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Comparing deliantra/server/common/object.C (file contents):
Revision 1.38 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.348 by root, Sat May 7 20:03:27 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37 33
38object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
39object *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;
40 38
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 235static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
58{ 237{
59 key_value *wants_field;
60
61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
62 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
64 */ 241 */
65 242
66 /* For each field in wants, */ 243 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
68 { 245 if (has->kv.get (kv->key) != kv->value)
69 key_value *has_field; 246 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 247
90 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 249 return true;
92} 250}
93 251
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 253static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 255{
98 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
99 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
100 */ 258 */
101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
102} 261}
103 262
104/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
105 * they can be merged together. 264 * they can be merged together.
106 * 265 *
107 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
110 * 269 *
111 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
112 * 271 *
113 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
114 * check weight 273 * check weight
115 */ 274 */
116
117bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
118{ 276{
119 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 284 return 0;
122 285
123 if (ob1->speed != ob2->speed) 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 289 return 0;
125 290
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 295 * flags lose any meaning.
138 */ 296 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
141 299
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
144 302
145 303 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 304 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 307 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 308 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
176 return 0; 328 return 0;
177 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
178 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
180 */ 339 */
181 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
182 { 341 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
189 return 0; 343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
190 350
191 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 352 * if it is valid.
193 */ 353 */
194 } 354 }
195 355
196 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
197 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
198 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
199 */ 359 */
200 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
201 return 0; 361 return 0;
202 362
203 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
205 * check? 365 * check?
206 */ 366 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
208 return 0; 368 return 0;
209 369
210 switch (ob1->type) 370 switch (ob1->type)
211 { 371 {
212 case SCROLL: 372 case SCROLL:
213 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
214 return 0; 374 return 0;
215 break; 375 break;
216 } 376 }
217 377
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
219 { 379 {
220 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
222 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
223 return 0; 385 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 386 }
227 387
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
230 { 389 {
231 ob1->optimise (); 390 ob1->optimise ();
232 ob2->optimise (); 391 ob2->optimise ();
233 392
234 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
235 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
236 } 407 }
237 408
238 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
239 return 1; 410 return 1;
240} 411}
241 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
242/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
243 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
246 */ 488 */
247long 489void
248sum_weight (object *op) 490object::update_weight ()
249{ 491{
250 long sum; 492 sint32 sum = 0;
251 object *inv;
252 493
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
254 {
255 if (inv->inv)
256 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 495 {
496 op->update_weight ();
259 497
260 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
261 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
262 500
263 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
264 op->carrying = sum; 507 carrying = sum;
265 508
266 return sum; 509 if (object *pl = visible_to ())
267} 510 if (pl != this) // player is handled lazily
268 511 esrv_update_item (UPD_WEIGHT, pl, this);
269/**
270 * Return the outermost environment object for a given object.
271 */
272
273object *
274object_get_env_recursive (object *op)
275{
276 while (op->env != NULL)
277 op = op->env;
278 return op;
279}
280
281/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array.
300 */
301
302void
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 { 512 }
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350} 513}
351 514
352/* 515/*
353 * Dumps an object. Returns output in the static global errmsg array. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
354 */ 517 */
355 518char *
356void
357dump_object (object *op) 519dump_object (object *op)
358{ 520{
359 if (op == NULL) 521 if (!op)
360 { 522 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 523
368void 524 object_freezer freezer;
369dump_all_objects (void) 525 op->write (freezer);
370{ 526 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 527}
379 528
380/* 529char *
381 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
382 * multi-object 1 which is closest to the second object.
383 * If it's not a multi-object, it is returned.
384 */
385
386object *
387get_nearest_part (object *op, const object *pl)
388{ 531{
389 object *tmp, *closest; 532 return dump_object (this);
390 int last_dist, i;
391
392 if (op->more == NULL)
393 return op;
394 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if ((i = distance (tmp, pl)) < last_dist)
396 closest = tmp, last_dist = i;
397 return closest;
398} 533}
399 534
400/* 535/*
401 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
402 */ 538 */
403
404object * 539object *
405find_object (tag_t i) 540find_object (tag_t i)
406{ 541{
407 object *op; 542 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 543 if (op->count == i)
411 break;
412 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
413} 562}
414 563
415/* 564/*
416 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
419 */ 568 */
420
421object * 569object *
422find_object_name (const char *str) 570find_object_name (const char *str)
423{ 571{
424 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
425 object *op;
426 573
427 for (op = objects; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
428 if (op->name == str_) 576 if (op->name == str_)
429 break; 577 return op;
430 578
431 return op; 579 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459} 580}
460 581
461/* 582/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
464 */ 586 */
465void 587void
466object::set_owner (object *owner) 588object::set_owner (object *owner)
467{ 589{
590 // allow objects which own objects
468 if (!owner) 591 if (owner)
469 return;
470
471 /* next line added to allow objects which own objects */
472 /* Add a check for ownercounts in here, as I got into an endless loop
473 * with the fireball owning a poison cloud which then owned the
474 * fireball. I believe that was caused by one of the objects getting
475 * freed and then another object replacing it. Since the ownercounts
476 * didn't match, this check is valid and I believe that cause is valid.
