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Comparing deliantra/server/common/object.C (file contents):
Revision 1.49 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.331 by root, Sun Apr 18 14:04:50 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
55static void 76static void
56write_uuid (void) 77write_uuid (uval64 skip, bool sync)
57{ 78{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
59 80 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 83 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
82 94
83 FILE *fp; 95 FILE *fp;
84 96
85 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
86 { 98 {
87 if (errno == ENOENT) 99 if (errno == ENOENT)
88 { 100 {
89 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 102 UUID::cur.seq = 0;
91 write_uuid (); 103 write_uuid (UUID_GAP, true);
92 return; 104 return;
93 } 105 }
94 106
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 108 _exit (1);
97 } 109 }
98 110
99 int version; 111 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 112 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
102 { 116 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 118 _exit (1);
105 } 119 }
106 120
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
110 fclose (fp); 124 fclose (fp);
111} 125}
112 126
113UUID 127UUID
114gen_uuid () 128UUID::gen ()
115{ 129{
116 UUID uid; 130 UUID uid;
117 131
118 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
119 133
120 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
122 140
123 return uid; 141 return uid;
124} 142}
125 143
126void 144void
127init_uuid () 145UUID::init ()
128{ 146{
129 read_uuid (); 147 read_uuid ();
130} 148}
131 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 216static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
135{ 218{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
141 */ 222 */
142 223
143 /* For each field in wants, */ 224 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 226 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 227 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 228
167 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 230 return true;
169} 231}
170 232
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 234static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 236{
175 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
177 */ 239 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
179} 242}
180 243
181/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 245 * they can be merged together.
183 * 246 *
184 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
187 * 250 *
188 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
189 * 252 *
190 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
191 * check weight 254 * check weight
192 */ 255 */
193
194bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
195{ 257{
196 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 264 return 0;
199 265
200 if (ob1->speed != ob2->speed) 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 269 return 0;
202 270
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 275 * flags lose any meaning.
215 */ 276 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
218 279
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
221 282
222 283 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
266 return 0; 323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
319/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
320 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
323 */ 470 */
324long 471void
325sum_weight (object *op) 472object::update_weight ()
326{ 473{
327 long sum; 474 sint32 sum = 0;
328 object *inv;
329 475
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
331 { 477 {
332 if (inv->inv) 478 if (op->inv)
333 sum_weight (inv); 479 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
335 } 487 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
341 op->carrying = sum; 492 carrying = sum;
342 493
343 return sum; 494 if (object *pl = visible_to ())
344} 495 if (pl != this) // player is handled lazily
345 496 esrv_update_item (UPD_WEIGHT, pl, this);
346/**
347 * Return the outermost environment object for a given object.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379void
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 { 497 }
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427} 498}
428 499
429/* 500/*
430 * Dumps an object. Returns output in the static global errmsg array. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
431 */ 502 */
432 503char *
433void
434dump_object (object *op) 504dump_object (object *op)
435{ 505{
436 if (op == NULL) 506 if (!op)
437 { 507 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 508
445void 509 object_freezer freezer;
446dump_all_objects (void) 510 op->write (freezer);
447{ 511 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 512}
456 513
457/* 514char *
458 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
459 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned.
461 */
462
463object *
464get_nearest_part (object *op, const object *pl)
465{ 516{
466 object *tmp, *closest; 517 return dump_object (this);
467 int last_dist, i;
468
469 if (op->more == NULL)
470 return op;
471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
472 if ((i = distance (tmp, pl)) < last_dist)
473 closest = tmp, last_dist = i;
474 return closest;
475} 518}
476 519
477/* 520/*
478 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
479 */ 523 */
480
481object * 524object *
482find_object (tag_t i) 525find_object (tag_t i)
483{ 526{
484 object *op; 527 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 528 if (op->count == i)
488 break;
489
490 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
491} 547}
492 548
493/* 549/*
494 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
497 */ 553 */
498
499object * 554object *
500find_object_name (const char *str) 555find_object_name (const char *str)
501{ 556{
502 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
503 object *op;
504 558
505 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
506 if (op->name == str_) 561 if (op->name == str_)
507 break; 562 return op;
508 563
509 return op; 564 return 0;
510}
511
512void
513free_all_object_data ()
514{
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516} 565}
517 566
518/* 567/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
521 */ 571 */
522void 572void
523object::set_owner (object *owner) 573object::set_owner (object *owner)
524{ 574{
575 // allow objects which own objects
525 if (!owner) 576 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 577 while (owner->owner)
536 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
537 585
538 this->owner = owner; 586 this->owner = owner;
539} 587}
540 588
541/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 590 * refcounts and freeing the links.
543 */ 591 */
544static void 592static void
545free_key_values (object *op) 593free_key_values (object *op)
546{ 594{
547 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
548 { 596 {
549 key_value *next = i->next; 597 key_value *next = i->next;
550 delete i; 598 delete i;
551 599
552 i = next; 600 i = next;
553 } 601 }
554 602
555 op->key_values = 0; 603 op->key_values = 0;
556} 604}
557 605
558void object::clear ()
559{
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/* 606/*
610 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
611 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
612 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
615 * will point at garbage. 612 * will point at garbage.
616 */ 613 */
617void 614void
618copy_object (object *op2, object *op) 615object::copy_to (object *dst)
619{ 616{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
622 619 dst->flag [FLAG_REMOVED] = true;
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 620
633 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
634 if (op2->key_values) 622 if (key_values)
635 { 623 {
636 key_value *tail = 0; 624 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 625 dst->key_values = 0;
640 626
641 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
642 { 628 {
643 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
644 630
645 new_link->next = 0; 631 new_link->next = 0;
646 new_link->key = i->key; 632 new_link->key = i->key;
647 new_link->value = i->value; 633 new_link->value = i->value;
648 634
649 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
650 if (!op->key_values) 636 if (!dst->key_values)
651 { 637 {
652 op->key_values = new_link; 638 dst->key_values = new_link;
653 tail = new_link; 639 tail = new_link;
654 } 640 }
655 else 641 else
656 { 642 {
657 tail->next = new_link; 643 tail->next = new_link;
658 tail = new_link; 644 tail = new_link;
659 } 645 }
660 } 646 }
661 } 647 }
662 648
663 update_ob_speed (op); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
674}
675
676object *
677object::clone ()
678{
679 object *neu = create ();
680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
687 return neu;
664} 688}
665 689
666/* 690/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
670 */ 694 */
671
672void 695void
673update_turn_face (object *op) 696update_turn_face (object *op)
674{ 697{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
676 return; 699 return;
700
677 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
679} 703}
680 704
681/* 705/*
682 * Updates the speed of an object. If the speed changes from 0 to another 706 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 707 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
685 */ 709 */
686void 710void
687update_ob_speed (object *op) 711object::set_speed (float speed)
688{ 712{
689 extern int arch_init; 713 this->speed = speed;
690 714
691 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
692 * since they never really need to be updated. 716 activate ();
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
714 /* process_events() expects us to insert the object at the beginning
715 * of the list. */
716 op->active_next = active_objects;
717
718 if (op->active_next != NULL)
719 op->active_next->active_prev = op;
720
721 active_objects = op;
722 }
723 else 717 else
724 { 718 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 719}
748 720
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 721/*
781 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 725 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
788 * 729 *
789 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 731 * current action are:
795 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
800 */ 737 */
801
802void 738void
803update_object (object *op, int action) 739update_object (object *op, int action)
804{ 740{
805 int update_now = 0, flags; 741 if (!op)
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 { 742 {
810 /* this should never happen */ 743 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
812 return; 745 return;
813 } 746 }
814 747
815 if (op->env != NULL) 748 if (!op->is_on_map ())
816 { 749 {
817 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
818 * to do in this case. 751 * to do in this case.
