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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 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 <skills.h>
35#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42short 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, 39objectvec objects;
40activevec actives;
41
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,
43 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
44}; 55};
45short 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,
46 -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
47};
48int 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,
49 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
50}; 61};
51int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
52 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,
53 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
54}; 67};
55 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
76static void
77write_uuid (uval64 skip, bool sync)
78{
79 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip));
81 CALL_ARG_SV (boolSV (sync));
82 CALL_CALL ("cf::write_uuid", G_DISCARD);
83 CALL_END;
84}
85
86static void
87read_uuid ()
88{
89 char filename[MAX_BUF];
90
91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
94
95 FILE *fp;
96
97 if (!(fp = fopen (filename, "r")))
98 {
99 if (errno == ENOENT)
100 {
101 LOG (llevInfo, "RESET uid to 1\n");
102 UUID::cur.seq = 0;
103 write_uuid (UUID_GAP, true);
104 return;
105 }
106
107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108 _exit (1);
109 }
110
111 char buf [UUID::MAX_LEN];
112 buf[0] = 0;
113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
116 {
117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 _exit (1);
119 }
120
121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
124 fclose (fp);
125}
126
127UUID
128UUID::gen ()
129{
130 UUID uid;
131
132 uid.seq = ++cur.seq;
133
134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
140
141 return uid;
142}
143
144void
145UUID::init ()
146{
147 read_uuid ();
148}
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
56/* 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. */
57static int 216static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
59{ 218{
60 key_value *wants_field;
61
62 /* 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
63 * 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
64 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
65 */ 222 */
66 223
67 /* For each field in wants, */ 224 /* For each field in wants, */
68 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)
69 { 226 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 227 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 228
91 /* 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. */
92 return TRUE; 230 return true;
93} 231}
94 232
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 234static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 236{
99 /* 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,
100 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
101 */ 239 */
102 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);
103} 242}
104 243
105/* 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
106 * they can be merged together. 245 * they can be merged together.
107 * 246 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
111 * 250 *
112 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
113 * 252 *
114 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
115 * check weight 254 * check weight
116 */ 255 */
117
118bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
119{ 257{
120 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
121 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)
122 return 0; 264 return 0;
123 265
124 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)
125 return 0; 269 return 0;
126 270
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * 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
136 * 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
137 * 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
138 * flags lose any meaning. 275 * flags lose any meaning.
139 */ 276 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
142 279
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
145 282
146 283 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
167 (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
168 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
170 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
176 (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)))
177 return 0; 308 return 0;
178 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
179 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
181 */ 319 */
182 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
183 { 321 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
190 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 */
191 330
192 /* 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
193 * if it is valid. 332 * if it is valid.
194 */ 333 */
195 } 334 }
196 335
197 /* 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,
198 * 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
199 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
200 */ 339 */
201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
202 return 0; 341 return 0;
203 342
204 /* 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
205 * 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
206 * check? 345 * check?
207 */ 346 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
209 return 0; 348 return 0;
210 349
211 switch (ob1->type) 350 switch (ob1->type)
212 { 351 {
213 case SCROLL: 352 case SCROLL:
214 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
215 return 0; 354 return 0;
216 break; 355 break;
217 } 356 }
218 357
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
220 { 359 {
221 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
223 /* 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))
224 return 0; 365 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 366 }
228 367
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
231 { 369 {
232 ob1->optimise (); 370 ob1->optimise ();
233 ob2->optimise (); 371 ob2->optimise ();
234 372
235 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)
236 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 }
237 } 387 }
238 388
239 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
240 return 1; 390 return 1;
241} 391}
242 392
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
243/* 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/*
244 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
245 * 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
246 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
247 */ 470 */
248long 471void
249sum_weight (object *op) 472object::update_weight ()
250{ 473{
251 long sum; 474 sint32 sum = 0;
252 object *inv;
253 475
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
255 { 477 {
256 if (inv->inv) 478 if (op->inv)
257 sum_weight (inv); 479 op->update_weight ();
258 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)
259 } 487 {
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
263 op->carrying = sum; 492 carrying = sum;
264 return sum;
265}
266 493
267/** 494 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 495 if (pl != this) // player is handled lazily
269 */ 496 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 497 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 498}
349 499
350/* 500/*
351 * Dumps an object. Returns output in the static global errmsg array. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 502 */
353 503char *
354void
355dump_object (object *op) 504dump_object (object *op)
356{ 505{
357 if (op == NULL) 506 if (!op)
358 { 507 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 508
366void 509 object_freezer freezer;
367dump_all_objects (void) 510 op->write (freezer);
368{ 511 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 512}
377 513
378/* 514char *
379 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
380 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned.
382 */
383
384object *
385get_nearest_part (object *op, const object *pl)
386{ 516{
387 object *tmp, *closest; 517 return dump_object (this);
388 int last_dist, i;
389
390 if (op->more == NULL)
391 return op;
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i;
395 return closest;
396} 518}
397 519
398/* 520/*
399 * 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.
400 */ 523 */
401
402object * 524object *
403find_object (tag_t i) 525find_object (tag_t i)
404{ 526{
405 object *op; 527 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 528 if (op->count == i)
409 break;
410 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;
411} 547}
412 548
413/* 549/*
414 * 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.
415 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
417 */ 553 */
418
419object * 554object *
420find_object_name (const char *str) 555find_object_name (const char *str)
421{ 556{
422 const char *name = shstr::find (str); 557 shstr_cmp str_ (str);
423 object *op;
424 558
425 for (op = objects; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
426 if (&op->name == name) 561 if (op->name == str_)
427 break; 562 return op;
428 563
429 return op; 564 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 565}
458 566
459/* 567/*
460 * 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
461 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
462 */ 571 */
463void 572void
464object::set_owner (object *owner) 573object::set_owner (object *owner)
465{ 574{
575 // allow objects which own objects
466 if (!owner) 576 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 577 while (owner->owner)
477 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 }
478 585
479 this->owner = owner; 586 this->owner = owner;
480} 587}
481 588
482/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 590 * refcounts and freeing the links.
484 */ 591 */
485static void 592static void
486free_key_values (object *op) 593free_key_values (object *op)
487{ 594{
488 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
489 { 596 {
490 key_value *next = i->next; 597 key_value *next = i->next;
491 delete i; 598 delete i;
492 599
493 i = next; 600 i = next;
494 } 601 }
495 602
496 op->key_values = 0; 603 op->key_values = 0;
497} 604}
498 605
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 606/*
552 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
555 * 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,
556 * 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
557 * will point at garbage. 612 * will point at garbage.
558 */ 613 */
559void 614void
560copy_object (object *op2, object *op) 615object::copy_to (object *dst)
561{ 616{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
564 619 dst->flag [FLAG_REMOVED] = true;
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 620
575 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
576 if (op2->key_values) 622 if (key_values)
577 { 623 {
578 key_value *tail = 0; 624 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 625 dst->key_values = 0;
582 626
583 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
584 { 628 {
585 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
586 630
587 new_link->next = 0; 631 new_link->next = 0;
588 new_link->key = i->key; 632 new_link->key = i->key;
589 new_link->value = i->value; 633 new_link->value = i->value;
590 634
591 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
592 if (!op->key_values) 636 if (!dst->key_values)
593 { 637 {
594 op->key_values = new_link; 638 dst->key_values = new_link;
595 tail = new_link; 639 tail = new_link;
596 } 640 }
597 else 641 else
598 { 642 {
599 tail->next = new_link; 643 tail->next = new_link;
600 tail = new_link; 644 tail = new_link;
601 } 645 }
602 } 646 }
603 } 647 }
604 648
605 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;
606} 688}
607 689
608/* 690/*
609 * 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
610 * 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
611 * 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.
