 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2173 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2174 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2175 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2176 {0, 0, 0}, /* 4 */
2426 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2267 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2427 * core dumps if they do. 2268 * core dumps if they do.
2428 * 2269 *
2429 * Add a check so we can't pick up invisible objects (0.93.8) 2270 * Add a check so we can't pick up invisible objects (0.93.8)
2430 */ 2271 */
2431
2432int 2272int
2433can_pick (const object *who, const object *item) 2273can_pick (const object *who, const object *item)
2434{ 2274{
2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2439 2279
2440/* 2280/*
2441 * create clone from object to another 2281 * create clone from object to another
2442 */ 2282 */
2443object * 2283object *
2444object_create_clone (object *asrc) 2284object::deep_clone ()
2445{ 2285{
2446 object *dst = 0, *tmp, *src, *part, *prev, *item; 2286 assert (("deep_clone called on non-head object", is_head ()));
2447 2287
2448 if (!asrc) 2288 object *dst = clone ();
2449 return 0;
2450 2289
2451 src = asrc; 2290 object *prev = dst;
2452 if (src->head)
2453 src = src->head;
2454
2455 prev = 0;
2456 for (part = src; part; part = part->more) 2291 for (object *part = this->more; part; part = part->more)
2457 { 2292 {
2458 tmp = part->clone (); 2293 object *tmp = part->clone ();
2459 tmp->x -= src->x;
2460 tmp->y -= src->y;
2461
2462 if (!part->head)
2463 {
2464 dst = tmp;
2465 tmp->head = 0;
2466 }
2467 else
2468 tmp->head = dst; 2294 tmp->head = dst;
2469
2470 tmp->more = 0;
2471
2472 if (prev)
2473 prev->more = tmp; 2295 prev->more = tmp;
2474
2475 prev = tmp; 2296 prev = tmp;
2476 } 2297 }
2477 2298
2478 for (item = src->inv; item; item = item->below) 2299 for (object *item = inv; item; item = item->below)
2479 insert_ob_in_ob (object_create_clone (item), dst); 2300 insert_ob_in_ob (item->deep_clone (), dst);
2480 2301
2481 return dst; 2302 return dst;
2482}
2483
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521} 2303}
2522 2304
2523/* This returns the first object in who's inventory that 2305/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2306 * has the same type and subtype match.
2525 * returns NULL if no match. 2307 * returns NULL if no match.
2526 */ 2308 */
2527object * 2309object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2310find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2311{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2312 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2313 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2314 return tmp;
2535 2315
2536 return NULL;
2537}
2538
2539/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL.
2541 *
2542 * key must be a passed in shared string - otherwise, this won't
2543 * do the desired thing.
2544 */
2545key_value *
2546get_ob_key_link (const object *ob, const char *key)
2547{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next)
2551 if (link->key == key)
2552 return link;
2553
2554 return NULL;
2555}
2556
2557/*
2558 * Returns the value of op has an extra_field for key, or NULL.
2559 *
2560 * The argument doesn't need to be a shared string.
2561 *
2562 * The returned string is shared.
2563 */
2564const char *
2565get_ob_key_value (const object *op, const char *const key)
2566{
2567 key_value *link;
2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2571 {
2572 /* 1. There being a field named key on any object
2573 * implies there'd be a shared string to find.
2574 * 2. Since there isn't, no object has this field.
2575 * 3. Therefore, *this* object doesn't have this field.
2576 */
2577 return 0;
2578 }
2579
2580 /* This is copied from get_ob_key_link() above -
2581 * only 4 lines, and saves the function call overhead.
2582 */
2583 for (link = op->key_values; link; link = link->next)
2584 if (link->key == canonical_key)
2585 return link->value;
2586
2587 return 0; 2316 return 0;
2588} 2317}
2589 2318
2590 2319const shstr &
2591/* 2320object::kv_get (const shstr &key) const
2592 * Updates the canonical_key in op to value.
2593 *
2594 * canonical_key is a shared string (value doesn't have to be).