819 */ 752 */
820 return; 753 return;
821 } 754 }
822 755
823 /* If the map is saving, don't do anything as everything is
824 * going to get freed anyways.
825 */
826 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return;
828
829 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 758 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 760#ifdef MANY_CORES
834 abort (); 761 abort ();
835#endif 762#endif
836 return; 763 return;
837 } 764 }
838 765
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
846 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
847 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
850 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
852 update_now = 1;
853
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
861 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
862 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
863 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 784 * have move_allow right now.
871 */ 785 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 787 m.invalidate ();
874 788#else
875 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
876 update_now = 1; 790 m.invalidate ();
791#endif
877 } 792 }
878 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 795 * that is being removed.
881 */ 796 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 798 m.invalidate ();
884 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
886 else 801 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 803
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 804 if (op->more)
896 update_object (op->more, action); 805 update_object (op->more, action);
897} 806}
898 807
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object () 808object::object ()
924{ 809{
925 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
926 811
927 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
928 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
929} 815}
930 816
931object::~object () 817object::~object ()
932{ 818{
819 unlink ();
820
933 free_key_values (this); 821 free_key_values (this);
934} 822}
935 823
936void object::link () 824void object::link ()
937{ 825{
938 count = ++ob_count; 826 assert (!index);//D
939 uuid = gen_uuid (); 827 uuid = UUID::gen ();
940 828
941 prev = 0; 829 refcnt_inc ();
942 next = object::first; 830 objects.insert (this);
943 831
944 if (object::first) 832 ++create_count;
945 object::first->prev = this;
946 833
947 object::first = this;
948} 834}
949 835
950void object::unlink () 836void object::unlink ()
951{ 837{
952 if (this == object::first) 838 if (!index)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
969
970/*
971 * free_object() frees everything allocated by an object, removes
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return; 839 return;
984 840
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 841 ++destroy_count;
986 remove_friendly_object (this);
987 842
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 843 objects.erase (this);
989 remove_ob (this); 844 refcnt_dec ();
845}
990 846
991 SET_FLAG (this, FLAG_FREED); 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
992 853
993 if (more) 854 if (has_active_speed ())
994 {
995 more->free (free_inventory);
996 more = 0;
997 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
998 858
859 actives.insert (this);
860 }
861}
862
863void
864object::activate_recursive ()
865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907}
908
909/*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913void
914object::destroy_inv (bool drop_to_ground)
915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
999 if (inv) 921 if (!inv)
1000 { 922 return;
923
1001 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
1003 * drop on that space. 926 * drop on that space.
1004 */ 927 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
933 {
934 while (inv)
935 inv->destroy ();
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
1006 { 940 {
1007 object *op = inv; 941 object *op = inv;
1008 942
1009 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
1010 { 944 || op->flag [FLAG_NO_DROP]
1011 object *tmp = op->below; 945 || op->type == RUNE
1012 op->free (free_inventory); 946 || op->type == TRAP
1013 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
1014 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
1015 } 952 }
1016 else 953 }
1017 { /* Put objects in inventory onto this space */ 954}
1018 object *op = inv;
1019 955
1020 while (op) 956/*
1021 { 957 * Remove and free all objects in the inventory of the given object.
1022 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
1023 959 * well, so we can (and have to!) take shortcuts.
1024 remove_ob (op); 960 */
1025 961void
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 962object::destroy_inv_fast ()
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 963{
1028 free_object (op); 964 while (object *op = inv)
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 } 965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
1040 971
1041 // clear those pointers that likely might have circular references to us 972 // then destroy
1042 owner = 0; 973 op->destroy ();
1043 enemy = 0; 974 }
1044 attacked_by = 0; 975}
1045 976
1046 /* Remove object from the active list */ 977void
1047 speed = 0; 978object::freelist_free (int count)
1048 update_ob_speed (this); 979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
1049 984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1050 unlink (); 1070 unlink ();
1051 1071
1052 mortals.push_back (this); 1072 flag [FLAG_FREED] = 1;
1053}
1054 1073
1055/* 1074 // hack to ensure that freed objects still have a valid map
1056 * sub_weight() recursively (outwards) subtracts a number from the 1075 map = &freed_map;
1057 * weight of an object (and what is carried by it's environment(s)). 1076 x = 1;
1058 */ 1077 y = 1;
1059 1078
1060void 1079 if (more)
1061sub_weight (object *op, signed long weight)
1062{
1063 while (op != NULL)
1064 {
1065 if (op->type == CONTAINER)
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067
1068 op->carrying -= weight;
1069 op = op->env;
1070 } 1080 {
1071} 1081 more->destroy ();
1082 more = 0;
1083 }
1072 1084
1073/* remove_ob(op): 1085 head = 0;
1086
1087 // clear those pointers that likely might cause circular references
1088 owner = 0;
1089 enemy = 0;
1090 attacked_by = 0;
1091 current_weapon = 0;
1092}
1093
1094void
1095object::destroy ()
1096{
1097 if (destroyed ())
1098 return;
1099
1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1106
1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1114
1115 attachable::destroy ();
1116}
1117
1118/* op->remove ():
1074 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 1123 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 1124 */
1081
1082void 1125void
1083remove_ob (object *op) 1126object::do_remove ()
1084{ 1127{
1085 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1086 object *otmp;
1087
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1094 return; 1129 return;
1095 1130
1096 SET_FLAG (op, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1097 1132
1098 if (op->more != NULL) 1133 flag [FLAG_REMOVED] = true;
1099 remove_ob (op->more); 1134
1135 if (more)
1136 more->remove ();
1100 1137
1101 /* 1138 /*
1102 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1103 * inventory. 1140 * inventory.
1104 */ 1141 */
1105 if (op->env != NULL) 1142 if (env)
1106 { 1143 {
1107 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1108 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1109 else 1146 esrv_del_item (pl->contr, count);
1110 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1111 1148
1112 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1113 * made to players inventory. If set, avoiding the call
1114 * to save cpu time.