612 */ 694 */
613
614void 695void
615update_turn_face (object *op) 696update_turn_face (object *op)
616{ 697{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
618 return; 699 return;
700
619 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
621} 703}
622 704
623/* 705/*
624 * 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
625 * 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.
626 * 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.
627 */ 709 */
628void 710void
629update_ob_speed (object *op) 711object::set_speed (float speed)
630{ 712{
631 extern int arch_init; 713 this->speed = speed;
632 714
633 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
634 * since they never really need to be updated. 716 activate ();
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655
656 /* process_events() expects us to insert the object at the beginning
657 * of the list. */
658 op->active_next = active_objects;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = op;
662
663 active_objects = op;
664 }
665 else 717 else
666 { 718 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 719}
690 720
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 721/*
723 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
725 * 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
726 * invisible object, etc...) 725 * invisible object, etc...)
727 * 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
728 * 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
729 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
730 * 729 *
731 * 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.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 731 * current action are:
737 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
739 * 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
740 * 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.
741 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
742 */ 737 */
743
744void 738void
745update_object (object *op, int action) 739update_object (object *op, int action)
746{ 740{
747 int update_now = 0, flags; 741 if (!op)
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL)
751 { 742 {
752 /* this should never happen */ 743 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 745 return;
755 } 746 }
756 747
757 if (op->env != NULL) 748 if (!op->is_on_map ())
758 { 749 {
759 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
760 * to do in this case. 751 * to do in this case.
761 */ 752 */
762 return; 753 return;
763 } 754 }
764 755
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770
771 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
772 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)
773 { 758 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 760#ifdef MANY_CORES
776 abort (); 761 abort ();
777#endif 762#endif
778 return; 763 return;
779 } 764 }
780 765
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
788 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
789 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
792 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
794 update_now = 1;
795
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
803 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
804 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
805 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* 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
812 * to have move_allow right now. 784 * have move_allow right now.
813 */ 785 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 787 m.invalidate ();
816 788#else
817 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
818 update_now = 1; 790 m.invalidate ();
791#endif
819 } 792 }
820 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 795 * that is being removed.
823 */ 796 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 798 m.invalidate ();
826 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
828 else 801 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 803
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 804 if (op->more)
838 update_object (op->more, action); 805 update_object (op->more, action);
839} 806}
840 807
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859
860object::object () 808object::object ()
861{ 809{
862 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
863 811
864 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
865 face = blank_face; 813 face = blank_face;
866 attacked_by_count = -1; 814 material = MATERIAL_NULL;
867} 815}
868 816
869object::~object () 817object::~object ()
870{ 818{
819 unlink ();
820
871 free_key_values (this); 821 free_key_values (this);
872} 822}
873 823
874void object::link () 824void object::link ()
875{ 825{
876 count = ++ob_count; 826 assert (!index);//D
827 uuid = UUID::gen ();
877 828
878 prev = 0; 829 refcnt_inc ();
879 next = objects; 830 objects.insert (this);
880 831
881 if (objects) 832 ++create_count;
882 objects->prev = this;
883 833
884 objects = this;
885} 834}
886 835
887void object::unlink () 836void object::unlink ()
888{ 837{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 838 if (!index)
899 { 839 return;
900 next->prev = prev; 840
901 next = 0; 841 ++destroy_count;
842
843 objects.erase (this);
844 refcnt_dec ();
845}
846
847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
853
854 if (has_active_speed ())
902 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
903 858
904 if (this == objects) 859 actives.insert (this);
905 objects = next; 860 }
906} 861}
907 862
908object *object::create () 863void
864object::activate_recursive ()
909{ 865{
910 object *op; 866 activate ();
911 867
912 if (freed.empty ()) 868 for (object *op = inv; op; op = op->below)
913 op = new object; 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
921 if (!inv)
922 return;
923
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
927 */
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 }
914 else 937 else
915 { 938 { /* Put objects in inventory onto this space */
916 // highly annoying, but the only way to get it stable right now 939 while (inv)
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link ();
924 return op;
925}
926
927/*
928 * free_object() frees everything allocated by an object, removes
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{
939 if (QUERY_FLAG (this, FLAG_FREED))
940 return;
941
942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 remove_friendly_object (this);
944
945 if (!QUERY_FLAG (this, FLAG_REMOVED))
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 { 940 {
964 object *op = inv; 941 object *op = inv;
965 942
966 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
967 { 944 || op->flag [FLAG_NO_DROP]
968 object *tmp = op->below; 945 || op->type == RUNE
969 op->free (free_inventory); 946 || op->type == TRAP
970 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
971 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
972 } 952 }
973 else 953 }
974 { /* Put objects in inventory onto this space */ 954}
975 object *op = inv;
976 955
977 while (op) 956/*
978 { 957 * Remove and free all objects in the inventory of the given object.
979 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
980 959 * well, so we can (and have to!) take shortcuts.
981 remove_ob (op); 960 */
982 961void
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 962object::destroy_inv_fast ()
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 963{
985 free_object (op); 964 while (object *op = inv)
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 } 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;
997 971
998 owner = 0; 972 // then destroy
973 op->destroy ();
974 }
975}
999 976
1000 /* Remove object from the active list */ 977void
1001 speed = 0; 978object::freelist_free (int count)
1002 update_ob_speed (this); 979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
1003 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 ();
1004 unlink (); 1070 unlink ();
1005 1071
1006 mortals.push_back (this); 1072 flag [FLAG_FREED] = 1;
1007}
1008 1073
1009/* 1074 // hack to ensure that freed objects still have a valid map
1010 * sub_weight() recursively (outwards) subtracts a number from the 1075 map = &freed_map;
1011 * weight of an object (and what is carried by it's environment(s)). 1076 x = 1;
1012 */ 1077 y = 1;
1013 1078
1014void 1079 if (more)
1015sub_weight (object *op, signed long weight)
1016{
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 }
1023 op->carrying -= weight;
1024 op = op->env;
1025 } 1080 {
1026} 1081 more->destroy ();
1082 more = 0;
1083 }
1027 1084
1028/* 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 ():
1029 * 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
1030 * 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
1031 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 1123 * the previous environment.
1034 * Beware: This function is called from the editor as well!
1035 */ 1124 */
1036
1037void 1125void
1038remove_ob (object *op) 1126object::do_remove ()
1039{ 1127{
1040 object * 1128 if (flag [FLAG_REMOVED])
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED))
1058 return; 1129 return;
1059 1130
1060 SET_FLAG (op, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1061 1132
1062 if (op->more != NULL) 1133 flag [FLAG_REMOVED] = true;
1063 remove_ob (op->more); 1134
1135 if (more)
1136 more->remove ();
1064 1137
1065 /* 1138 /*
1066 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1067 * inventory. 1140 * inventory.
