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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.332 by root, Thu Apr 22 03:49:13 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
39 38
40object *objects; /* Pointer to the list of used objects */ 39objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 55};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
57static void 76static void
58write_uuid (void) 77write_uuid (uval64 skip, bool sync)
59{ 78{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
61 80 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 83 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 84}
77 85
78static void 86static void
79read_uuid (void) 87read_uuid ()
80{ 88{
81 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
82 90
83 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
84 94
85 FILE *fp; 95 FILE *fp;
86 96
87 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
88 { 98 {
89 if (errno == ENOENT) 99 if (errno == ENOENT)
90 { 100 {
91 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 102 UUID::cur.seq = 0;
93 write_uuid (); 103 write_uuid (UUID_GAP, true);
94 return; 104 return;
95 } 105 }
96 106
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 108 _exit (1);
99 } 109 }
100 110
101 int version; 111 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 112 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
104 { 116 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 118 _exit (1);
107 } 119 }
108 120
109 uuid.seq = uid;
110 write_uuid ();
111 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);
112 fclose (fp); 124 fclose (fp);
113} 125}
114 126
115UUID 127UUID
116gen_uuid () 128UUID::gen ()
117{ 129{
118 UUID uid; 130 UUID uid;
119 131
120 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
121 133
122 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
124 140
125 return uid; 141 return uid;
126} 142}
127 143
128void 144void
129init_uuid () 145UUID::init ()
130{ 146{
131 read_uuid (); 147 read_uuid ();
132} 148}
133 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 216static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
137{ 218{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
143 */ 222 */
144 223
145 /* For each field in wants, */ 224 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 226 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 227 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 228
169 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 230 return true;
171} 231}
172 232
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 234static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 236{
177 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
179 */ 239 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
181} 242}
182 243
183/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 245 * they can be merged together.
185 * 246 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
189 * 250 *
190 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
191 * 252 *
192 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
193 * check weight 254 * check weight
194 */ 255 */
195
196bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
197{ 257{
198 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
199 if ((ob1 == ob2) || (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)
200 return 0; 264 return 0;
201 265
202 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)
203 return 0; 269 return 0;
204 270
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * 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
214 * 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
215 * 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
216 * flags lose any meaning. 275 * flags lose any meaning.
217 */ 276 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
220 279
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
223 282
224 283 if (ob1->arch->archname != ob2->arch->archname
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
245 (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
246 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
248 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
254 (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)))
255 return 0; 308 return 0;
256 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
257 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
259 */ 319 */
260 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
261 { 321 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
268 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 */
269 330
270 /* 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
271 * if it is valid. 332 * if it is valid.
272 */ 333 */
273 } 334 }
274 335
275 /* 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,
276 * 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
277 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
278 */ 339 */
279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
280 return 0; 341 return 0;
281 342
282 /* 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
283 * 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
284 * check? 345 * check?
285 */ 346 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
287 return 0; 348 return 0;
288 349
289 switch (ob1->type) 350 switch (ob1->type)
290 { 351 {
291 case SCROLL: 352 case SCROLL:
292 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
293 return 0; 354 return 0;
294 break; 355 break;
295 } 356 }
296 357
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
298 { 359 {
299 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
301 /* 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))
302 return 0; 365 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 366 }
306 367
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
309 { 369 {
310 ob1->optimise (); 370 ob1->optimise ();
311 ob2->optimise (); 371 ob2->optimise ();
312 372
313 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)
314 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 }
315 } 387 }
316 388
317 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
318 return 1; 390 return 1;
319} 391}
320 392
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
321/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
322 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
323 * 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
324 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
325 */ 470 */
326long 471void
327sum_weight (object *op) 472object::update_weight ()
328{ 473{
329 long sum; 474 sint32 sum = 0;
330 object *inv;
331 475
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
333 { 477 {
334 if (inv->inv) 478 if (op->inv)
335 sum_weight (inv); 479 op->update_weight ();
336 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)
337 } 487 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 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
343 op->carrying = sum; 492 carrying = sum;
344 493
345 return sum; 494 if (object *pl = visible_to ())
346} 495 if (pl != this) // player is handled lazily
347 496 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 497 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 498}
430 499
431/* 500/*
432 * Dumps an object. Returns output in the static global errmsg array. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 502 */
434 503char *
435void
436dump_object (object *op) 504dump_object (object *op)
437{ 505{
438 if (op == NULL) 506 if (!op)
439 { 507 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 508
447void 509 object_freezer freezer;
448dump_all_objects (void) 510 op->write (freezer);
449{ 511 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 512}
458 513
459/* 514char *
460 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
461 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned.
463 */
464
465object *
466get_nearest_part (object *op, const object *pl)
467{ 516{
468 object *tmp, *closest; 517 return dump_object (this);
469 int last_dist, i;
470
471 if (op->more == NULL)
472 return op;
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i;
476 return closest;
477} 518}
478 519
479/* 520/*
480 * 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.
481 */ 523 */
482
483object * 524object *
484find_object (tag_t i) 525find_object (tag_t i)
485{ 526{
486 object *op; 527 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 528 if (op->count == i)
490 break;
491 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;
492} 547}
493 548
494/* 549/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
498 */ 553 */
499
500object * 554object *
501find_object_name (const char *str) 555find_object_name (const char *str)
502{ 556{
503 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
504 object *op;
505 558
506 for (op = objects; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
507 if (op->name == str_) 561 if (op->name == str_)
508 break; 562 return op;
509 563
510 return op; 564 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517} 565}
518 566
519/* 567/*
520 * 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
521 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
522 */ 571 */
523void 572void
524object::set_owner (object *owner) 573object::set_owner (object *owner)
525{ 574{
575 // allow objects which own objects
526 if (!owner) 576 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 577 while (owner->owner)
537 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 }
538 585
539 this->owner = owner; 586 this->owner = owner;
540} 587}
541 588
542/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 590 * refcounts and freeing the links.