1115 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp);
1118 1150
1119 if (op->above != NULL) 1151 object *pl = in_player ();
1120 op->above->below = op->below;
1121 else
1122 op->env->inv = op->below;
1123
1124 if (op->below != NULL)
1125 op->below->above = op->above;
1126 1152
1127 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1130 */ 1156 */
1131 op->x = op->env->x, op->y = op->env->y;
1132 op->map = op->env->map; 1157 map = env->map;
1133 op->above = NULL, op->below = NULL;
1134 op->env = NULL;
1135 }
1136 else if (op->map)
1137 {
1138 x = op->x; 1158 x = env->x;
1139 y = op->y; 1159 y = env->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141 1160
1142 if (!m) 1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1143 { 1170 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1171 if (expect_false (pl->contr->combat_ob == this))
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */ 1172 {
1150 abort (); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1151 } 1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1152 1195
1153 if (op->map != m) 1196 if (object *pl = ms.player ())
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */ 1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1160 1220
1161 /* link the object above us */ 1221 /* link the object above us */
1162 if (op->above) 1222 // re-link, make sure compiler can easily use cmove
1163 op->above->below = op->below; 1223 *(above ? &above->below : &ms.top) = below;
1164 else 1224 *(below ? &below->above : &ms.bot) = above;
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1166 1225
1167 /* Relink the object below us, if there is one */ 1226 above = 0;
1168 if (op->below) 1227 below = 0;
1169 op->below->above = op->above; 1228
1170 else 1229 ms.invalidate ();
1230
1231 if (map->in_memory == MAP_SAVING)
1232 return;
1233
1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1235
1236 if (object *pl = ms.player ())
1171 { 1237 {
1172 /* Nothing below, which means we need to relink map object for this space 1238 if (pl->container_ () == this)
1173 * use translated coordinates in case some oddness with map tiling is 1239 /* If a container that the player is currently using somehow gets
1174 * evident 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1175 */ 1242 */
1176 if (GET_MAP_OB (m, x, y) != op) 1243 pl->close_container ();
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184 1244
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1249 pl->contr->ns->floorbox_update ();
1186 } 1250 }
1187 1251
1188 op->above = 0; 1252 if (check_walk_off)
1189 op->below = 0; 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1190
1191 if (op->map->in_memory == MAP_SAVING)
1192 return;
1193
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 { 1254 {
1255 above = tmp->above;
1256
1198 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1199 * being removed. 1258 * being removed.
1200 */
1201
1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1204 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1207 */ 1259 */
1208 if (tmp->container == op)
1209 {
1210 CLEAR_FLAG (op, FLAG_APPLIED);
1211 tmp->container = NULL;
1212 }
1213 1260
1214 tmp->contr->socket.update_look = 1; 1261 /* See if object moving off should effect something */
1262 if ((move_type & tmp->move_off)
1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1264 move_apply (tmp, this, 0);
1215 } 1265 }
1216 1266
1217 /* See if player moving off should effect something */ 1267 if (affects_los ())
1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1219 {
1220 move_apply (tmp, op, NULL);
1221
1222 if (op->destroyed ());
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1224 }
1225
1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1227
1228 if (tmp->above == tmp)
1229 tmp->above = NULL;
1230
1231 last = tmp;
1232 }
1233
1234 /* last == NULL of there are no objects on this space */
1235 if (last == NULL)
1236 {
1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1239 * those out anyways, and if there are any flags set right now, they won't
1240 * be correct anyways.
1241 */
1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1243 update_position (op->map, op->x, op->y);
1244 }
1245 else
1246 update_object (last, UP_OBJ_REMOVE);
1247
1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1249 update_all_los (op->map, op->x, op->y); 1268 update_all_los (map, x, y);
1250 } 1269 }
1251} 1270}
1252 1271
1253/* 1272/*
1254 * merge_ob(op,top): 1273 * merge_ob(op,top):
1262merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1263{ 1282{
1264 if (!op->nrof) 1283 if (!op->nrof)
1265 return 0; 1284 return 0;
1266 1285
1267 if (top == NULL) 1286 if (!top)
1268 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1269 1289
1270 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1271 { 1291 if (object::can_merge (op, top))
1272 if (top == op)
1273 continue;
1274 if (CAN_MERGE (op, top))
1275 { 1292 {
1276 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1277 1294
1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1279 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1280 remove_ob (op); 1297
1281 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1282 return top; 1303 return top;
1283 } 1304 }
1284 }
1285 1305
1286 return 0; 1306 return 0;
1287} 1307}
1288 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1289/* 1332/*
1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1291 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1292 */ 1335 */
1293object * 1336object *
1294insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{ 1338{
1296 object *tmp; 1339 op->remove ();
1297 1340
1298 if (op->head)
1299 op = op->head;
1300
1301 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1302 { 1342 {
1303 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1304 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1305 } 1345 }
1306 1346
1307 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1308} 1348}
1309 1349
1322 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1323 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1324 * 1364 *
1325 * Return value: 1365 * Return value:
1326 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1327 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1328 * just 'op' otherwise 1368 * just 'op' otherwise
1329 */ 1369 */
1330
1331object * 1370object *
1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1333{ 1372{
1334 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1335 sint16 x, y;
1336 1374
1337 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1338 { 1376 {//D
1339 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1340 return NULL;
1341 } 1378 }//D
1342
1343 if (m == NULL)
1344 {
1345 dump_object (op);
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1347 return op;
1348 }
1349
1350 if (out_of_map (m, op->x, op->y))
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1354#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted.
1358 */
1359 abort ();
1360#endif
1361 return op;
1362 }
1363
1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1366 dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368 return op;
1369 }
1370
1371 if (op->more != NULL)
1372 {
1373 /* The part may be on a different map. */
1374
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 else if (!more->map)
1385 {
1386 /* For backwards compatibility - when not dealing with tiled maps,
1387 * more->map should always point to the parent.
1388 */
1389 more->map = m;
1390 }
1391
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 {
1394 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396
1397 return NULL;
1398 }
1399 }
1400
1401 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1379
1403 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1404 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1405 * need extra work 1382 * need extra work
1406 */ 1383 */
1407 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1408 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1409 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1410 1400
1411 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1412 */ 1402 */
1413 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1416 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1417 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1418 remove_ob (tmp); 1411 tmp->destroy ();
1419 free_object (tmp);
1420 } 1412 }
1421 1413
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1424 1416
1425 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1426 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1427 1419
1428 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1429 { 1421 {
1430 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1431 { 1423 {
1432 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1433 abort (); 1425 abort ();
1434 } 1426 }
1435 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1436 op->above = originator; 1435 op->above = originator;
1437 op->below = originator->below; 1436 op->below = originator->below;
1438
1439 if (op->below)
1440 op->below->above = op;
1441 else
1442 SET_MAP_OB (op->map, op->x, op->y, op);
1443
1444 /* since *below* originator, no need to update top */
1445 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1446 } 1440 }
1447 else 1441 else
1448 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1449 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1451 { 1448 {
1452 object *last = NULL;
1453
1454 /* 1449 /*
1455 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1458 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1461 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1465 */ 1460 */
1466 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1467 while (top != NULL)
1468 { 1462 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1470 floor = top; 1464 floor = tmp;
1471 1465
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1473 { 1467 {
1474 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1475 top = top->below; 1469 top = tmp->below;
1476 break; 1470 break;
1477 } 1471 }
1478 1472
1479 last = top;
1480 top = top->above; 1473 top = tmp;
1481 } 1474 }
1482
1483 /* Don't want top to be NULL, so set it to the last valid object */
1484 top = last;
1485 1475
1486 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1487 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1488 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1489 */ 1479 */
1490 1480
1491 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1492 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1493 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd. 1485 * stacking is a bit odd.