1068 */ 1141 */
1069 if (op->env != NULL) 1142 if (env)
1070 { 1143 {
1071 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1072 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1073 else 1146 esrv_del_item (pl->contr, count);
1074 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1075 1148
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1077 * made to players inventory. If set, avoiding the call
1078 * to save cpu time.
1079 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp);
1082 1150
1083 if (op->above != NULL) 1151 object *pl = in_player ();
1084 op->above->below = op->below;
1085 else
1086 op->env->inv = op->below;
1087
1088 if (op->below != NULL)
1089 op->below->above = op->above;
1090 1152
1091 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1092 * 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
1093 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1094 */ 1156 */
1095 op->x = op->env->x, op->y = op->env->y;
1096 op->map = op->env->map; 1157 map = env->map;
1097 op->above = NULL, op->below = NULL;
1098 op->env = NULL;
1099 }
1100 else if (op->map)
1101 {
1102 x = op->x; 1158 x = env->x;
1103 y = op->y; 1159 y = env->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105 1160
1106 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 ())
1107 { 1170 {
1108 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))
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */ 1172 {
1114 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);
1115 } 1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1116 1195
1117 if (op->map != m) 1196 if (object *pl = ms.player ())
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 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 }
1124 1220
1125 /* link the object above us */ 1221 /* link the object above us */
1126 if (op->above) 1222 // re-link, make sure compiler can easily use cmove
1127 op->above->below = op->below; 1223 *(above ? &above->below : &ms.top) = below;
1128 else 1224 *(below ? &below->above : &ms.bot) = above;
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1130 1225
1131 /* Relink the object below us, if there is one */ 1226 above = 0;
1132 if (op->below) 1227 below = 0;
1133 op->below->above = op->above; 1228
1134 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 ())
1135 { 1237 {
1136 /* Nothing below, which means we need to relink map object for this space 1238 if (pl->container_ () == this)
1137 * use translated coordinates in case some oddness with map tiling is 1239 /* If a container that the player is currently using somehow gets
1138 * evident 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1139 */ 1242 */
1140 if (GET_MAP_OB (m, x, y) != op) 1243 pl->close_container ();
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "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);
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148 1244
1149 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 ();
1150 } 1250 }
1151 1251
1152 op->above = 0; 1252 if (check_walk_off)
1153 op->below = 0; 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1154
1155 if (op->map->in_memory == MAP_SAVING)
1156 return;
1157
1158 tag = op->count;
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1162 { 1254 {
1255 above = tmp->above;
1256
1163 /* 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
1164 * being removed. 1258 * being removed.
1165 */
1166
1167 if (tmp->type == PLAYER && tmp != op)
1168 {
1169 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view
1171 * appropriately.
1172 */ 1259 */
1173 if (tmp->container == op)
1174 {
1175 CLEAR_FLAG (op, FLAG_APPLIED);
1176 tmp->container = NULL;
1177 }
1178 1260
1179 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);
1180 } 1265 }
1181 1266
1182 /* See if player moving off should effect something */ 1267 if (affects_los ())
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 {
1185 move_apply (tmp, op, NULL);
1186
1187 if (was_destroyed (op, tag))
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1190 }
1191 }
1192
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194
1195 if (tmp->above == tmp)
1196 tmp->above = NULL;
1197
1198 last = tmp;
1199 }
1200
1201 /* last == NULL of there are no objects on this space */
1202 if (last == NULL)
1203 {
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else
1213 update_object (last, UP_OBJ_REMOVE);
1214
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1216 update_all_los (op->map, op->x, op->y); 1268 update_all_los (map, x, y);
1217 } 1269 }
1218} 1270}
1219 1271
1220/* 1272/*
1221 * merge_ob(op,top): 1273 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1275 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1276 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1277 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1278 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1279 */
1228
1229object * 1280object *
1230merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1231{ 1282{
1232 if (!op->nrof) 1283 if (!op->nrof)
1233 return 0; 1284 return 0;
1234 1285
1235 if (top == NULL) 1286 if (!top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1237 1289
1238 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1239 { 1291 if (object::can_merge (op, top))
1240 if (top == op)
1241 continue;
1242 if (CAN_MERGE (op, top))
1243 { 1292 {
1244 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1245 1294
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1247 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1248 remove_ob (op); 1297
1249 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1250 return top; 1303 return top;
1251 } 1304 }
1252 }
1253 1305
1254 return NULL; 1306 return 0;
1255} 1307}
1256 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
1257/* 1332/*
1258 * 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
1259 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1260 */ 1335 */
1261object * 1336object *
1262insert_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)
1263{ 1338{
1264 object *tmp; 1339 op->remove ();
1265 1340
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1342 {
1271 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1272 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1273 } 1345 }
1274 1346
1275 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1276} 1348}
1277 1349
1290 * 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
1291 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1292 * 1364 *
1293 * Return value: 1365 * Return value:
1294 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1296 * just 'op' otherwise 1368 * just 'op' otherwise
1297 */ 1369 */
1298
1299object * 1370object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1372{
1302 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1303 sint16 x, y;
1304 1374
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1306 { 1376 {//D
1307 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
1308 return NULL;
1309 } 1378 }//D
1310
1311 if (m == NULL)
1312 {
1313 dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1315 return op;
1316 }
1317
1318 if (out_of_map (m, op->x, op->y))
1319 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1322#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted.
1326 */
1327 abort ();
1328#endif
1329 return op;
1330 }
1331
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1379
1371 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * 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
1373 * need extra work 1382 * need extra work
1374 */ 1383 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1376 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1377 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 ();
1378 1400
1379 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1380 */ 1402 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1384 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1385 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1411 tmp->destroy ();
1387 free_object (tmp);
1388 } 1412 }
1389 1413
1390 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 */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1392 1416
1393 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1394 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1395 1419
1396 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1397 { 1421 {
1398 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)
1399 { 1423 {
1400 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");
1401 abort (); 1425 abort ();
1402 } 1426 }
1403 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
1404 op->above = originator; 1435 op->above = originator;
1405 op->below = originator->below; 1436 op->below = originator->below;
1406
1407 if (op->below)
1408 op->below->above = op;
1409 else
1410 SET_MAP_OB (op->map, op->x, op->y, op);
1411
1412 /* since *below* originator, no need to update top */
1413 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1414 } 1440 }
1415 else 1441 else
1416 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1417 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1419 { 1448 {
1420 object *last = NULL;
1421
1422 /* 1449 /*
1423 * 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.
1424 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1425 * 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
1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1429 * 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
1430 * 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
1431 * 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
1432 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1433 */ 1460 */
1434 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1435 while (top != NULL)
1436 { 1462 {
1437 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])
1438 floor = top; 1464 floor = tmp;
1439 1465
1440 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])
1441 { 1467 {
1442 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1443 top = top->below; 1469 top = tmp->below;
1444 break; 1470 break;
1445 } 1471 }
1446 1472
1447 last = top;
1448 top = top->above; 1473 top = tmp;
1449 } 1474 }
1450
1451 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last;
1453 1475
1454 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1455 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1457 */ 1479 */
1458 1480
1459 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1461 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1485 * stacking is a bit odd.