544 */ 591 */
545static void 592static void
546free_key_values (object *op) 593free_key_values (object *op)
547{ 594{
548 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
549 { 596 {
550 key_value *next = i->next; 597 key_value *next = i->next;
551 delete i; 598 delete i;
552 599
553 i = next; 600 i = next;
554 } 601 }
555 602
556 op->key_values = 0; 603 op->key_values = 0;
557} 604}
558 605
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 606/*
611 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 612 * will point at garbage.
617 */ 613 */
618void 614void
619copy_object (object *op2, object *op) 615object::copy_to (object *dst)
620{ 616{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
623 619 dst->flag [FLAG_REMOVED] = true;
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 620
634 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
635 if (op2->key_values) 622 if (key_values)
636 { 623 {
637 key_value *tail = 0; 624 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 625 dst->key_values = 0;
641 626
642 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
643 { 628 {
644 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
645 630
646 new_link->next = 0; 631 new_link->next = 0;
647 new_link->key = i->key; 632 new_link->key = i->key;
648 new_link->value = i->value; 633 new_link->value = i->value;
649 634
650 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
651 if (!op->key_values) 636 if (!dst->key_values)
652 { 637 {
653 op->key_values = new_link; 638 dst->key_values = new_link;
654 tail = new_link; 639 tail = new_link;
655 } 640 }
656 else 641 else
657 { 642 {
658 tail->next = new_link; 643 tail->next = new_link;
659 tail = new_link; 644 tail = new_link;
660 } 645 }
661 } 646 }
662 } 647 }
663 648
664 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;
665} 688}
666 689
667/* 690/*
668 * 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
669 * 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
670 * 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.
671 */ 694 */
672
673void 695void
674update_turn_face (object *op) 696update_turn_face (object *op)
675{ 697{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
677 return; 699 return;
700
678 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
680} 703}
681 704
682/* 705/*
683 * 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
684 * 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.
685 * 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.
686 */ 709 */
687void 710void
688update_ob_speed (object *op) 711object::set_speed (float speed)
689{ 712{
690 extern int arch_init; 713 this->speed = speed;
691 714
692 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
693 * since they never really need to be updated. 716 activate ();
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 {
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714
715 /* process_events() expects us to insert the object at the beginning
716 * of the list. */
717 op->active_next = active_objects;
718
719 if (op->active_next != NULL)
720 op->active_next->active_prev = op;
721
722 active_objects = op;
723 }
724 else 717 else
725 { 718 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 719}
749 720
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 721/*
782 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 725 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
789 * 729 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 731 * current action are:
796 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
801 */ 737 */
802
803void 738void
804update_object (object *op, int action) 739update_object (object *op, int action)
805{ 740{
806 int update_now = 0, flags; 741 if (!op)
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL)
810 { 742 {
811 /* this should never happen */ 743 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
813 return; 745 return;
814 } 746 }
815 747
816 if (op->env != NULL) 748 if (!op->is_on_map ())
817 { 749 {
818 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
819 * to do in this case. 751 * to do in this case.
820 */ 752 */
821 return; 753 return;
822 } 754 }
823 755
824 /* If the map is saving, don't do anything as everything is
825 * going to get freed anyways.
826 */
827 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return;
829
830 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
831 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)
832 { 758 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 760#ifdef MANY_CORES
835 abort (); 761 abort ();
836#endif 762#endif
837 return; 763 return;
838 } 764 }
839 765
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
847 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
848 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
851 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
853 update_now = 1;
854
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
862 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
863 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
864 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* 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
871 * to have move_allow right now. 784 * have move_allow right now.
872 */ 785 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 787 m.invalidate ();
875 788#else
876 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
877 update_now = 1; 790 m.invalidate ();
791#endif
878 } 792 }
879 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 795 * that is being removed.
882 */ 796 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 798 m.invalidate ();
885 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
887 else 801 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 803
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 804 if (op->more)
897 update_object (op->more, action); 805 update_object (op->more, action);
898} 806}
899 807
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object () 808object::object ()
923{ 809{
924 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
925 811
926 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
927 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
928} 815}
929 816
930object::~object () 817object::~object ()
931{ 818{
819 unlink ();
820
932 free_key_values (this); 821 free_key_values (this);
933} 822}
934 823
935void object::link () 824void object::link ()
936{ 825{
937 count = ++ob_count; 826 assert (!index);//D
938 uuid = gen_uuid (); 827 uuid = UUID::gen ();
939 828
940 prev = 0; 829 refcnt_inc ();
941 next = objects; 830 objects.insert (this);
942 831
943 if (objects) 832 ++create_count;
944 objects->prev = this;
945 833
946 objects = this;
947} 834}
948 835
949void object::unlink () 836void object::unlink ()
950{ 837{
951 //count = 0;//D 838 if (!index)
952 if (!prev && !next) return;//D
953
954 if (this == objects)
955 objects = next;
956
957 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next;
959 if (next) next->prev = prev;
960
961 prev = 0;
962 next = 0;
963}
964
965object *object::create ()
966{
967 object *op = new object;
968 op->link ();
969 return op;
970}
971
972/*
973 * free_object() frees everything allocated by an object, removes
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{
984 if (QUERY_FLAG (this, FLAG_FREED))
985 return; 839 return;
986 840
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 841 ++destroy_count;
988 remove_friendly_object (this);
989 842
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 843 objects.erase (this);
991 remove_ob (this); 844 refcnt_dec ();
845}
992 846
993 SET_FLAG (this, FLAG_FREED); 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
994 853
995 if (more) 854 if (has_active_speed ())
996 {
997 more->free (free_inventory);
998 more = 0;
999 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1000 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
1001 if (inv) 921 if (!inv)
1002 { 922 return;
923
1003 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
1005 * drop on that space. 926 * drop on that space.