1496 */ 1486 */
1497 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1499 { 1490 {
1491 object *last;
1492
1500 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1502 break; 1495 break;
1496
1503 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1504 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1505 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1506 * set top to the object below us. 1500 * set top to the object below us.
1507 */ 1501 */
1508 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1509 top = last->below; 1503 top = last->below;
1510 } 1504 }
1511 } /* If objects on this space */ 1505 } /* If objects on this space */
1512 1506
1513 if (flag & INS_MAP_LOAD)
1514 top = GET_MAP_TOP (op->map, op->x, op->y);
1515
1516 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor; 1508 top = floor;
1518 1509
1519 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1520 */
1521
1522 /* First object on this space */
1523 if (!top) 1511 if (!top)
1524 { 1512 {
1525 op->above = GET_MAP_OB (op->map, op->x, op->y);
1526
1527 if (op->above)
1528 op->above->below = op;
1529
1530 op->below = NULL; 1513 op->below = 0;
1531 SET_MAP_OB (op->map, op->x, op->y, op); 1514 op->above = ms.bot;
1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1532 } 1518 }
1533 else 1519 else
1534 { /* get inserted into the stack above top */ 1520 {
1535 op->above = top->above; 1521 op->above = top->above;
1536
1537 if (op->above)
1538 op->above->below = op; 1522 top->above = op;
1539 1523
1540 op->below = top; 1524 op->below = top;
1541 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1542 } 1526 }
1527 }
1543 1528
1544 if (op->above == NULL) 1529 if (op->is_player ())
1545 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1546 } /* else not INS_BELOW_ORIGINATOR */
1547
1548 if (op->type == PLAYER)
1549 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1550 1535
1551 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1552 * it, so save a few ticks and start from there. 1537
1553 */ 1538 if (object *pl = ms.player ())
1554 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1556 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1557 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1558 1544
1559 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1566 * of effect may be sufficient. 1552 * of effect may be sufficient.
1567 */ 1553 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1569 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1570 1559
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1573 1562
1563 INVOKE_OBJECT (INSERT, op);
1564
1574 /* Don't know if moving this to the end will break anything. However, 1565 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1576 * 1567 *
1577 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object(). 1571 * update_object().
1581 */ 1572 */
1582 1573
1583 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1585 { 1576 {
1586 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1587 return NULL; 1578 return 0;
1588 1579
1589 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1590 * walk on's. 1581 * walk on's.
1591 */ 1582 */
1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1593 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1594 return NULL; 1585 return 0;
1595 } 1586 }
1596 1587
1597 return op; 1588 return op;
1598} 1589}
1599 1590
1600/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1601 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1602 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1603 */ 1594 */
1604void 1595void
1605replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1606{ 1597{
1607 object *
1608 tmp;
1609 object *
1610 tmp1;
1611
1612 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1613 1599
1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1615 {
1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1617 { 1602 tmp->destroy ();
1618 remove_ob (tmp);
1619 free_object (tmp);
1620 }
1621 }
1622 1603
1623 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1624 1605
1625 tmp1->x = op->x; 1606 tmp->x = op->x;
1626 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1627 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1628} 1610}
1629
1630/*
1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and freed if that number is 0).
1634 * On failure, NULL is returned, and the reason put into the
1635 * global static errmsg array.
1636 */
1637 1611
1638object * 1612object *
1639get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1640{ 1614{
1641 object * 1615 if (where->env)
1642 newob; 1616 return where->env->insert (this);
1643 int 1617 else
1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1645
1646 if (orig_ob->nrof < nr)
1647 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL;
1650 }
1651
1652 newob = object_create_clone (orig_ob);
1653
1654 if ((orig_ob->nrof -= nr) < 1)
1655 {
1656 if (!is_removed)
1657 remove_ob (orig_ob);
1658 free_object2 (orig_ob, 1);
1659 }
1660 else if (!is_removed)
1661 {
1662 if (orig_ob->env != NULL)
1663 sub_weight (orig_ob->env, orig_ob->weight * nr);
1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1665 {
1666 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1667 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1668 return NULL;
1669 }
1670 }
1671
1672 newob->nrof = nr;
1673
1674 return newob;
1675} 1619}
1676 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1677/* 1643/*
1678 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1679 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1680 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1681 * 1647 *
1682 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1683 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1684 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1685object * 1681object *
1686decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1687{ 1683{
1688 object *tmp; 1684 int have = number_of ();
1689 player *pl;
1690 1685
1691 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1692 return op; 1687 return 0;
1693 1688 else if (have == nr)
1694 if (i > op->nrof)
1695 i = op->nrof;
1696
1697 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i;
1699 else if (op->env != NULL)
1700 { 1689 {
1701 /* is this object in the players inventory, or sub container
1702 * therein?
1703 */
1704 tmp = is_player_inv (op->env);
1705 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player.
1710 */
1711 if (!tmp)
1712 {
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env)
1715 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 }
1721
1722 if (i < op->nrof)
1723 {
1724 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i;
1726 if (tmp)
1727 {
1728 esrv_send_item (tmp, op);
1729 }
1730 }
1731 else
1732 {
1733 remove_ob (op); 1690 remove ();
1734 op->nrof = 0; 1691 return this;
1735 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count);
1738 }
1739 }
1740 } 1692 }
1741 else 1693 else
1742 { 1694 {
1743 object *above = op->above; 1695 decrease (nr);
1744 1696
1745 if (i < op->nrof) 1697 object *op = deep_clone ();
1746 op->nrof -= i; 1698 op->nrof = nr;
1747 else
1748 {
1749 remove_ob (op);
1750 op->nrof = 0;
1751 }
1752
1753 /* Since we just removed op, op->above is null */
1754 for (tmp = above; tmp != NULL; tmp = tmp->above)
1755 if (tmp->type == PLAYER)
1756 {
1757 if (op->nrof)
1758 esrv_send_item (tmp, op);
1759 else
1760 esrv_del_item (tmp->contr, op->count);
1761 }
1762 }
1763
1764 if (op->nrof)
1765 return op; 1699 return op;
1766 else
1767 { 1700 }
1768 free_object (op); 1701}
1702
1703object *
1704insert_ob_in_ob (object *op, object *where)
1705{
1706 if (!where)
1707 {
1708 char *dump = dump_object (op);
1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1710 free (dump);
1769 return NULL; 1711 return op;
1770 }
1771}
1772
1773/*
1774 * add_weight(object, weight) adds the specified weight to an object,
1775 * and also updates how much the environment(s) is/are carrying.