1464 */ 1486 */
1465 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1466 (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))
1467 { 1490 {
1491 object *last;
1492
1468 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1470 break; 1495 break;
1496
1471 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1472 * 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
1473 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1474 * set top to the object below us. 1500 * set top to the object below us.
1475 */ 1501 */
1476 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1477 top = last->below; 1503 top = last->below;
1478 } 1504 }
1479 } /* If objects on this space */ 1505 } /* If objects on this space */
1480 1506
1481 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y);
1483
1484 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor; 1508 top = floor;
1486 1509
1487 /* 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
1488 */
1489
1490 /* First object on this space */
1491 if (!top) 1511 if (!top)
1492 { 1512 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494
1495 if (op->above)
1496 op->above->below = op;
1497
1498 op->below = NULL; 1513 op->below = 0;
1499 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;
1500 } 1518 }
1501 else 1519 else
1502 { /* get inserted into the stack above top */ 1520 {
1503 op->above = top->above; 1521 op->above = top->above;
1504
1505 if (op->above)
1506 op->above->below = op; 1522 top->above = op;
1507 1523
1508 op->below = top; 1524 op->below = top;
1509 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1510 } 1526 }
1527 }
1511 1528
1512 if (op->above == NULL) 1529 if (op->is_player ())
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if (op->type == PLAYER)
1517 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1518 1535
1519 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1520 * it, so save a few ticks and start from there. 1537
1521 */ 1538 if (object *pl = ms.player ())
1522 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1524 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1525 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1526 1544
1527 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1528 * 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
1529 * 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
1530 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1531 * 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 -
1532 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1552 * of effect may be sufficient.
1535 */ 1553 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1537 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1538 1559
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1541 1562
1563 INVOKE_OBJECT (INSERT, op);
1564
1542 /* 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,
1543 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1544 * 1567 *
1545 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1571 * update_object().
1549 */ 1572 */
1550 1573
1551 /* 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 */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1553 { 1576 {
1554 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1555 return NULL; 1578 return 0;
1556 1579
1557 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1558 * walk on's. 1581 * walk on's.
1559 */ 1582 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1562 return NULL; 1585 return 0;
1563 } 1586 }
1564 1587
1565 return op; 1588 return op;
1566} 1589}
1567 1590
1568/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1569 * 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.
1570 * 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.
1571 */ 1594 */
1572void 1595void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1574{ 1597{
1575 object *
1576 tmp;
1577 object *
1578 tmp1;
1579
1580 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1581 1599
1582 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)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1585 { 1602 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1603
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1592 1605
1593 tmp1->x = op->x; 1606 tmp->x = op->x;
1594 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1596} 1610}
1597
1598/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array.
1604 */
1605 1611
1606object * 1612object *
1607get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1608{ 1614{
1609 object * 1615 if (where->env)
1610 newob; 1616 return where->env->insert (this);
1611 int 1617 else
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1613
1614 if (orig_ob->nrof < nr)
1615 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL;
1618 }
1619
1620 newob = object_create_clone (orig_ob);
1621
1622 if ((orig_ob->nrof -= nr) < 1)
1623 {
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed)
1629 {
1630 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1633 {
1634 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1635 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1636 return NULL;
1637 }
1638 }
1639
1640 newob->nrof = nr;
1641
1642 return newob;
1643} 1619}
1644 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
1645/* 1643/*
1646 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1647 * 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
1648 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1649 * 1647 *
1650 * 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
1651 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1652 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 */
1653object * 1681object *
1654decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1655{ 1683{
1656 object *tmp; 1684 int have = number_of ();
1657 player *pl;
1658 1685
1659 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1660 return op; 1687 return 0;
1661 1688 else if (have == nr)
1662 if (i > op->nrof)
1663 i = op->nrof;
1664
1665 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i;
1667 else if (op->env != NULL)
1668 { 1689 {
1669 /* is this object in the players inventory, or sub container
1670 * therein?
1671 */
1672 tmp = is_player_inv (op->env);
1673 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player.
1678 */
1679 if (!tmp)
1680 {
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env)
1683 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 }
1689
1690 if (i < op->nrof)
1691 {
1692 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i;
1694 if (tmp)
1695 {
1696 esrv_send_item (tmp, op);
1697 }
1698 }
1699 else
1700 {
1701 remove_ob (op); 1690 remove ();
1702 op->nrof = 0; 1691 return this;
1703 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count);
1706 }
1707 }
1708 } 1692 }
1709 else 1693 else
1710 { 1694 {
1711 object *above = op->above; 1695 decrease (nr);
1712 1696
1713 if (i < op->nrof) 1697 object *op = deep_clone ();
1714 op->nrof -= i; 1698 op->nrof = nr;
1715 else
1716 {
1717 remove_ob (op);
1718 op->nrof = 0;
1719 }
1720
1721 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above)
1723 if (tmp->type == PLAYER)
1724 {
1725 if (op->nrof)
1726 esrv_send_item (tmp, op);
1727 else
1728 esrv_del_item (tmp->contr, op->count);
1729 }
1730 }
1731
1732 if (op->nrof)
1733 return op; 1699 return op;
1734 else
1735 { 1700 }
1736 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);
1737 return NULL; 1711 return op;
1738 }
1739}
1740
1741/*
1742 * add_weight(object, weight) adds the specified weight to an object,
1743 * and also updates how much the environment(s) is/are carrying.
1744 */
1745
1746void
1747add_weight (object *op, signed long weight)
1748{
1749 while (op != NULL)
1750 { 1712 }
1751 if (op->type == CONTAINER)
1752 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1753 1713
1754 op->carrying += weight; 1714 if (where->head_ () != where)
1755 op = op->env;
1756 } 1715 {
1757} 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1717 where = where->head;
1718 }
1758 1719
1720 return where->insert (op);
1721}
1722
1759/* 1723/*
1760 * insert_ob_in_ob(op,environment): 1724 * env->insert (op)
1761 * This function inserts the object op in the linked list 1725 * This function inserts the object op in the linked list
1762 * inside the object environment. 1726 * inside the object environment.
1763 * 1727 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * 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
1770 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1771 */ 1730 */
1772
1773object * 1731object *
1774insert_ob_in_ob (object *op, object *where) 1732object::insert (object *op)
1775{ 1733{
1776 object *
1777 tmp, *
1778 otmp;
1779
1780 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 {
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799
1800 if (op->more) 1734 if (op->more)
1801 { 1735 {
1802 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);
1803 return op; 1737 return op;
1804 } 1738 }
1805 1739
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1808 if (op->nrof) 1744 if (op->nrof)
1809 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1812 { 1747 {
1813 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1749 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1751
1817 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1818 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1819 add_weight (where, op->weight * op->nrof); 1754
1820 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1821 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1822 op = tmp; 1758 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1824 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break;
1826 } 1760 }
1827 1761
1828 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1829 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do
1832 * the linking below
1833 */
1834 add_weight (where, op->weight * op->nrof);
1835 }
1836 else
1837 add_weight (where, (op->weight + op->carrying));
1838
1839 otmp = is_player_inv (where);
1840 if (otmp && otmp->contr != NULL)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp);
1844 }
1845
1846 op->map = NULL; 1763 op->map = 0;
1847 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1848 op->above = NULL; 1767 op->above = 0;
1849 op->below = NULL; 1768 op->below = inv;
1850 op->x = 0, op->y = 0; 1769 op->env = this;
1851 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:
1852 /* 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 */
1853 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1854 {
1855#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map))
1859 update_all_los (where->map, where->x, where->y);
1860 } 1786 {
1861 1787 update_stats ();
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1863 * It sure simplifies this function...