1006 */ 927 */
1007 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)
1008 { 940 {
1009 object *op = inv; 941 object *op = inv;
1010 942
1011 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
1012 { 944 || op->flag [FLAG_NO_DROP]
1013 object *tmp = op->below; 945 || op->type == RUNE
1014 op->free (free_inventory); 946 || op->type == TRAP
1015 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
1016 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
1017 } 952 }
1018 else 953 }
1019 { /* Put objects in inventory onto this space */ 954}
1020 object *op = inv;
1021 955
1022 while (op) 956/*
1023 { 957 * Remove and free all objects in the inventory of the given object.
1024 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
1025 959 * well, so we can (and have to!) take shortcuts.
1026 remove_ob (op); 960 */
1027 961void
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 962object::destroy_inv_fast ()
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 963{
1030 free_object (op); 964 while (object *op = inv)
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 } 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;
1042 971
1043 owner = 0; 972 // then destroy
973 op->destroy ();
974 }
975}
1044 976
1045 /* Remove object from the active list */ 977void
1046 speed = 0; 978object::freelist_free (int count)
1047 update_ob_speed (this); 979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
1048 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 ();
1049 unlink (); 1070 unlink ();
1050 1071
1051 mortals.push_back (this); 1072 flag [FLAG_FREED] = 1;
1052}
1053 1073
1054/* 1074 // hack to ensure that freed objects still have a valid map
1055 * sub_weight() recursively (outwards) subtracts a number from the 1075 map = &freed_map;
1056 * weight of an object (and what is carried by it's environment(s)). 1076 x = 1;
1057 */ 1077 y = 1;
1058 1078
1059void 1079 if (more)
1060sub_weight (object *op, signed long weight)
1061{
1062 while (op != NULL)
1063 {
1064 if (op->type == CONTAINER)
1065 {
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 * 1128 if (flag [FLAG_REMOVED])
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED))
1103 return; 1129 return;
1104 1130
1105 SET_FLAG (op, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1106 1132
1107 if (op->more != NULL) 1133 flag [FLAG_REMOVED] = true;
1108 remove_ob (op->more); 1134
1135 if (more)
1136 more->remove ();
1109 1137
1110 /* 1138 /*
1111 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1112 * inventory. 1140 * inventory.
1113 */ 1141 */
1114 if (op->env != NULL) 1142 if (env)
1115 { 1143 {
1116 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1117 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1118 else 1146 esrv_del_item (pl->contr, count);
1119 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1120 1148
1121 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1122 * made to players inventory. If set, avoiding the call
1123 * to save cpu time.
1124 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp);
1127 1150
1128 if (op->above != NULL) 1151 object *pl = in_player ();
1129 op->above->below = op->below;
1130 else
1131 op->env->inv = op->below;
1132
1133 if (op->below != NULL)
1134 op->below->above = op->above;
1135 1152
1136 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1137 * 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
1138 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1139 */ 1156 */
1140 op->x = op->env->x, op->y = op->env->y;
1141 op->map = op->env->map; 1157 map = env->map;
1142 op->above = NULL, op->below = NULL;
1143 op->env = NULL;
1144 }
1145 else if (op->map)
1146 {
1147 x = op->x; 1158 x = env->x;
1148 y = op->y; 1159 y = env->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150 1160
1151 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 ())
1152 { 1170 {
1153 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))
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */ 1172 {
1159 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);
1160 } 1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1161 1195
1162 if (op->map != m) 1196 if (object *pl = ms.player ())
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 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 }
1169 1220
1170 /* link the object above us */ 1221 /* link the object above us */
1171 if (op->above) 1222 // re-link, make sure compiler can easily use cmove
1172 op->above->below = op->below; 1223 *(above ? &above->below : &ms.top) = below;
1173 else 1224 *(below ? &below->above : &ms.bot) = above;
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1175 1225
1176 /* Relink the object below us, if there is one */ 1226 above = 0;
1177 if (op->below) 1227 below = 0;
1178 op->below->above = op->above; 1228
1179 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 ())
1180 { 1237 {
1181 /* Nothing below, which means we need to relink map object for this space 1238 if (pl->container_ () == this)
1182 * use translated coordinates in case some oddness with map tiling is 1239 /* If a container that the player is currently using somehow gets
1183 * evident 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1184 */ 1242 */
1185 if (GET_MAP_OB (m, x, y) != op) 1243 pl->close_container ();
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "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);
1190 dump_object (GET_MAP_OB (m, x, y));
1191 LOG (llevError, "%s\n", errmsg);
1192 }
1193 1244
1194 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 ();
1195 } 1250 }
1196 1251
1197 op->above = 0; 1252 if (check_walk_off)
1198 op->below = 0; 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1199
1200 if (op->map->in_memory == MAP_SAVING)
1201 return;
1202
1203 tag = op->count;
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1207 { 1254 {
1255 above = tmp->above;
1256
1208 /* 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
1209 * being removed. 1258 * being removed.
1210 */
1211
1212 if (tmp->type == PLAYER && tmp != op)
1213 {
1214 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view
1216 * appropriately.