1776 */
1777
1778void
1779add_weight (object *op, signed long weight)
1780{
1781 while (op != NULL)
1782 { 1712 }
1783 if (op->type == CONTAINER)
1784 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1785 1713
1786 op->carrying += weight; 1714 if (where->head_ () != where)
1787 op = op->env;
1788 } 1715 {
1789} 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1717 where = where->head;
1718 }
1790 1719
1720 return where->insert (op);
1721}
1722
1791/* 1723/*
1792 * insert_ob_in_ob(op,environment): 1724 * env->insert (op)
1793 * This function inserts the object op in the linked list 1725 * This function inserts the object op in the linked list
1794 * inside the object environment. 1726 * inside the object environment.
1795 * 1727 *
1796 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1797 * the inventory at the last position or next to other objects of the same
1798 * type.
1799 * Frank: Now sorted by type, archetype and magic!
1800 *
1801 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1802 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1803 */ 1730 */
1804
1805object * 1731object *
1806insert_ob_in_ob (object *op, object *where) 1732object::insert (object *op)
1807{ 1733{
1808 object *
1809 tmp, *
1810 otmp;
1811
1812 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 {
1814 dump_object (op);
1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1816 return op;
1817 }
1818
1819 if (where == NULL)
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where->head)
1827 {
1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1829 where = where->head;
1830 }
1831
1832 if (op->more) 1734 if (op->more)
1833 { 1735 {
1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1835 return op; 1737 return op;
1836 } 1738 }
1837 1739
1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1839 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1840 if (op->nrof) 1744 if (op->nrof)
1841 {
1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1843 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1844 { 1747 {
1845 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1846 (client needs the original object) */ 1749 (client needs the original object) */
1847 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1848 /* Weight handling gets pretty funky. Since we are adding to 1751
1849 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1850 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1851 add_weight (where, op->weight * op->nrof); 1754
1852 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1853 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1854 op = tmp; 1758 op = tmp;
1855 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1856 CLEAR_FLAG (op, FLAG_REMOVED);
1857 break;
1858 } 1760 }
1859 1761
1860 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1861 * We add the weight - this object could have just been removed
1862 * (if it was possible to merge). calling remove_ob will subtract
1863 * the weight, so we need to add it in again, since we actually do
1864 * the linking below
1865 */
1866 add_weight (where, op->weight * op->nrof);
1867 }
1868 else
1869 add_weight (where, (op->weight + op->carrying));
1870
1871 otmp = is_player_inv (where);
1872 if (otmp && otmp->contr != NULL)
1873 {
1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1875 fix_player (otmp);
1876 }
1877
1878 op->map = NULL; 1763 op->map = 0;
1879 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1880 op->above = NULL; 1767 op->above = 0;
1881 op->below = NULL; 1768 op->below = inv;
1882 op->x = 0, op->y = 0; 1769 op->env = this;
1883 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1884 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1885 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1886 {
1887#ifdef DEBUG_LIGHTS
1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1889#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map))
1891 update_all_los (where->map, where->x, where->y);
1892 } 1786 {
1893 1787 update_stats ();
1894 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1895 * It sure simplifies this function...
1896 */
1897 if (where->inv == NULL)
1898 where->inv = op;
1899 else
1900 { 1789 }
1901 op->below = where->inv; 1790 else if (is_player ())
1902 op->below->above = op; 1791 // if this is a player's inventory, update stats
1903 where->inv = op; 1792 contr->queue_stats_update ();
1904 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1905 return op; 1796 return op;
1906} 1797}
1907 1798
1908/* 1799/*
1909 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1923 * 1814 *
1924 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1925 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1926 * on top. 1817 * on top.
1927 */ 1818 */
1928
1929int 1819int
1930check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1931{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1932 object *tmp; 1825 object *tmp;
1933 maptile *m = op->map; 1826 maptile *m = op->map;
1934 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1935 1828
1936 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1937 1830
1938 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1939 return 0;
1940 1832
1941 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1942 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1943 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1944 1836
1945 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1946 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1947 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1948 * as walking. 1840 * as walking.
1959 return 0; 1851 return 0;
1960 1852
1961 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1963 */ 1855 */
1964 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1966 {
1967 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them.
1970 */
1971 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1972 break;
1973 } 1857 {
1858 next = tmp->below;
1974 1859
1975 for (; tmp; tmp = tmp->below)
1976 {
1977 if (tmp == op) 1860 if (tmp == op)
1978 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1979 1862
1980 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1981 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1982 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1983 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1984 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1985 */ 1868 */
1986 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1987 { 1870 {
1988 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 { 1873 {
1991
1992 float
1993 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1994 1875
1995 if (op->type == PLAYER) 1876 if (op->is_player ())
1996 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1998 diff /= 4.0; 1879 diff /= 4.0;
1999 1880
2000 op->speed_left -= diff; 1881 op->speed_left -= diff;
2001 } 1882 }
2002 } 1883 }
2025/* 1906/*
2026 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
2027 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2029 */ 1910 */
2030
2031object * 1911object *
2032present_arch (const archetype *at, maptile *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
2033{ 1913{
2034 object *
2035 tmp;
2036
2037 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
2038 { 1915 {
2039 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
2040 return NULL; 1917 return NULL;
2041 } 1918 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
2043 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
2044 return tmp; 1922 return tmp;
1923
2045 return NULL; 1924 return NULL;
2046} 1925}
2047 1926
2048/* 1927/*
2049 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
2050 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
2051 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2052 */ 1931 */
2053
2054object * 1932object *
2055present (unsigned char type, maptile *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
2056{ 1934{
2057 object *
2058 tmp;
2059
2060 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
2061 { 1936 {
2062 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
2063 return NULL; 1938 return NULL;
2064 } 1939 }
2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1940
1941 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2066 if (tmp->type == type) 1942 if (tmp->type == type)
2067 return tmp; 1943 return tmp;
1944
2068 return NULL; 1945 return NULL;
2069} 1946}
2070 1947
2071/* 1948/*
2072 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
2073 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
2074 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
2075 */ 1952 */
2076
2077object * 1953object *
2078present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
2079{ 1955{
2080 object *
2081 tmp;
2082
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 if (tmp->type == type) 1957 if (tmp->type == type)
2085 return tmp; 1958 return tmp;
1959
2086 return NULL; 1960 return NULL;
2087} 1961}
2088 1962
2089/* 1963/*
2090 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
2098 * str is the string to match against. Note that we match against 1972 * str is the string to match against. Note that we match against
2099 * the object name, not the archetype name. this is so that the 1973 * the object name, not the archetype name. this is so that the
2100 * spell code can use one object type (force), but change it's name 1974 * spell code can use one object type (force), but change it's name
2101 * to be unique. 1975 * to be unique.