1864 */
1865 if (where->inv == NULL)
1866 where->inv = op;
1867 else
1868 { 1789 }
1869 op->below = where->inv; 1790 else if (is_player ())
1870 op->below->above = op; 1791 // if this is a player's inventory, update stats
1871 where->inv = op; 1792 contr->queue_stats_update ();
1872 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1873 return op; 1796 return op;
1874} 1797}
1875 1798
1876/* 1799/*
1877 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1891 * 1814 *
1892 * 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
1893 * 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
1894 * on top. 1817 * on top.
1895 */ 1818 */
1896
1897int 1819int
1898check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1899{ 1821{
1900 object * 1822 if (op->flag [FLAG_NO_APPLY])
1901 tmp;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y;
1908
1909 MoveType
1910 move_on,
1911 move_slow,
1912 move_block;
1913
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1823 return 0;
1916 1824
1917 tag = op->count; 1825 object *tmp;
1826 maptile *m = op->map;
1827 int x = op->x, y = op->y;
1918 1828
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1829 mapspace &ms = m->at (x, y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1830
1921 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;
1922 1836
1923 /* 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,
1924 * 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
1925 * 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
1926 * as walking. 1840 * as walking.
1937 return 0; 1851 return 0;
1938 1852
1939 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1941 */ 1855 */
1942 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1944 {
1945 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them.
1948 */
1949 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1950 break;
1951 } 1857 {
1858 next = tmp->below;
1952 1859
1953 for (; tmp; tmp = tmp->below)
1954 {
1955 if (tmp == op) 1860 if (tmp == op)
1956 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1957 1862
1958 /* 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.
1959 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1960 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1961 * 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
1962 * 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.
1963 */ 1868 */
1964 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1965 { 1870 {
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((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))
1968 { 1873 {
1969
1970 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1972 1875
1973 if (op->type == PLAYER) 1876 if (op->is_player ())
1974 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)) ||
1975 (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)))
1976 diff /= 4.0; 1879 diff /= 4.0;
1977 1880
1978 op->speed_left -= diff; 1881 op->speed_left -= diff;
1979 } 1882 }
1980 } 1883 }
1981 1884
1982 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((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))
1985 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1986 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1987 1893
1988 if (was_destroyed (op, tag)) 1894 if (op->destroyed ())
1989 return 1; 1895 return 1;
1990 1896
1991 /* what the person/creature stepped onto has moved the object 1897 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1898 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1899 * have a feeling strange problems would result.
2003/* 1909/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1910 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1911 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2007 */ 1913 */
2008
2009object * 1914object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1915present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1916{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1917 if (!m || out_of_map (m, x, y))
2016 { 1918 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1919 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1920 return NULL;
2019 } 1921 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1922
2021 if (tmp->arch == at) 1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1924 if (tmp->arch->archname == at->archname)
2022 return tmp; 1925 return tmp;
1926
2023 return NULL; 1927 return NULL;
2024} 1928}
2025 1929
2026/* 1930/*
2027 * present(type, map, x, y) searches for any objects with 1931 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1932 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2030 */ 1934 */
2031
2032object * 1935object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1936present (unsigned char type, maptile *m, int x, int y)
2034{ 1937{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1938 if (out_of_map (m, x, y))
2039 { 1939 {
2040 LOG (llevError, "Present called outside map.\n"); 1940 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1941 return NULL;
2042 } 1942 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1943
1944 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1945 if (tmp->type == type)
2045 return tmp; 1946 return tmp;
1947
2046 return NULL; 1948 return NULL;
2047} 1949}
2048 1950
2049/* 1951/*
2050 * present_in_ob(type, object) searches for any objects with 1952 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1953 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
2053 */ 1955 */
2054
2055object * 1956object *
2056present_in_ob (unsigned char type, const object *op) 1957present_in_ob (unsigned char type, const object *op)
2057{ 1958{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1960 if (tmp->type == type)
2063 return tmp; 1961 return tmp;
1962
2064 return NULL; 1963 return NULL;
2065} 1964}
2066 1965
2067/* 1966/*
2068 * present_in_ob (type, str, object) searches for any objects with 1967 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1975 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1976 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1977 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1978 * to be unique.
2080 */ 1979 */
2081
2082object * 1980object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1981present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1982{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1984 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1985 return tmp;
2092 } 1986
2093 return NULL; 1987 return 0;
2094} 1988}
2095 1989
2096/* 1990/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1991 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1992 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
2100 */ 1994 */
2101
2102object * 1995object *
2103present_arch_in_ob (const archetype *at, const object *op) 1996present_arch_in_ob (const archetype *at, const object *op)
2104{ 1997{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2109 if (tmp->arch == at) 1999 if (tmp->arch->archname == at->archname)
2110 return tmp; 2000 return tmp;
2001
2111 return NULL; 2002 return NULL;
2112} 2003}
2113 2004
2114/* 2005/*
2115 * activate recursively a flag on an object inventory 2006 * activate recursively a flag on an object inventory
2116 */ 2007 */
2117void 2008void
2118flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
2119{ 2010{
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 { 2012 {
2126 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
2127 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
2128 } 2015 }
2129} /* 2016}
2017
2018/*
2130 * desactivate recursively a flag on an object inventory 2019 * deactivate recursively a flag on an object inventory
2131 */ 2020 */
2132void 2021void
2133unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
2134{ 2023{
2135 object *
2136 tmp;
2137
2138 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2140 { 2025 {
2141 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
2142 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
2143 } 2028 }
2144}
2145
2146/*
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function.
2151 */
2152
2153void
2154set_cheat (object *op)
2155{
2156 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ);
2158} 2029}
2159 2030
2160/* 2031/*
2161 * find_free_spot(object, map, x, y, start, stop) will search for 2032 * find_free_spot(object, map, x, y, start, stop) will search for
2162 * a spot at the given map and coordinates which will be able to contain 2033 * a spot at the given map and coordinates which will be able to contain
2164 * to search (see the freearr_x/y[] definition). 2035 * to search (see the freearr_x/y[] definition).
2165 * It returns a random choice among the alternatives found. 2036 * It returns a random choice among the alternatives found.
2166 * start and stop are where to start relative to the free_arr array (1,9 2037 * start and stop are where to start relative to the free_arr array (1,9
2167 * does all 4 immediate directions). This returns the index into the 2038 * does all 4 immediate directions). This returns the index into the
2168 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2039 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2169 * Note - this only checks to see if there is space for the head of the
2170 * object - if it is a multispace object, this should be called for all
2171 * pieces.