1217 */ 1259 */
1218 if (tmp->container == op)
1219 {
1220 CLEAR_FLAG (op, FLAG_APPLIED);
1221 tmp->container = NULL;
1222 }
1223 1260
1224 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);
1225 } 1265 }
1226 1266
1227 /* See if player moving off should effect something */ 1267 if (affects_los ())
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 {
1230 move_apply (tmp, op, NULL);
1231
1232 if (was_destroyed (op, tag))
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1235 }
1236 }
1237
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239
1240 if (tmp->above == tmp)
1241 tmp->above = NULL;
1242
1243 last = tmp;
1244 }
1245
1246 /* last == NULL of there are no objects on this space */
1247 if (last == NULL)
1248 {
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else
1258 update_object (last, UP_OBJ_REMOVE);
1259
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1261 update_all_los (op->map, op->x, op->y); 1268 update_all_los (map, x, y);
1262 } 1269 }
1263} 1270}
1264 1271
1265/* 1272/*
1266 * merge_ob(op,top): 1273 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1275{ 1282{
1276 if (!op->nrof) 1283 if (!op->nrof)
1277 return 0; 1284 return 0;
1278 1285
1279 if (top == NULL) 1286 if (!top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1281 1289
1282 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1283 { 1291 if (object::can_merge (op, top))
1284 if (top == op)
1285 continue;
1286 if (CAN_MERGE (op, top))
1287 { 1292 {
1288 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1289 1294
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1291 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1292 remove_ob (op); 1297
1293 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1294 return top; 1303 return top;
1295 } 1304 }
1296 }
1297 1305
1298 return NULL; 1306 return 0;
1299} 1307}
1300 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
1301/* 1332/*
1302 * 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
1303 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1304 */ 1335 */
1305object * 1336object *
1306insert_ob_in_map_at (object *op, mapstruct *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)
1307{ 1338{
1308 object *tmp; 1339 op->remove ();
1309 1340
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1342 {
1315 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1316 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1317 } 1345 }
1318 1346
1319 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1320} 1348}
1321 1349
1334 * 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
1335 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1336 * 1364 *
1337 * Return value: 1365 * Return value:
1338 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1340 * just 'op' otherwise 1368 * just 'op' otherwise
1341 */ 1369 */
1342
1343object * 1370object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1372{
1346 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1347 sint16 x, y;
1348 1374
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1350 { 1376 {//D
1351 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
1352 return NULL;
1353 } 1378 }//D
1354
1355 if (m == NULL)
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1359 return op;
1360 }
1361
1362 if (out_of_map (m, op->x, op->y))
1363 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1366#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted.
1370 */
1371 abort ();
1372#endif
1373 return op;
1374 }
1375
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more;
1388
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 {
1406 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408
1409 return NULL;
1410 }
1411 }
1412
1413 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1379
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * 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
1417 * need extra work 1382 * need extra work
1418 */ 1383 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1420 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1421 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 ();
1422 1400
1423 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1424 */ 1402 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1428 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1429 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1411 tmp->destroy ();
1431 free_object (tmp);
1432 } 1412 }
1433 1413
1434 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 */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1436 1416
1437 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1438 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1439 1419
1440 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1441 { 1421 {
1442 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)
1443 { 1423 {
1444 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");
1445 abort (); 1425 abort ();
1446 } 1426 }
1447 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
1448 op->above = originator; 1435 op->above = originator;
1449 op->below = originator->below; 1436 op->below = originator->below;
1450
1451 if (op->below)
1452 op->below->above = op;
1453 else
1454 SET_MAP_OB (op->map, op->x, op->y, op);
1455
1456 /* since *below* originator, no need to update top */
1457 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1458 } 1440 }
1459 else 1441 else
1460 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1461 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1463 { 1448 {
1464 object *last = NULL;
1465
1466 /* 1449 /*
1467 * 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.
1468 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1469 * 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
1470 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1473 * 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
1474 * 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
1475 * 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
1476 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1477 */ 1460 */
1478 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1479 while (top != NULL)
1480 { 1462 {
1481 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])
1482 floor = top; 1464 floor = tmp;
1483 1465
1484 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])
1485 { 1467 {
1486 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1487 top = top->below; 1469 top = tmp->below;
1488 break; 1470 break;
1489 } 1471 }
1490 1472
1491 last = top;
1492 top = top->above; 1473 top = tmp;
1493 } 1474 }
1494
1495 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last;
1497 1475
1498 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1499 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1501 */ 1479 */
1502 1480
1503 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1485 * stacking is a bit odd.
1508 */ 1486 */
1509 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1510 (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))
1511 { 1490 {
1491 object *last;
1492
1512 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1514 break; 1495 break;
1496
1515 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1516 * 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
1517 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1500 * set top to the object below us.
1519 */ 1501 */
1520 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1521 top = last->below; 1503 top = last->below;
1522 } 1504 }
1523 } /* If objects on this space */ 1505 } /* If objects on this space */
1524 1506
1525 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y);
1527
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1508 top = floor;
1530 1509
1531 /* 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
1532 */
1533
1534 /* First object on this space */
1535 if (!top) 1511 if (!top)
1536 { 1512 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538
1539 if (op->above)
1540 op->above->below = op;
1541
1542 op->below = NULL; 1513 op->below = 0;
1543 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;
1544 } 1518 }
1545 else 1519 else
1546 { /* get inserted into the stack above top */ 1520 {
1547 op->above = top->above; 1521 op->above = top->above;
1548
1549 if (op->above)
1550 op->above->below = op; 1522 top->above = op;
1551 1523
1552 op->below = top; 1524 op->below = top;
1553 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1554 } 1526 }
1527 }
1555 1528
1556 if (op->above == NULL) 1529 if (op->is_player ())
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1558 } /* else not INS_BELOW_ORIGINATOR */
1559
1560 if (op->type == PLAYER)
1561 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1562 1535
1563 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1564 * it, so save a few ticks and start from there. 1537
1565 */ 1538 if (object *pl = ms.player ())
1566 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1568 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1569 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1570 1544
1571 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1572 * 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
1573 * 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
1574 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1575 * 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 -
1576 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1552 * of effect may be sufficient.
1579 */ 1553 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1581 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1582 1559
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1585 1562
1563 INVOKE_OBJECT (INSERT, op);
1564
1586 /* 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,
1587 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1588 * 1567 *
1589 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1571 * update_object().
1593 */ 1572 */
1594 1573
1595 /* 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 */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1597 { 1576 {
1598 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1599 return NULL; 1578 return 0;
1600 1579
1601 /* 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
1602 * walk on's. 1581 * walk on's.
1603 */ 1582 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1606 return NULL; 1585 return 0;
1607 } 1586 }
1608 1587
1609 return op; 1588 return op;
1610} 1589}
1611 1590
1612/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1613 * 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.
1614 * 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.