2595 *
2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2597 * keys.
2598 *
2599 * Returns TRUE on success.
2600 */
2601int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2321{
2604 key_value * 2322 for (key_value *kv = key_values; kv; kv = kv->next)
2605 field = NULL, *last = NULL; 2323 if (kv->key == key)
2324 return kv->value;
2606 2325
2607 for (field = op->key_values; field != NULL; field = field->next) 2326 return shstr_null;
2608 { 2327}
2609 if (field->key != canonical_key) 2328
2329void
2330object::kv_set (const shstr &key, const shstr &value)
2331{
2332 for (key_value *kv = key_values; kv; kv = kv->next)
2333 if (kv->key == key)
2610 { 2334 {
2611 last = field; 2335 kv->value = value;
2612 continue; 2336 return;
2613 } 2337 }
2614 2338
2615 if (value) 2339 key_value *kv = new key_value;
2616 field->value = value; 2340
2617 else 2341 kv->next = key_values;
2342 kv->key = key;
2343 kv->value = value;
2344
2345 key_values = kv;
2346}
2347
2348void
2349object::kv_del (const shstr &key)
2350{
2351 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2352 if ((*kvp)->key == key)
2618 { 2353 {
2619 /* Basically, if the archetype has this key set, 2354 key_value *kv = *kvp;
2620 * we need to store the null value so when we save 2355 *kvp = (*kvp)->next;
2621 * it, we save the empty value so that when we load, 2356 delete kv;
2622 * we get this value back again. 2357 return;
2623 */
2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2630 else
2631 op->key_values = field->next;
2632
2633 delete field;
2634 }
2635 } 2358 }
2636 return TRUE;
2637 }
2638 /* IF we get here, key doesn't exist */
2639
2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2643 {
2644 return FALSE;
2645 }
2646 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings,
2650 * should pass in ""
2651 */
2652 if (value == NULL)
2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2664}
2665
2666/*
2667 * Updates the key in op to value.
2668 *
2669 * If add_key is FALSE, this will only update existing keys,
2670 * and not add new ones.
2671 * In general, should be little reason FALSE is ever passed in for add_key
2672 *
2673 * Returns TRUE on success.
2674 */
2675int
2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2677{
2678 shstr key_ (key);
2679
2680 return set_ob_key_value_s (op, key_, value, add_key);
2681} 2359}
2682 2360
2683object::depth_iterator::depth_iterator (object *container) 2361object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container) 2362: iterator_base (container)
2685{ 2363{
2699 } 2377 }
2700 else 2378 else
2701 item = item->env; 2379 item = item->env;
2702} 2380}
2703 2381
2382const char *
2383object::flag_desc (char *desc, int len) const
2384{
2385 char *p = desc;
2386 bool first = true;
2387
2388 *p = 0;
2389
2390 for (int i = 0; i < NUM_FLAGS; i++)
2391 {
2392 if (len <= 10) // magic constant!