2172 * Note2: This function does correctly handle tiled maps, but does not 2040 * Note: This function does correctly handle tiled maps, but does not
2173 * inform the caller. However, insert_ob_in_map will update as 2041 * inform the caller. However, insert_ob_in_map will update as
2174 * necessary, so the caller shouldn't need to do any special work. 2042 * necessary, so the caller shouldn't need to do any special work.
2175 * Note - updated to take an object instead of archetype - this is necessary 2043 * Note - updated to take an object instead of archetype - this is necessary
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 2044 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 2045 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 2046 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 2047 * customized, changed states, etc.
2180 */ 2048 */
2181
2182int 2049int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2050find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 2051{
2185 int
2186 i,
2187 index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 2052 int altern[SIZEOFFREE];
2053 int index = 0, flag;
2190 2054
2191 for (i = start; i < stop; i++) 2055 for (int i = start; i < stop; i++)
2192 { 2056 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2057 mapxy pos (m, x, y); pos.move (i);
2194 if (!flag) 2058
2059 if (!pos.normalise ())
2060 continue;
2061
2062 mapspace &ms = *pos;
2063
2064 if (ms.flags () & P_IS_ALIVE)
2065 continue;
2066
2067 /* However, often
2068 * ob doesn't have any move type (when used to place exits)
2069 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2070 */
2071 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2072 {
2195 altern[index++] = i; 2073 altern [index++] = i;
2074 continue;
2075 }
2196 2076
2197 /* Basically, if we find a wall on a space, we cut down the search size. 2077 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2078 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2079 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2080 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2081 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2082 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2083 * won't look 2 spaces south of the target space.
2204 */ 2084 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2085 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2086 {
2206 stop = maxfree[i]; 2087 stop = maxfree[i];
2088 continue;
2089 }
2090
2091 /* Note it is intentional that we check ob - the movement type of the
2092 * head of the object should correspond for the entire object.
2093 */
2094 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2095 continue;
2096
2097 if (ob->blocked (pos.m, pos.x, pos.y))
2098 continue;
2099
2100 altern [index++] = i;
2207 } 2101 }
2102
2208 if (!index) 2103 if (!index)
2209 return -1; 2104 return -1;
2105
2210 return altern[RANDOM () % index]; 2106 return altern [rndm (index)];
2211} 2107}
2212 2108
2213/* 2109/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2110 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2111 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2112 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2113 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2114 */
2219
2220int 2115int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2116find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2117{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2118 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2119 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2120 return i;
2230 } 2121
2231 return -1; 2122 return -1;
2232} 2123}
2233 2124
2234/* 2125/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2126 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2127 * arr[begin..end-1].
2128 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2129 */
2238static void 2130static void
2239permute (int *arr, int begin, int end) 2131permute (int *arr, int begin, int end)
2240{ 2132{
2241 int 2133 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2134 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2135
2252 tmp = arr[i]; 2136 while (--end)
2253 arr[i] = arr[j]; 2137 swap (arr [end], arr [rndm (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2138}
2257 2139
2258/* new function to make monster searching more efficient, and effective! 2140/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2141 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2142 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2145 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2146 */
2265void 2147void
2266get_search_arr (int *search_arr) 2148get_search_arr (int *search_arr)
2267{ 2149{
2268 int 2150 int i;
2269 i;
2270 2151
2271 for (i = 0; i < SIZEOFFREE; i++) 2152 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2153 search_arr[i] = i;
2274 }
2275 2154
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2155 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2156 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2157 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2158}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2167 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2168 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2169 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2170 * there is capable of.
2292 */ 2171 */
2293
2294int 2172int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2173find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2174{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2175 int max = SIZEOFFREE, mflags;
2300
2301 sint16 nx, ny;
2302 object *
2303 tmp;
2304 mapstruct *
2305 mp;
2306
2307 MoveType blocked, move_type; 2176 MoveType move_type;
2308 2177
2309 if (exclude && exclude->head) 2178 if (exclude && exclude->head_ () != exclude)
2310 { 2179 {
2311 exclude = exclude->head; 2180 exclude = exclude->head;
2312 move_type = exclude->move_type; 2181 move_type = exclude->move_type;
2313 } 2182 }
2314 else 2183 else
2315 { 2184 {
2316 /* If we don't have anything, presume it can use all movement types. */ 2185 /* If we don't have anything, presume it can use all movement types. */
2317 move_type = MOVE_ALL; 2186 move_type = MOVE_ALL;
2318 } 2187 }
2319 2188
2320 for (i = 1; i < max; i++) 2189 for (int i = 1; i < max; i++)
2321 { 2190 {
2322 mp = m; 2191 mapxy pos (m, x, y);
2323 nx = x + freearr_x[i]; 2192 pos.move (i);
2324 ny = y + freearr_y[i];
2325 2193
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2194 if (!pos.normalise ())
2327 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2195 max = maxfree[i];
2330 }
2331 else 2196 else
2332 { 2197 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2198 mapspace &ms = *pos;
2334 2199
2335 if ((move_type & blocked) == move_type) 2200 if ((move_type & ms.move_block) == move_type)
2201 max = maxfree [i];
2202 else if (ms.flags () & P_IS_ALIVE)
2336 { 2203 {
2337 max = maxfree[i]; 2204 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2338 } 2205 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2339 else if (mflags & P_IS_ALIVE) 2206 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2340 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2342 {
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break;
2346 }
2347 }
2348 if (tmp)
2349 {
2350 return freedir[i]; 2207 return freedir [i];
2351 }
2352 } 2208 }
2353 } 2209 }
2354 } 2210 }
2211
2355 return 0; 2212 return 0;
2356} 2213}
2357 2214
2358/* 2215/*
2359 * distance(object 1, object 2) will return the square of the 2216 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2217 * distance between the two given objects.
2361 */ 2218 */
2362
2363int 2219int
2364distance (const object *ob1, const object *ob2) 2220distance (const object *ob1, const object *ob2)
2365{ 2221{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2223}
2372 2224
2373/* 2225/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2375 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2376 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2377 */ 2229 */
2378
2379int 2230int
2380find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2381{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2382 int 2276 int q;
2383 q;
2384 2277
2385 if (y) 2278 if (y)
2386 q = x * 100 / y; 2279 q = 128 * x / y;
2387 else if (x) 2280 else if (x)
2388 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2389 else 2282 else
2390 return 0; 2283 return 0;
2391 2284
2392 if (y > 0) 2285 if (y > 0)
2393 { 2286 {
2394 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2395 return 3; 2292 return 3;
2396 if (q < -41) 2293 }
2397 return 2; 2294 else
2398 if (q < 41) 2295 {
2399 return 1; 2296 if (q < -309) return 3;
2400 if (q < 242) 2297 if (q < -52) return 2;
2401 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2402 return 7; 2301 return 7;
2403 } 2302 }
2404 2303#endif
2405 if (q < -242)
2406 return 7;
2407 if (q < -41)
2408 return 6;
2409 if (q < 41)
2410 return 5;
2411 if (q < 242)
2412 return 4;
2413
2414 return 3;
2415}
2416
2417/*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423int
2424absdir (int d)
2425{
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431} 2304}
2432 2305
2433/* 2306/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2436 */ 2309 */
2437
2438int 2310int
2439dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2440{ 2312{
2441 int
2442 d;
2443
2444 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2445 if (d > 4) 2314
2446 d = 8 - d; 2315 return d > 4 ? 8 - d : d;
2447 return d;
2448} 2316}
2449 2317
2450/* peterm: 2318/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2452 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2454 * This basically means that if direction is 15, then it could either go 2322 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2323 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2324 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2325 * functions.