1615 */ 1594 */
1616void 1595void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1618{ 1597{
1619 object *
1620 tmp;
1621 object *
1622 tmp1;
1623
1624 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1625 1599
1626 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)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1629 { 1602 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1603
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1636 1605
1637 tmp1->x = op->x; 1606 tmp->x = op->x;
1638 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1640} 1610}
1641
1642/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array.
1648 */
1649 1611
1650object * 1612object *
1651get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1652{ 1614{
1653 object * 1615 if (where->env)
1654 newob; 1616 return where->env->insert (this);
1655 int 1617 else
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1657
1658 if (orig_ob->nrof < nr)
1659 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL;
1662 }
1663
1664 newob = object_create_clone (orig_ob);
1665
1666 if ((orig_ob->nrof -= nr) < 1)
1667 {
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed)
1673 {
1674 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1677 {
1678 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1679 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1680 return NULL;
1681 }
1682 }
1683
1684 newob->nrof = nr;
1685
1686 return newob;
1687} 1619}
1688 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
1689/* 1643/*
1690 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1691 * 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
1692 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1693 * 1647 *
1694 * 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
1695 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1696 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 */
1697object * 1681object *
1698decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1699{ 1683{
1700 object *tmp; 1684 int have = number_of ();
1701 player *pl;
1702 1685
1703 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1704 return op; 1687 return 0;
1705 1688 else if (have == nr)
1706 if (i > op->nrof)
1707 i = op->nrof;
1708
1709 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i;
1711 else if (op->env != NULL)
1712 { 1689 {
1713 /* is this object in the players inventory, or sub container
1714 * therein?
1715 */
1716 tmp = is_player_inv (op->env);
1717 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player.
1722 */
1723 if (!tmp)
1724 {
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env)
1727 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 }
1733
1734 if (i < op->nrof)
1735 {
1736 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i;
1738 if (tmp)
1739 {
1740 esrv_send_item (tmp, op);
1741 }
1742 }
1743 else
1744 {
1745 remove_ob (op); 1690 remove ();
1746 op->nrof = 0; 1691 return this;
1747 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count);
1750 }
1751 }
1752 } 1692 }
1753 else 1693 else
1754 { 1694 {
1755 object *above = op->above; 1695 decrease (nr);
1756 1696
1757 if (i < op->nrof) 1697 object *op = deep_clone ();
1758 op->nrof -= i; 1698 op->nrof = nr;
1759 else
1760 {
1761 remove_ob (op);
1762 op->nrof = 0;
1763 }
1764
1765 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above)
1767 if (tmp->type == PLAYER)
1768 {
1769 if (op->nrof)
1770 esrv_send_item (tmp, op);
1771 else
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775
1776 if (op->nrof)
1777 return op; 1699 return op;
1778 else
1779 { 1700 }
1780 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);
1781 return NULL; 1711 return op;
1782 }
1783}
1784
1785/*
1786 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying.
1788 */
1789
1790void
1791add_weight (object *op, signed long weight)
1792{
1793 while (op != NULL)
1794 { 1712 }
1795 if (op->type == CONTAINER)
1796 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1797 1713
1798 op->carrying += weight; 1714 if (where->head_ () != where)
1799 op = op->env;
1800 } 1715 {
1801} 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1717 where = where->head;
1718 }
1802 1719
1720 return where->insert (op);
1721}
1722
1803/* 1723/*
1804 * insert_ob_in_ob(op,environment): 1724 * env->insert (op)
1805 * This function inserts the object op in the linked list 1725 * This function inserts the object op in the linked list
1806 * inside the object environment. 1726 * inside the object environment.
1807 * 1727 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * 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
1814 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1815 */ 1730 */
1816
1817object * 1731object *
1818insert_ob_in_ob (object *op, object *where) 1732object::insert (object *op)
1819{ 1733{
1820 object *
1821 tmp, *
1822 otmp;
1823
1824 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 {
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843
1844 if (op->more) 1734 if (op->more)
1845 { 1735 {
1846 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);
1847 return op; 1737 return op;
1848 } 1738 }
1849 1739
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1852 if (op->nrof) 1744 if (op->nrof)
1853 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1856 { 1747 {
1857 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1749 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1751
1861 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1862 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1863 add_weight (where, op->weight * op->nrof); 1754
1864 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1865 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1866 op = tmp; 1758 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1868 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break;
1870 } 1760 }
1871 1761
1872 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1873 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do
1876 * the linking below
1877 */
1878 add_weight (where, op->weight * op->nrof);
1879 }
1880 else
1881 add_weight (where, (op->weight + op->carrying));
1882
1883 otmp = is_player_inv (where);
1884 if (otmp && otmp->contr != NULL)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp);
1888 }
1889
1890 op->map = NULL; 1763 op->map = 0;
1891 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1892 op->above = NULL; 1767 op->above = 0;
1893 op->below = NULL; 1768 op->below = inv;
1894 op->x = 0, op->y = 0; 1769 op->env = this;
1895 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:
1896 /* 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 */
1897 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1898 {
1899#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map))
1903 update_all_los (where->map, where->x, where->y);
1904 } 1786 {
1905 1787 update_stats ();
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1907 * It sure simplifies this function...
1908 */
1909 if (where->inv == NULL)
1910 where->inv = op;
1911 else
1912 { 1789 }
1913 op->below = where->inv; 1790 else if (is_player ())
1914 op->below->above = op; 1791 // if this is a player's inventory, update stats
1915 where->inv = op; 1792 contr->queue_stats_update ();
1916 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1917 return op; 1796 return op;
1918} 1797}
1919 1798
1920/* 1799/*
1921 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1935 * 1814 *
1936 * 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
1937 * 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
1938 * on top. 1817 * on top.