2102 */ 1976 */
2103
2104object * 1977object *
2105present_in_ob_by_name (int type, const char *str, const object *op) 1978present_in_ob_by_name (int type, const char *str, const object *op)
2106{ 1979{
2107 object *
2108 tmp;
2109
2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2111 {
2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2113 return tmp; 1982 return tmp;
2114 } 1983
2115 return NULL; 1984 return 0;
2116} 1985}
2117 1986
2118/* 1987/*
2119 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2120 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2121 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2122 */ 1991 */
2123
2124object * 1992object *
2125present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2126{ 1994{
2127 object *
2128 tmp;
2129
2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2131 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2132 return tmp; 1997 return tmp;
1998
2133 return NULL; 1999 return NULL;
2134} 2000}
2135 2001
2136/* 2002/*
2137 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2138 */ 2004 */
2139void 2005void
2140flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2141{ 2007{
2142 object *
2143 tmp;
2144
2145 if (op->inv)
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2147 { 2009 {
2148 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2149 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2150 } 2012 }
2151} /* 2013}
2014
2015/*
2152 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2153 */ 2017 */
2154void 2018void
2155unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2156{ 2020{
2157 object *
2158 tmp;
2159
2160 if (op->inv)
2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 { 2022 {
2163 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2164 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2165 } 2025 }
2166}
2167
2168/*
2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2170 * all it's inventory (recursively).
2171 * If checksums are used, a player will get set_cheat called for
2172 * him/her-self and all object carried by a call to this function.
2173 */
2174
2175void
2176set_cheat (object *op)
2177{
2178 SET_FLAG (op, FLAG_WAS_WIZ);
2179 flag_inv (op, FLAG_WAS_WIZ);
2180} 2026}
2181 2027
2182/* 2028/*
2183 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
2184 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
2186 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2187 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2188 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
2189 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2190 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2191 * Note - this only checks to see if there is space for the head of the
2192 * object - if it is a multispace object, this should be called for all
2193 * pieces.
2194 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2195 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2196 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
2197 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
2198 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2199 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2200 * the archetype because that isn't correct if the monster has been 2043 * the archetype because that isn't correct if the monster has been
2201 * customized, changed states, etc. 2044 * customized, changed states, etc.
2202 */ 2045 */
2203
2204int 2046int
2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{ 2048{
2207 int
2208 i,
2209 index = 0, flag;
2210 static int
2211 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2212 2051
2213 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2214 { 2053 {
2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2216 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2217 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2218 2073
2219 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2220 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2221 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2222 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2223 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2224 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2225 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2226 */ 2081 */
2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2228 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2229 } 2098 }
2099
2230 if (!index) 2100 if (!index)
2231 return -1; 2101 return -1;
2102
2232 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2233} 2104}
2234 2105
2235/* 2106/*
2236 * find_first_free_spot(archetype, maptile, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2237 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2238 * But it will return the first available spot, not a random choice. 2109 * But it will return the first available spot, not a random choice.
2239 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2110 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2240 */ 2111 */
2241
2242int 2112int
2243find_first_free_spot (const object *ob, maptile *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{ 2114{
2245 int
2246 i;
2247
2248 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2249 {
2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2251 return i; 2117 return i;
2252 } 2118
2253 return -1; 2119 return -1;
2254} 2120}
2255 2121
2256/* 2122/*
2257 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2258 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2259 */ 2126 */
2260static void 2127static void
2261permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2262{ 2129{
2263 int 2130 arr += begin;
2264 i,
2265 j,
2266 tmp,
2267 len;
2268
2269 len = end - begin; 2131 end -= begin;
2270 for (i = begin; i < end; i++)
2271 {
2272 j = begin + RANDOM () % len;
2273 2132
2274 tmp = arr[i]; 2133 while (--end)
2275 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2276 arr[j] = tmp;
2277 }
2278} 2135}
2279 2136
2280/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2281 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2282 * the spaces to find monsters. In this way, it won't always look for 2139 * the spaces to find monsters. In this way, it won't always look for
2285 * the 3x3 area will be searched, just not in a predictable order. 2142 * the 3x3 area will be searched, just not in a predictable order.
2286 */ 2143 */
2287void 2144void
2288get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2289{ 2146{
2290 int 2147 int i;
2291 i;
2292 2148
2293 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2295 search_arr[i] = i; 2150 search_arr[i] = i;
2296 }
2297 2151
2298 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2301} 2155}
2310 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2311 * is actually want is going to try and move there. We need this info 2165 * is actually want is going to try and move there. We need this info
2312 * because we have to know what movement the thing looking to move 2166 * because we have to know what movement the thing looking to move
2313 * there is capable of. 2167 * there is capable of.
2314 */ 2168 */
2315
2316int 2169int
2317find_dir (maptile *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2318{ 2171{
2319 int
2320 i,
2321 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2322
2323 sint16 nx, ny;
2324 object *
2325 tmp;
2326 maptile *
2327 mp;
2328
2329 MoveType blocked, move_type; 2173 MoveType move_type;
2330 2174
2331 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2332 { 2176 {
2333 exclude = exclude->head; 2177 exclude = exclude->head;
2334 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2335 } 2179 }
2336 else 2180 else
2337 { 2181 {
2338 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2339 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2340 } 2184 }
2341 2185
2342 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2343 { 2187 {
2344 mp = m; 2188 mapxy pos (m, x, y);
2345 nx = x + freearr_x[i]; 2189 pos.move (i);
2346 ny = y + freearr_y[i];
2347 2190
2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2349 if (mflags & P_OUT_OF_MAP)
2350 {
2351 max = maxfree[i]; 2192 max = maxfree[i];
2352 }
2353 else 2193 else
2354 { 2194 {
2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2356 2196
2357 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2198 max = maxfree [i];
2199 else if (ms.flags () & P_IS_ALIVE)
2358 { 2200 {
2359 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2360 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2361 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2362 {
2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2364 {
2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366 {
2367 break;
2368 }
2369 }
2370 if (tmp)
2371 {
2372 return freedir[i]; 2204 return freedir [i];
2373 }
2374 } 2205 }
2375 } 2206 }
2376 } 2207 }
2208
2377 return 0; 2209 return 0;
2378} 2210}
2379 2211
2380/* 2212/*
2381 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2382 * distance between the two given objects. 2214 * distance between the two given objects.
2383 */ 2215 */
2384
2385int 2216int
2386distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2387{ 2218{
2388 int
2389 i;
2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 return i;
2393} 2220}
2394 2221
2395/* 2222/*
2396 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2397 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2398 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2399 */ 2226 */
2400
2401int 2227int
2402find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2403{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2404 int 2273 int q;
2405 q;
2406 2274
2407 if (y) 2275 if (y)
2408 q = x * 100 / y; 2276 q = 128 * x / y;
2409 else if (x) 2277 else if (x)
2410 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2411 else 2279 else
2412 return 0; 2280 return 0;
2413 2281
2414 if (y > 0) 2282 if (y > 0)
2415 { 2283 {
2416 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2417 return 3; 2289 return 3;
2418 if (q < -41) 2290 }
2419 return 2; 2291 else
2420 if (q < 41) 2292 {
2421 return 1; 2293 if (q < -309) return 3;
2422 if (q < 242) 2294 if (q < -52) return 2;
2423 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2424 return 7; 2298 return 7;
2425 } 2299 }
2426 2300#endif
2427 if (q < -242)
2428 return 7;
2429 if (q < -41)
2430 return 6;
2431 if (q < 41)
2432 return 5;
2433 if (q < 242)
2434 return 4;
2435
2436 return 3;
2437}
2438
2439/*
2440 * absdir(int): Returns a number between 1 and 8, which represent
2441 * the "absolute" direction of a number (it actually takes care of
2442 * "overflow" in previous calculations of a direction).