2458 */ 2326 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2327static const int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2328 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2329 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2330 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2331 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2332 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2380 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2381 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2382 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2383 * Modified to be map tile aware -.MSW
2518 */ 2384 */
2519
2520
2521int 2385int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2386can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2387{
2524 sint16 dx, dy; 2388 sint16 dx, dy;
2525 int
2526 mflags; 2389 int mflags;
2527 2390
2528 if (dir < 0) 2391 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2392 return 0; /* exit condition: invalid direction */
2530 2393
2531 dx = x + freearr_x[dir]; 2394 dx = x + freearr_x[dir];
2544 return 0; 2407 return 0;
2545 2408
2546 /* yes, can see. */ 2409 /* yes, can see. */
2547 if (dir < 9) 2410 if (dir < 9)
2548 return 1; 2411 return 1;
2412
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2413 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2414 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2415 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2416}
2552
2553
2554 2417
2555/* 2418/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2419 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2420 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2421 * picked up, otherwise 0.
2560 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2423 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2561 * core dumps if they do. 2424 * core dumps if they do.
2562 * 2425 *
2563 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2564 */ 2427 */
2565
2566int 2428int
2567can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2568{ 2430{
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2572} 2434}
2573
2574 2435
2575/* 2436/*
2576 * create clone from object to another 2437 * create clone from object to another
2577 */ 2438 */
2578object * 2439object *
2579object_create_clone (object *asrc) 2440object::deep_clone ()
2580{ 2441{
2581 object * 2442 assert (("deep_clone called on non-head object", is_head ()));
2582 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2443
2584 if (!asrc) 2444 object *dst = clone ();
2585 return NULL;
2586 src = asrc;
2587 if (src->head)
2588 src = src->head;
2589 2445
2590 prev = NULL; 2446 object *prev = dst;
2591 for (part = src; part; part = part->more) 2447 for (object *part = this->more; part; part = part->more)
2592 { 2448 {
2593 tmp = get_object (); 2449 object *tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x;
2596 tmp->y -= src->y;
2597 if (!part->head)
2598 {
2599 dst = tmp;
2600 tmp->head = NULL;
2601 }
2602 else
2603 {
2604 tmp->head = dst; 2450 tmp->head = dst;
2605 }
2606 tmp->more = NULL;
2607 if (prev)
2608 prev->more = tmp; 2451 prev->more = tmp;
2609 prev = tmp; 2452 prev = tmp;
2610 } 2453 }
2611 2454
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2455 for (object *item = inv; item; item = item->below)
2614 { 2456 insert_ob_in_ob (item->deep_clone (), dst);
2615 (void) insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2457
2618 return dst; 2458 return dst;
2619}
2620
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */
2641
2642object *
2643load_object_str (const char *obstr)
2644{
2645 object *
2646 op;
2647 char
2648 filename[MAX_BUF];
2649
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651
2652 FILE *
2653 tempfile = fopen (filename, "w");
2654
2655 if (tempfile == NULL)
2656 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL;
2659 };
2660 fprintf (tempfile, obstr);
2661 fclose (tempfile);
2662
2663 op = get_object ();
2664
2665 object_thawer thawer (filename);
2666
2667 if (thawer)
2668 load_object (thawer, op, 0);
2669
2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2671 CLEAR_FLAG (op, FLAG_REMOVED);
2672
2673 return op;
2674} 2459}
2675 2460
2676/* This returns the first object in who's inventory that 2461/* This returns the first object in who's inventory that
2677 * has the same type and subtype match. 2462 * has the same type and subtype match.
2678 * returns NULL if no match. 2463 * returns NULL if no match.
2679 */ 2464 */
2680object * 2465object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2466find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2467{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2468 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2469 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2470 return tmp;
2689 2471
2690 return NULL; 2472 return 0;
2691} 2473}
2692 2474
2693/* If ob has a field named key, return the link from the list, 2475shstr_tmp
2694 * otherwise return NULL. 2476object::kv_get (shstr_tmp key) const
2695 *
2696 * key must be a passed in shared string - otherwise, this won't
2697 * do the desired thing.
2698 */
2699key_value *
2700get_ob_key_link (const object *ob, const char *key)
2701{ 2477{
2702 key_value * 2478 for (key_value *kv = key_values; kv; kv = kv->next)
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next)
2706 {
2707 if (link->key == key) 2479 if (kv->key == key)
2480 return kv->value;
2481
2482 return shstr ();
2483}
2484
2485void
2486object::kv_set (shstr_tmp key, shstr_tmp value)
2487{
2488 for (key_value *kv = key_values; kv; kv = kv->next)
2489 if (kv->key == key)
2490 {
2491 kv->value = value;
2492 return;
2493 }
2494
2495 key_value *kv = new key_value;
2496
2497 kv->next = key_values;
2498 kv->key = key;
2499 kv->value = value;
2500
2501 key_values = kv;
2502}
2503
2504void
2505object::kv_del (shstr_tmp key)
2506{
2507 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2508 if ((*kvp)->key == key)
2509 {
2510 key_value *kv = *kvp;
2511 *kvp = (*kvp)->next;
2512 delete kv;
2513 return;
2514 }
2515}
2516
2517object::depth_iterator::depth_iterator (object *container)
2518: iterator_base (container)
2519{
2520 while (item->inv)
2521 item = item->inv;
2522}
2523
2524void
2525object::depth_iterator::next ()
2526{
2527 if (item->below)
2528 {
2529 item = item->below;
2530
2531 while (item->inv)
2532 item = item->inv;
2533 }
2534 else
2535 item = item->env;
2536}
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2708 { 2549 {
2709 return link; 2550 snprintf (p, len, ",...");
2551 break;
2710 } 2552 }
2711 }
2712 2553
2713 return NULL; 2554 if (flag [i])
2714} 2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2715 2562
2716/* 2563 return desc;
2717 * Returns the value of op has an extra_field for key, or NULL. 2564}
2718 * 2565
2719 * The argument doesn't need to be a shared string. 2566// return a suitable string describing an object in enough detail to find it
2720 *
2721 * The returned string is shared.