1939 */ 1818 */
1940
1941int 1819int
1942check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1943{ 1821{
1944 object * 1822 if (op->flag [FLAG_NO_APPLY])
1945 tmp;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y;
1952
1953 MoveType
1954 move_on,
1955 move_slow,
1956 move_block;
1957
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1823 return 0;
1960 1824
1961 tag = op->count; 1825 object *tmp;
1826 maptile *m = op->map;
1827 int x = op->x, y = op->y;
1962 1828
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1829 mapspace &ms = m->at (x, y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1830
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1831 ms.update ();
1832
1833 MoveType move_on = ms.move_on;
1834 MoveType move_slow = ms.move_slow;
1835 MoveType move_block = ms.move_block;
1966 1836
1967 /* 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,
1968 * 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
1969 * 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
1970 * as walking. 1840 * as walking.
1981 return 0; 1851 return 0;
1982 1852
1983 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1985 */ 1855 */
1986 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1988 {
1989 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them.
1992 */
1993 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1994 break;
1995 } 1857 {
1858 next = tmp->below;
1996 1859
1997 for (; tmp; tmp = tmp->below)
1998 {
1999 if (tmp == op) 1860 if (tmp == op)
2000 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
2001 1862
2002 /* 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.
2003 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
2004 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
2005 * 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
2006 * 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.
2007 */ 1868 */
2008 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
2009 { 1870 {
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((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))
2012 { 1873 {
2013
2014 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1875
2017 if (op->type == PLAYER) 1876 if (op->is_player ())
2018 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)) ||
2019 (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)))
2020 diff /= 4.0; 1879 diff /= 4.0;
2021 1880
2022 op->speed_left -= diff; 1881 op->speed_left -= diff;
2023 } 1882 }
2024 } 1883 }
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1888 {
2030 move_apply (tmp, op, originator); 1889 move_apply (tmp, op, originator);
2031 1890
2032 if (was_destroyed (op, tag)) 1891 if (op->destroyed ())
2033 return 1; 1892 return 1;
2034 1893
2035 /* what the person/creature stepped onto has moved the object 1894 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1895 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1896 * have a feeling strange problems would result.
2047/* 1906/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2051 */ 1910 */
2052
2053object * 1911object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1913{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
2060 { 1915 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1917 return NULL;
2063 } 1918 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
2065 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
2066 return tmp; 1922 return tmp;
1923
2067 return NULL; 1924 return NULL;
2068} 1925}
2069 1926
2070/* 1927/*
2071 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2074 */ 1931 */
2075
2076object * 1932object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
2078{ 1934{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
2083 { 1936 {
2084 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1938 return NULL;
2086 } 1939 }
2087 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)
2088 if (tmp->type == type) 1942 if (tmp->type == type)
2089 return tmp; 1943 return tmp;
1944
2090 return NULL; 1945 return NULL;
2091} 1946}
2092 1947
2093/* 1948/*
2094 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
2097 */ 1952 */
2098
2099object * 1953object *
2100present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
2101{ 1955{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1957 if (tmp->type == type)
2107 return tmp; 1958 return tmp;
1959
2108 return NULL; 1960 return NULL;
2109} 1961}
2110 1962
2111/* 1963/*
2112 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
2120 * 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
2121 * 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
2122 * 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
2123 * to be unique. 1975 * to be unique.
2124 */ 1976 */
2125
2126object * 1977object *
2127present_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)
2128{ 1979{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1982 return tmp;
2136 } 1983
2137 return NULL; 1984 return 0;
2138} 1985}
2139 1986
2140/* 1987/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2144 */ 1991 */
2145
2146object * 1992object *
2147present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2148{ 1994{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2153 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2154 return tmp; 1997 return tmp;
1998
2155 return NULL; 1999 return NULL;
2156} 2000}
2157 2001
2158/* 2002/*
2159 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2160 */ 2004 */
2161void 2005void
2162flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2163{ 2007{
2164 object *
2165 tmp;
2166
2167 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2169 { 2009 {
2170 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2171 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2172 } 2012 }
2173} /* 2013}
2014
2015/*
2174 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2175 */ 2017 */
2176void 2018void
2177unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2178{ 2020{
2179 object *
2180 tmp;
2181
2182 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2184 { 2022 {
2185 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2186 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2187 } 2025 }
2188}
2189
2190/*
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function.
2195 */
2196
2197void
2198set_cheat (object *op)
2199{
2200 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ);
2202} 2026}
2203 2027
2204/* 2028/*
2205 * 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
2206 * 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
2208 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2209 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2210 * 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
2211 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2212 * 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)
2213 * Note - this only checks to see if there is space for the head of the
2214 * object - if it is a multispace object, this should be called for all
2215 * pieces.
2216 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2217 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2218 * 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.
2219 * 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
2220 * 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
2221 * 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
2222 * 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
2223 * customized, changed states, etc. 2044 * customized, changed states, etc.
2224 */ 2045 */
2225
2226int 2046int
2227find_free_spot (const object *ob, mapstruct *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)
2228{ 2048{
2229 int
2230 i,
2231 index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2234 2051
2235 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2236 { 2053 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2238 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 {
2239 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2240 2073
2241 /* 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.
2242 * 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.
2243 * 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 -
2244 * 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
2245 * 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
2246 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2248 */ 2081 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2250 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;
2251 } 2098 }
2099
2252 if (!index) 2100 if (!index)
2253 return -1; 2101 return -1;
2102
2254 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2255} 2104}
2256 2105
2257/* 2106/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2260 * 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.
2261 * 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.
2262 */ 2111 */
2263
2264int 2112int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2114{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 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]))
2273 return i; 2117 return i;
2274 } 2118
2275 return -1; 2119 return -1;
2276} 2120}
2277 2121
2278/* 2122/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2126 */
2282static void 2127static void
2283permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2284{ 2129{
2285 int 2130 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2131 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2132
2296 tmp = arr[i]; 2133 while (--end)
2297 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2135}
2301 2136
2302/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2304 * 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
2307 * 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.