2443 */
2444
2445int
2446absdir (int d)
2447{
2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2452 return d;
2453} 2301}
2454 2302
2455/* 2303/*
2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2457 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2458 */ 2306 */
2459
2460int 2307int
2461dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2462{ 2309{
2463 int
2464 d;
2465
2466 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2467 if (d > 4) 2311
2468 d = 8 - d; 2312 return d > 4 ? 8 - d : d;
2469 return d;
2470} 2313}
2471 2314
2472/* peterm: 2315/* peterm:
2473 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2474 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2476 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2477 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2478 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2479 * functions. 2322 * functions.
2480 */ 2323 */
2481
2482int
2483 reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2484 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2485 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2486 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2487 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2488 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2536 * find a path to that monster that we found. If not, 2377 * find a path to that monster that we found. If not,
2537 * we don't bother going toward it. Returns 1 if we 2378 * we don't bother going toward it. Returns 1 if we
2538 * can see a direct way to get it 2379 * can see a direct way to get it
2539 * Modified to be map tile aware -.MSW 2380 * Modified to be map tile aware -.MSW
2540 */ 2381 */
2541
2542
2543int 2382int
2544can_see_monsterP (maptile *m, int x, int y, int dir) 2383can_see_monsterP (maptile *m, int x, int y, int dir)
2545{ 2384{
2546 sint16 dx, dy; 2385 sint16 dx, dy;
2547 int
2548 mflags; 2386 int mflags;
2549 2387
2550 if (dir < 0) 2388 if (dir < 0)
2551 return 0; /* exit condition: invalid direction */ 2389 return 0; /* exit condition: invalid direction */
2552 2390
2553 dx = x + freearr_x[dir]; 2391 dx = x + freearr_x[dir];
2566 return 0; 2404 return 0;
2567 2405
2568 /* yes, can see. */ 2406 /* yes, can see. */
2569 if (dir < 9) 2407 if (dir < 9)
2570 return 1; 2408 return 1;
2409
2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2410 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2411 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2412 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2573} 2413}
2574
2575
2576 2414
2577/* 2415/*
2578 * can_pick(picker, item): finds out if an object is possible to be 2416 * can_pick(picker, item): finds out if an object is possible to be
2579 * picked up by the picker. Returnes 1 if it can be 2417 * picked up by the picker. Returnes 1 if it can be
2580 * picked up, otherwise 0. 2418 * picked up, otherwise 0.
2582 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2420 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2583 * core dumps if they do. 2421 * core dumps if they do.
2584 * 2422 *
2585 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2586 */ 2424 */
2587
2588int 2425int
2589can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2590{ 2427{
2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2594} 2431}
2595
2596 2432
2597/* 2433/*
2598 * create clone from object to another 2434 * create clone from object to another
2599 */ 2435 */
2600object * 2436object *
2601object_create_clone (object *asrc) 2437object::deep_clone ()
2602{ 2438{
2603 object * 2439 assert (("deep_clone called on non-head object", is_head ()));
2604 dst = NULL, *tmp, *src, *part, *prev, *item;
2605 2440
2606 if (!asrc) 2441 object *dst = clone ();
2607 return NULL;
2608 src = asrc;
2609 if (src->head)
2610 src = src->head;
2611 2442
2612 prev = NULL; 2443 object *prev = dst;
2613 for (part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2614 { 2445 {
2615 tmp = get_object (); 2446 object *tmp = part->clone ();
2616 copy_object (part, tmp);
2617 tmp->x -= src->x;
2618 tmp->y -= src->y;
2619 if (!part->head)
2620 {
2621 dst = tmp;
2622 tmp->head = NULL;
2623 }
2624 else
2625 {
2626 tmp->head = dst; 2447 tmp->head = dst;
2627 }
2628 tmp->more = NULL;
2629 if (prev)
2630 prev->more = tmp; 2448 prev->more = tmp;
2631 prev = tmp; 2449 prev = tmp;
2632 } 2450 }
2633 2451
2634 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2635 insert_ob_in_ob (object_create_clone (item), dst); 2453 insert_ob_in_ob (item->deep_clone (), dst);
2636 2454
2637 return dst; 2455 return dst;
2638}
2639
2640/* GROS - Creates an object using a string representing its content. */
2641/* Basically, we save the content of the string to a temp file, then call */
2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2643/* but it was simple to make and allows reusing the load_object function. */
2644/* Remember not to use load_object_str in a time-critical situation. */
2645/* Also remember that multiparts objects are not supported for now. */
2646
2647object *
2648load_object_str (const char *obstr)
2649{
2650 object *op;
2651 char filename[MAX_BUF];
2652
2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2654
2655 FILE *tempfile = fopen (filename, "w");
2656
2657 if (tempfile == NULL)
2658 {
2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2660 return NULL;
2661 }
2662
2663 fprintf (tempfile, obstr);
2664 fclose (tempfile);
2665
2666 op = get_object ();
2667
2668 object_thawer thawer (filename);
2669
2670 if (thawer)
2671 load_object (thawer, op, 0);
2672
2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2674 CLEAR_FLAG (op, FLAG_REMOVED);
2675
2676 return op;
2677} 2456}
2678 2457
2679/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2680 * has the same type and subtype match. 2459 * has the same type and subtype match.
2681 * returns NULL if no match. 2460 * returns NULL if no match.
2682 */ 2461 */
2683object * 2462object *
2684find_obj_by_type_subtype (const object *who, int type, int subtype) 2463find_obj_by_type_subtype (const object *who, int type, int subtype)
2685{ 2464{
2686 object *tmp;
2687
2688 for (tmp = who->inv; tmp; tmp = tmp->below) 2465 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->type == type && tmp->subtype == subtype) 2466 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp; 2467 return tmp;
2691 2468
2692 return NULL;
2693}
2694
2695/* If ob has a field named key, return the link from the list,
2696 * otherwise return NULL.
2697 *
2698 * key must be a passed in shared string - otherwise, this won't
2699 * do the desired thing.
2700 */
2701key_value *
2702get_ob_key_link (const object *ob, const char *key)
2703{
2704 key_value *link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 if (link->key == key)
2708 return link;
2709
2710 return NULL;
2711}
2712
2713/*
2714 * Returns the value of op has an extra_field for key, or NULL.
2715 *
2716 * The argument doesn't need to be a shared string.
2717 *
2718 * The returned string is shared.
2719 */
2720const char *
2721get_ob_key_value (const object *op, const char *const key)
2722{
2723 key_value *link;
2724 shstr_cmp canonical_key (key);
2725
2726 if (!canonical_key)
2727 {
2728 /* 1. There being a field named key on any object
2729 * implies there'd be a shared string to find.
2730 * 2. Since there isn't, no object has this field.
2731 * 3. Therefore, *this* object doesn't have this field.