2722 */
2723const char * 2567const char *
2724get_ob_key_value (const object *op, const char *const key) 2568object::debug_desc (char *info) const
2725{ 2569{
2726 key_value * 2570 char flagdesc[512];
2727 link; 2571 char info2[256 * 4];
2572 char *p = info;
2573
2574 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2575 count,
2576 uuid.c_str (),
2577 &name,
2578 title ? ",title:\"" : "",
2579 title ? (const char *)title : "",
2580 title ? "\"" : "",
2581 flag_desc (flagdesc, 512), type);
2582
2583 if (!flag[FLAG_REMOVED] && env)
2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2585
2586 if (map)
2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2588
2589 return info;
2590}
2591
2728 const char * 2592const char *
2729 canonical_key; 2593object::debug_desc () const
2594{
2595 static char info[3][256 * 4];
2596 static int info_idx;
2730 2597
2731 canonical_key = shstr::find (key); 2598 return debug_desc (info [++info_idx % 3]);
2599}
2732 2600
2733 if (canonical_key == NULL) 2601struct region *
2734 { 2602object::region () const
2735 /* 1. There being a field named key on any object 2603{
2736 * implies there'd be a shared string to find. 2604 return map ? map->region (x, y)
2737 * 2. Since there isn't, no object has this field. 2605 : region::default_region ();
2738 * 3. Therefore, *this* object doesn't have this field. 2606}
2739 */ 2607
2608void
2609object::open_container (object *new_container)
2610{
2611 if (container == new_container)
2740 return NULL; 2612 return;
2613
2614 object *old_container = container;
2615
2616 if (old_container)
2741 } 2617 {
2618 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2619 return;
2742 2620
2743 /* This is copied from get_ob_key_link() above - 2621#if 0
2744 * only 4 lines, and saves the function call overhead. 2622 // remove the "Close old_container" object.
2623 if (object *closer = old_container->inv)
2624 if (closer->type == CLOSE_CON)
2625 closer->destroy ();
2626#endif
2627
2628 // make sure the container is available
2629 esrv_send_item (this, old_container);
2630
2631 old_container->flag [FLAG_APPLIED] = false;
2632 container = 0;
2633
2634 // client needs item update to make it work, client bug requires this to be separate
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636
2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2638 play_sound (sound_find ("chest_close"));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = new_container->other_arch->instance ();
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2658
2659 // make sure the container is available, client bug requires this to be separate
2660 esrv_send_item (this, new_container);
2661
2662 new_container->flag [FLAG_APPLIED] = true;
2663 container = new_container;
2664
2665 // client needs flag change
2666 esrv_update_item (UPD_FLAGS, this, new_container);
2667 esrv_send_inventory (this, new_container);
2668 play_sound (sound_find ("chest_open"));
2669 }
2670// else if (!old_container->env && contr && contr->ns)
2671// contr->ns->floorbox_reset ();
2672}
2673
2674object *
2675object::force_find (shstr_tmp name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2745 */ 2679 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2747 { 2681 if (tmp->type == FORCE && tmp->slaying == name)
2748 if (link->key == canonical_key) 2682 return splay (tmp);
2749 { 2683
2750 return link->value;
2751 }
2752 }
2753 return NULL; 2684 return 0;
2754} 2685}
2755 2686
2687//-GPL
2756 2688
2757/* 2689void
2758 * Updates the canonical_key in op to value. 2690object::force_set_timer (int duration)
2759 *
2760 * canonical_key is a shared string (value doesn't have to be).
2761 *
2762 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2763 * keys.
2764 *
2765 * Returns TRUE on success.
2766 */
2767int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2691{
2770 key_value * 2692 this->duration = 1;
2771 field = NULL, *last = NULL; 2693 this->speed_left = -1.f;
2772 2694
2773 for (field = op->key_values; field != NULL; field = field->next) 2695 this->set_speed (duration ? 1.f / duration : 0.f);
2774 { 2696}
2775 if (field->key != canonical_key)
2776 {
2777 last = field;
2778 continue;
2779 }
2780 2697
2781 if (value) 2698object *
2782 field->value = value; 2699object::force_add (shstr_tmp name, int duration)
2783 else 2700{
2784 { 2701 if (object *force = force_find (name))
2785 /* Basically, if the archetype has this key set, 2702 force->destroy ();
2786 * we need to store the null value so when we save
2787 * it, we save the empty value so that when we load,
2788 * we get this value back again.
2789 */
2790 if (get_ob_key_link (&op->arch->clone, canonical_key))
2791 field->value = 0;
2792 else
2793 {
2794 if (last)
2795 last->next = field->next;
2796 else
2797 op->key_values = field->next;
2798 2703
2799 delete field; 2704 object *force = get_archetype (FORCE_NAME);
2800 }
2801 }
2802 return TRUE;
2803 }
2804 /* IF we get here, key doesn't exist */
2805 2705
2806 /* No field, we'll have to add it. */ 2706 force->slaying = name;
2707 force->force_set_timer (duration);
2708 force->flag [FLAG_APPLIED] = true;
2807 2709
2808 if (!add_key) 2710 return insert (force);
2809 { 2711}
2810 return FALSE; 2712
2811 } 2713void
2812 /* There isn't any good reason to store a null 2714object::play_sound (faceidx sound) const
2813 * value in the key/value list. If the archetype has 2715{
2814 * this key, then we should also have it, so shouldn't 2716 if (!sound)
2815 * be here. If user wants to store empty strings,
2816 * should pass in ""
2817 */
2818 if (value == NULL)
2819 return TRUE; 2717 return;
2820 2718
2821 field = new key_value; 2719 if (is_on_map ())
2822 2720 map->play_sound (sound, x, y);
2823 field->key = canonical_key; 2721 else if (object *pl = in_player ())
2824 field->value = value; 2722 pl->contr->play_sound (sound);
2825 /* Usual prepend-addition. */
2826 field->next = op->key_values;
2827 op->key_values = field;
2828
2829 return TRUE;
2830} 2723}
2831 2724
2832/*
2833 * Updates the key in op to value.
2834 *
2835 * If add_key is FALSE, this will only update existing keys,
2836 * and not add new ones.
2837 * In general, should be little reason FALSE is ever passed in for add_key
2838 *
2839 * Returns TRUE on success.
2840 */
2841int
2842set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2843{
2844 shstr key_ (key);
2845
2846 return set_ob_key_value_s (op, key_, value, add_key);
2847}
2848
2849void 2725void
2850object::deep_iterator::next () 2726object::say_msg (const char *msg) const
2851{ 2727{
2852 if (item->inv) 2728 if (is_on_map ())
2853 item = item->inv; 2729 map->say_msg (msg, x, y);
2854 else if (item->below) 2730 else if (object *pl = in_player ())
2855 item = item->below; 2731 pl->contr->play_sound (sound);
2732}
2733
2734void
2735object::make_noise ()
2736{
2737 // we do not model noise in the map, so instead put
2738 // a temporary light into the noise source
2739 // could use the map instead, but that's less reliable for our
2740 // goal, which is to make invisibility a bit harder to exploit
2741
2742 // currently only works sensibly for players
2743 if (!is_player ())
2744 return;
2745
2746 // find old force, or create new one
2747 object *force = force_find (shstr_noise_force);
2748
2749 if (force)
2750 force->speed_left = -1.f; // patch old speed up
2856 else 2751 else
2857 item = item->env->below; 2752 {
2753 force = archetype::get (shstr_noise_force);
2754
2755 force->slaying = shstr_noise_force;
2756 force->stats.food = 1;
2757 force->speed_left = -1.f;
2758
2759 force->set_speed (1.f / 4.f);
2760 force->flag [FLAG_IS_USED_UP] = true;
2761 force->flag [FLAG_APPLIED] = true;
2762
2763 insert (force);
2764 }
2858} 2765}
2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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