2308 */ 2143 */
2309void 2144void
2310get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2311{ 2146{
2312 int 2147 int i;
2313 i;
2314 2148
2315 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2150 search_arr[i] = i;
2318 }
2319 2151
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2155}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * 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
2334 * 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
2335 * there is capable of. 2167 * there is capable of.
2336 */ 2168 */
2337
2338int 2169int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2171{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2344
2345 sint16 nx, ny;
2346 object *
2347 tmp;
2348 mapstruct *
2349 mp;
2350
2351 MoveType blocked, move_type; 2173 MoveType move_type;
2352 2174
2353 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2354 { 2176 {
2355 exclude = exclude->head; 2177 exclude = exclude->head;
2356 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2357 } 2179 }
2358 else 2180 else
2359 { 2181 {
2360 /* 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. */
2361 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2362 } 2184 }
2363 2185
2364 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2365 { 2187 {
2366 mp = m; 2188 mapxy pos (m, x, y);
2367 nx = x + freearr_x[i]; 2189 pos.move (i);
2368 ny = y + freearr_y[i];
2369 2190
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2371 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2192 max = maxfree[i];
2374 }
2375 else 2193 else
2376 { 2194 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2378 2196
2379 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)
2380 { 2200 {
2381 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2382 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2383 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2384 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2386 {
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break;
2390 }
2391 }
2392 if (tmp)
2393 {
2394 return freedir[i]; 2204 return freedir [i];
2395 }
2396 } 2205 }
2397 } 2206 }
2398 } 2207 }
2208
2399 return 0; 2209 return 0;
2400} 2210}
2401 2211
2402/* 2212/*
2403 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2214 * distance between the two given objects.
2405 */ 2215 */
2406
2407int 2216int
2408distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2409{ 2218{
2410 int
2411 i;
2412
2413 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);
2414 return i;
2415} 2220}
2416 2221
2417/* 2222/*
2418 * 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
2419 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2420 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2421 */ 2226 */
2422
2423int 2227int
2424find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2425{ 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
2426 int 2273 int q;
2427 q;
2428 2274
2429 if (y) 2275 if (y)
2430 q = x * 100 / y; 2276 q = 128 * x / y;
2431 else if (x) 2277 else if (x)
2432 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2433 else 2279 else
2434 return 0; 2280 return 0;
2435 2281
2436 if (y > 0) 2282 if (y > 0)
2437 { 2283 {
2438 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
2439 return 3; 2289 return 3;
2440 if (q < -41) 2290 }
2441 return 2; 2291 else
2442 if (q < 41) 2292 {
2443 return 1; 2293 if (q < -309) return 3;
2444 if (q < 242) 2294 if (q < -52) return 2;
2445 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2446 return 7; 2298 return 7;
2447 } 2299 }
2448 2300#endif
2449 if (q < -242)
2450 return 7;
2451 if (q < -41)
2452 return 6;
2453 if (q < 41)
2454 return 5;
2455 if (q < 242)
2456 return 4;
2457
2458 return 3;
2459}
2460
2461/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475} 2301}
2476 2302
2477/* 2303/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2306 */
2481
2482int 2307int
2483dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2484{ 2309{
2485 int
2486 d;
2487
2488 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2489 if (d > 4) 2311
2490 d = 8 - d; 2312 return d > 4 ? 8 - d : d;
2491 return d;
2492} 2313}
2493 2314
2494/* peterm: 2315/* peterm:
2495 * 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.
2496 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2498 * 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
2499 * 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.
2500 * 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
2501 * functions. 2322 * functions.
2502 */ 2323 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2377 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2378 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2379 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2380 * Modified to be map tile aware -.MSW
2562 */ 2381 */
2563
2564
2565int 2382int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2383can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2384{
2568 sint16 dx, dy; 2385 sint16 dx, dy;
2569 int
2570 mflags; 2386 int mflags;
2571 2387
2572 if (dir < 0) 2388 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2389 return 0; /* exit condition: invalid direction */
2574 2390
2575 dx = x + freearr_x[dir]; 2391 dx = x + freearr_x[dir];
2588 return 0; 2404 return 0;
2589 2405
2590 /* yes, can see. */ 2406 /* yes, can see. */
2591 if (dir < 9) 2407 if (dir < 9)
2592 return 1; 2408 return 1;
2409
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2410 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 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]);
2595} 2413}
2596
2597
2598 2414
2599/* 2415/*
2600 * 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
2601 * picked up by the picker. Returnes 1 if it can be 2417 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2418 * picked up, otherwise 0.
2604 * 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
2605 * core dumps if they do. 2421 * core dumps if they do.
2606 * 2422 *
2607 * 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)
2608 */ 2424 */
2609
2610int 2425int
2611can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2612{ 2427{
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2615 !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));
2616} 2431}
2617
2618 2432
2619/* 2433/*
2620 * create clone from object to another 2434 * create clone from object to another
2621 */ 2435 */
2622object * 2436object *
2623object_create_clone (object *asrc) 2437object::deep_clone ()
2624{ 2438{
2625 object * 2439 assert (("deep_clone called on non-head object", is_head ()));
2626 dst = NULL, *tmp, *src, *part, *prev, *item;
2627 2440
2628 if (!asrc) 2441 object *dst = clone ();
2629 return NULL;
2630 src = asrc;
2631 if (src->head)
2632 src = src->head;
2633 2442
2634 prev = NULL; 2443 object *prev = dst;
2635 for (part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2636 { 2445 {
2637 tmp = get_object (); 2446 object *tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x;
2640 tmp->y -= src->y;
2641 if (!part->head)
2642 {
2643 dst = tmp;
2644 tmp->head = NULL;
2645 }
2646 else
2647 {
2648 tmp->head = dst; 2447 tmp->head = dst;
2649 }
2650 tmp->more = NULL;
2651 if (prev)
2652 prev->more = tmp; 2448 prev->more = tmp;
2653 prev = tmp; 2449 prev = tmp;
2654 } 2450 }
2655 2451
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2658 { 2453 insert_ob_in_ob (item->deep_clone (), dst);
2659 (void) insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2454
2662 return dst; 2455 return dst;
2663}
2664
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */
2685
2686object *
2687load_object_str (const char *obstr)
2688{
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719} 2456}
2720 2457
2721/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2459 * has the same type and subtype match.