2732 */
2733 return 0;
2734 }
2735
2736 /* This is copied from get_ob_key_link() above -
2737 * only 4 lines, and saves the function call overhead.
2738 */
2739 for (link = op->key_values; link; link = link->next)
2740 if (link->key == canonical_key)
2741 return link->value;
2742
2743 return 0; 2469 return 0;
2744} 2470}
2745 2471
2746 2472shstr_tmp
2747/* 2473object::kv_get (shstr_tmp key) const
2748 * Updates the canonical_key in op to value.
2749 *
2750 * canonical_key is a shared string (value doesn't have to be).
2751 *
2752 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2753 * keys.
2754 *
2755 * Returns TRUE on success.
2756 */
2757int
2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{ 2474{
2760 key_value * 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2761 field = NULL, *last = NULL; 2476 if (kv->key == key)
2477 return kv->value;
2762 2478
2763 for (field = op->key_values; field != NULL; field = field->next) 2479 return shstr ();
2764 { 2480}
2765 if (field->key != canonical_key) 2481
2482void
2483object::kv_set (shstr_tmp key, shstr_tmp value)
2484{
2485 for (key_value *kv = key_values; kv; kv = kv->next)
2486 if (kv->key == key)
2766 { 2487 {
2767 last = field; 2488 kv->value = value;
2768 continue; 2489 return;
2769 } 2490 }
2770 2491
2771 if (value) 2492 key_value *kv = new key_value;
2772 field->value = value; 2493
2773 else 2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2774 { 2506 {
2775 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2776 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2777 * it, we save the empty value so that when we load, 2509 delete kv;
2778 * we get this value back again. 2510 return;
2779 */
2780 if (get_ob_key_link (&op->arch->clone, canonical_key))
2781 field->value = 0;
2782 else
2783 {
2784 if (last)
2785 last->next = field->next;
2786 else
2787 op->key_values = field->next;
2788
2789 delete field;
2790 }
2791 } 2511 }
2792 return TRUE;
2793 }
2794 /* IF we get here, key doesn't exist */
2795
2796 /* No field, we'll have to add it. */
2797
2798 if (!add_key)
2799 {
2800 return FALSE;
2801 }
2802 /* There isn't any good reason to store a null
2803 * value in the key/value list. If the archetype has
2804 * this key, then we should also have it, so shouldn't
2805 * be here. If user wants to store empty strings,
2806 * should pass in ""
2807 */
2808 if (value == NULL)
2809 return TRUE;
2810
2811 field = new key_value;
2812
2813 field->key = canonical_key;
2814 field->value = value;
2815 /* Usual prepend-addition. */
2816 field->next = op->key_values;
2817 op->key_values = field;
2818
2819 return TRUE;
2820}
2821
2822/*
2823 * Updates the key in op to value.
2824 *
2825 * If add_key is FALSE, this will only update existing keys,
2826 * and not add new ones.
2827 * In general, should be little reason FALSE is ever passed in for add_key
2828 *
2829 * Returns TRUE on success.
2830 */
2831int
2832set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2833{
2834 shstr key_ (key);
2835
2836 return set_ob_key_value_s (op, key_, value, add_key);
2837} 2512}
2838 2513
2839object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2840: iterator_base (container) 2515: iterator_base (container)
2841{ 2516{
2855 } 2530 }
2856 else 2531 else
2857 item = item->env; 2532 item = item->env;
2858} 2533}
2859 2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561}
2562
2860// return a suitable string describing an objetc in enough detail to find it 2563// return a suitable string describing an object in enough detail to find it
2861const char * 2564const char *
2862object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2863{ 2566{
2567 char flagdesc[512];
2864 char info2[256 * 3]; 2568 char info2[256 * 4];
2865 char *p = info; 2569 char *p = info;
2866 2570
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2868 count, 2572 count,
2573 uuid.c_str (),
2869 &name, 2574 &name,
2870 title ? " " : "", 2575 title ? ",title:\"" : "",
2871 title ? (const char *)title : ""); 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type);
2872 2579
2873 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875 2582
2876 if (map) 2583 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2878 2585
2879 return info; 2586 return info;
2880} 2587}
2881 2588
2882const char * 2589const char *
2883object::debug_desc () const 2590object::debug_desc () const
2884{ 2591{
2885 static char info[256 * 3]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2886 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2887} 2596}
2888 2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605void
2606object::open_container (object *new_container)
2607{
2608 if (container == new_container)
2609 return;
2610
2611 object *old_container = container;
2612
2613 if (old_container)
2614 {
2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2616 return;
2617
2618#if 0
2619 // remove the "Close old_container" object.
2620 if (object *closer = old_container->inv)
2621 if (closer->type == CLOSE_CON)
2622 closer->destroy ();
2623#endif
2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2628 old_container->flag [FLAG_APPLIED] = false;
2629 container = 0;
2630
2631 // client needs item update to make it work, client bug requires this to be separate
2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2635 play_sound (sound_find ("chest_close"));
2636 }
2637
2638 if (new_container)
2639 {
2640 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2641 return;
2642
2643 // TODO: this does not seem to serve any purpose anymore?
2644#if 0
2645 // insert the "Close Container" object.
2646 if (archetype *closer = new_container->other_arch)
2647 {
2648 object *closer = new_container->other_arch->instance ();
2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2650 new_container->insert (closer);
2651 }
2652#endif
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2659 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container;
2661
2662 // client needs flag change
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 play_sound (sound_find ("chest_open"));
2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2669}
2670
2671object *
2672object::force_find (shstr_tmp name)
2673{
2674 /* cycle through his inventory to look for the MARK we want to
2675 * place
2676 */
2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2678 if (tmp->type == FORCE && tmp->slaying == name)
2679 return splay (tmp);
2680
2681 return 0;
2682}
2683
2684//-GPL
2685
2686void
2687object::force_set_timer (int duration)
2688{
2689 this->duration = 1;
2690 this->speed_left = -1.f;
2691
2692 this->set_speed (duration ? 1.f / duration : 0.f);
2693}
2694
2695object *
2696object::force_add (shstr_tmp name, int duration)
2697{
2698 if (object *force = force_find (name))
2699 force->destroy ();
2700
2701 object *force = get_archetype (FORCE_NAME);
2702
2703 force->slaying = name;
2704 force->force_set_timer (duration);
2705 force->flag [FLAG_APPLIED] = true;
2706
2707 return insert (force);
2708}
2709
2710void
2711object::play_sound (faceidx sound) const
2712{
2713 if (!sound)
2714 return;
2715
2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2741 return;
2742
2743 // find old force, or create new one
2744 object *force = force_find (shstr_noise_force);
2745
2746 if (force)
2747 force->speed_left = -1.f; // patch old speed up
2748 else
2749 {
2750 force = archetype::get (shstr_noise_force);
2751
2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2755
2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2761 }
2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2770 {
2771 // we are on the map, so handle move_on/off effects
2772 remove ();
2773 move_type = mt;
2774 map->insert (this, x, y, this);
2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2785 */
2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2792 return 0;
2793}
2794

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