2393 {
2394 snprintf (p, len, ",...");
2395 break;
2396 }
2397
2398 if (flag [i])
2399 {
2400 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2401 len -= cnt;
2402 p += cnt;
2403 first = false;
2404 }
2405 }
2406
2407 return desc;
2408}
2409
2704// return a suitable string describing an objetc in enough detail to find it 2410// return a suitable string describing an object in enough detail to find it
2705const char * 2411const char *
2706object::debug_desc (char *info) const 2412object::debug_desc (char *info) const
2707{ 2413{
2414 char flagdesc[512];
2708 char info2[256 * 3]; 2415 char info2[256 * 4];
2709 char *p = info; 2416 char *p = info;
2710 2417
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2418 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2419 count,
2420 uuid.c_str (),
2713 &name, 2421 &name,
2714 title ? " " : "", 2422 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2423 title ? (const char *)title : "",
2424 flag_desc (flagdesc, 512), type);
2716 2425
2717 if (env) 2426 if (!flag[FLAG_REMOVED] && env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2427 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2428
2720 if (map) 2429 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2430 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2431
2723 return info; 2432 return info;
2724} 2433}
2725 2434
2726const char * 2435const char *
2727object::debug_desc () const 2436object::debug_desc () const
2728{ 2437{
2729 static char info[256 * 3]; 2438 static char info[3][256 * 4];
2439 static int info_idx;
2440
2730 return debug_desc (info); 2441 return debug_desc (info [++info_idx % 3]);
2731} 2442}
2732 2443
2444struct region *
2445object::region () const
2446{
2447 return map ? map->region (x, y)
2448 : region::default_region ();
2449}
2450
2451const materialtype_t *
2452object::dominant_material () const
2453{
2454 if (materialtype_t *mt = name_to_material (materialname))
2455 return mt;
2456
2457 return name_to_material (shstr_unknown);
2458}
2459
2460void
2461object::open_container (object *new_container)
2462{
2463 if (container == new_container)
2464 return;
2465
2466 object *old_container = container;
2467
2468 if (old_container)
2469 {
2470 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2471 return;
2472
2473#if 0
2474 // remove the "Close old_container" object.
2475 if (object *closer = old_container->inv)
2476 if (closer->type == CLOSE_CON)
2477 closer->destroy ();
2478#endif
2479
2480 // make sure the container is available
2481 esrv_send_item (this, old_container);
2482
2483 old_container->flag [FLAG_APPLIED] = false;
2484 container = 0;
2485
2486 // client needs item update to make it work, client bug requires this to be separate
2487 esrv_update_item (UPD_FLAGS, this, old_container);
2488
2489 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2490 play_sound (sound_find ("chest_close"));
2491 }
2492
2493 if (new_container)
2494 {
2495 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2496 return;
2497
2498 // TODO: this does not seem to serve any purpose anymore?
2499#if 0
2500 // insert the "Close Container" object.
2501 if (archetype *closer = new_container->other_arch)
2502 {
2503 object *closer = arch_to_object (new_container->other_arch);
2504 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2505 new_container->insert (closer);
2506 }
2507#endif
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2510
2511 // make sure the container is available, client bug requires this to be separate
2512 esrv_send_item (this, new_container);
2513
2514 new_container->flag [FLAG_APPLIED] = true;
2515 container = new_container;
2516
2517 // client needs flag change
2518 esrv_update_item (UPD_FLAGS, this, new_container);
2519 esrv_send_inventory (this, new_container);
2520 play_sound (sound_find ("chest_open"));
2521 }
2522// else if (!old_container->env && contr && contr->ns)
2523// contr->ns->floorbox_reset ();
2524}
2525
2526object *
2527object::force_find (const shstr name)
2528{
2529 /* cycle through his inventory to look for the MARK we want to
2530 * place
2531 */
2532 for (object *tmp = inv; tmp; tmp = tmp->below)
2533 if (tmp->type == FORCE && tmp->slaying == name)
2534 return splay (tmp);
2535
2536 return 0;
2537}
2538
2539void
2540object::force_add (const shstr name, int duration)
2541{
2542 if (object *force = force_find (name))
2543 force->destroy ();
2544
2545 object *force = get_archetype (FORCE_NAME);
2546
2547 force->slaying = name;
2548 force->stats.food = 1;
2549 force->speed_left = -1.f;
2550
2551 force->set_speed (duration ? 1.f / duration : 0.f);
2552 force->flag [FLAG_IS_USED_UP] = true;
2553 force->flag [FLAG_APPLIED] = true;
2554
2555 insert (force);
2556}
2557
2558void
2559object::play_sound (faceidx sound)
2560{
2561 if (!sound)
2562 return;
2563
2564 if (flag [FLAG_REMOVED])
2565 return;
2566
2567 if (env)
2568 {
2569 if (object *pl = in_player ())
2570 pl->contr->play_sound (sound);
2571 }
2572 else
2573 map->play_sound (sound, x, y);
2574}
2575

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