2723 * returns NULL if no match. 2460 * returns NULL if no match.
2724 */ 2461 */
2725object * 2462object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2463find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2464{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2465 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2466 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2467 return tmp;
2734 2468
2735 return NULL;
2736}
2737
2738/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL.
2740 *
2741 * key must be a passed in shared string - otherwise, this won't
2742 * do the desired thing.
2743 */
2744key_value *
2745get_ob_key_link (const object *ob, const char *key)
2746{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next)
2751 {
2752 if (link->key == key)
2753 {
2754 return link;
2755 }
2756 }
2757
2758 return NULL;
2759}
2760
2761/*
2762 * Returns the value of op has an extra_field for key, or NULL.
2763 *
2764 * The argument doesn't need to be a shared string.
2765 *
2766 * The returned string is shared.
2767 */
2768const char *
2769get_ob_key_value (const object *op, const char *const key)
2770{
2771 key_value *link;
2772 shstr_cmp canonical_key (key);
2773
2774 if (!canonical_key)
2775 {
2776 /* 1. There being a field named key on any object
2777 * implies there'd be a shared string to find.
2778 * 2. Since there isn't, no object has this field.
2779 * 3. Therefore, *this* object doesn't have this field.
2780 */
2781 return 0;
2782 }
2783
2784 /* This is copied from get_ob_key_link() above -
2785 * only 4 lines, and saves the function call overhead.
2786 */
2787 for (link = op->key_values; link; link = link->next)
2788 if (link->key == canonical_key)
2789 return link->value;
2790
2791 return 0; 2469 return 0;
2792} 2470}
2793 2471
2794 2472shstr_tmp
2795/* 2473object::kv_get (shstr_tmp key) const
2796 * Updates the canonical_key in op to value.
2797 *
2798 * canonical_key is a shared string (value doesn't have to be).
2799 *
2800 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2801 * keys.
2802 *
2803 * Returns TRUE on success.
2804 */
2805int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2474{
2808 key_value * 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2809 field = NULL, *last = NULL; 2476 if (kv->key == key)
2477 return kv->value;
2810 2478
2811 for (field = op->key_values; field != NULL; field = field->next) 2479 return shstr ();
2812 { 2480}
2813 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)
2814 { 2487 {
2815 last = field; 2488 kv->value = value;
2816 continue; 2489 return;
2817 } 2490 }
2818 2491
2819 if (value) 2492 key_value *kv = new key_value;
2820 field->value = value; 2493
2821 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)
2822 { 2506 {
2823 /* Basically, if the archetype has this key set, 2507 key_value *kv = *kvp;
2824 * we need to store the null value so when we save 2508 *kvp = (*kvp)->next;
2825 * it, we save the empty value so that when we load, 2509 delete kv;
2826 * we get this value back again. 2510 return;
2827 */
2828 if (get_ob_key_link (&op->arch->clone, canonical_key))
2829 field->value = 0;
2830 else
2831 {
2832 if (last)
2833 last->next = field->next;
2834 else
2835 op->key_values = field->next;
2836
2837 delete field;
2838 }
2839 } 2511 }
2840 return TRUE;
2841 }
2842 /* IF we get here, key doesn't exist */
2843
2844 /* No field, we'll have to add it. */
2845
2846 if (!add_key)
2847 {
2848 return FALSE;
2849 }
2850 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings,
2854 * should pass in ""
2855 */
2856 if (value == NULL)
2857 return TRUE;
2858
2859 field = new key_value;
2860
2861 field->key = canonical_key;
2862 field->value = value;
2863 /* Usual prepend-addition. */
2864 field->next = op->key_values;
2865 op->key_values = field;
2866
2867 return TRUE;
2868}
2869
2870/*
2871 * Updates the key in op to value.
2872 *
2873 * If add_key is FALSE, this will only update existing keys,
2874 * and not add new ones.
2875 * In general, should be little reason FALSE is ever passed in for add_key
2876 *
2877 * Returns TRUE on success.
2878 */
2879int
2880set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2881{
2882 shstr key_ (key);
2883
2884 return set_ob_key_value_s (op, key_, value, add_key);
2885} 2512}
2886 2513
2887object::depth_iterator::depth_iterator (object *container) 2514object::depth_iterator::depth_iterator (object *container)
2888: iterator_base (container) 2515: iterator_base (container)
2889{ 2516{
2903 } 2530 }
2904 else 2531 else
2905 item = item->env; 2532 item = item->env;
2906} 2533}
2907 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
2908// 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
2909const char * 2564const char *
2910object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2911{ 2566{
2567 char flagdesc[512];
2912 char info2[256 * 3]; 2568 char info2[256 * 4];
2913 char *p = info; 2569 char *p = info;
2914 2570
2915 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}",
2916 count, 2572 count,
2573 uuid.c_str (),
2917 &name, 2574 &name,
2918 title ? " " : "", 2575 title ? ",title:\"" : "",
2919 title ? (const char *)title : ""); 2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type);
2920 2579
2921 if (env) 2580 if (!flag[FLAG_REMOVED] && env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2582
2924 if (map) 2583 if (map)
2925 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);
2926 2585
2927 return info; 2586 return info;
2928} 2587}
2929 2588
2930const char * 2589const char *
2931object::debug_desc () const 2590object::debug_desc () const
2932{ 2591{
2933 static char info[256 * 3]; 2592 static char info[3][256 * 4];
2593 static int info_idx;
2594
2934 return debug_desc (info); 2595 return debug_desc (info [++info_idx % 3]);
2935} 2596}
2936 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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