477 */
478 while (owner->owner) 592 while (owner->owner)
479 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
480 600
481 this->owner = owner; 601 this->owner = owner;
482} 602}
483 603
484/* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links.
486 */
487static void
488free_key_values (object *op)
489{
490 for (key_value *i = op->key_values; i != 0;)
491 {
492 key_value *next = i->next;
493 delete i;
494
495 i = next;
496 }
497
498 op->key_values = 0;
499}
500
501void object::clear ()
502{
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/* 604/*
554 * copy object first frees everything allocated by the second object, 605 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 609 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 610 * will point at garbage.
560 */ 611 */
561void 612void
562copy_object (object *op2, object *op) 613object::copy_to (object *dst)
563{ 614{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
566 617
567 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
568 620
569 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
570 SET_FLAG (op, FLAG_FREED); 622 dst->activate ();
571 if (is_removed) 623}
572 SET_FLAG (op, FLAG_REMOVED);
573 624
574 if (op2->speed < 0) 625void
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
576 630
577 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
578 if (op2->key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
579 { 633 speed_left = - speed - rndm (); // TODO animation
580 key_value *tail = 0; 634 else
581 key_value *i; 635 speed_left = -1.;
582 636
583 op->key_values = 0; 637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
584 645
585 for (i = op2->key_values; i; i = i->next) 646 attachable::instantiate ();
586 { 647}
587 key_value *new_link = new key_value;
588 648
589 new_link->next = 0; 649object *
590 new_link->key = i->key; 650object::clone ()
591 new_link->value = i->value; 651{
652 object *neu = create ();
653 copy_to (neu);
592 654
593 /* Try and be clever here, too. */ 655 // TODO: unclean state changes, should not be done in clone AND instantiate
594 if (!op->key_values) 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
595 { 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
596 op->key_values = new_link;
597 tail = new_link;
598 }
599 else
600 {
601 tail->next = new_link;
602 tail = new_link;
603 }
604 }
605 }
606 658
607 update_ob_speed (op); 659 neu->map = map; // not copied by copy_to
660 return neu;
608} 661}
609 662
610/* 663/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 665 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
614 */ 667 */
615
616void 668void
617update_turn_face (object *op) 669update_turn_face (object *op)
618{ 670{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
620 return; 672 return;
673
621 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
623} 676}
624 677
625/* 678/*
626 * Updates the speed of an object. If the speed changes from 0 to another 679 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 680 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
629 */ 682 */
630void 683void
631update_ob_speed (object *op) 684object::set_speed (float speed)
632{ 685{
633 extern int arch_init; 686 this->speed = speed;
634 687
635 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
636 * since they never really need to be updated. 689 activate ();
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 {
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657
658 /* process_events() expects us to insert the object at the beginning
659 * of the list. */
660 op->active_next = active_objects;
661
662 if (op->active_next != NULL)
663 op->active_next->active_prev = op;
664
665 active_objects = op;
666 }
667 else 690 else
668 { 691 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 692}
692 693
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 694/*
725 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 697 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 698 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 699 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 700 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
732 * 702 *
733 * action is a hint of what the caller believes need to be done. 703 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 704 * current action are:
739 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 707 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 708 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
744 */ 710 */
745
746void 711void
747update_object (object *op, int action) 712update_object (object *op, int action)
748{ 713{
749 int update_now = 0, flags; 714 if (!op)
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL)
753 { 715 {
754 /* this should never happen */ 716 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
756 return; 718 return;
757 } 719 }
758 720
759 if (op->env != NULL) 721 if (!op->is_on_map ())
760 { 722 {
761 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
762 * to do in this case. 724 * to do in this case.
763 */ 725 */
764 return; 726 return;
765 } 727 }
766 728
767 /* If the map is saving, don't do anything as everything is
768 * going to get freed anyways.
769 */
770 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return;
772
773 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 731 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 733#ifdef MANY_CORES
778 abort (); 734 abort ();
779#endif 735#endif
780 return; 736 return;
781 } 737 }
782 738
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 739 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 740
741 if (!(m.flags_ & P_UPTODATE))
742 m.update_up (); // nothing to do except copy up
790 if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
791 { 744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
794 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
805 update_now = 1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
806 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
807 if ((move_on | op->move_on) != move_on) 753 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 754 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 755 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 757 * have move_allow right now.
815 */ 758 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 760 m.invalidate ();
818 761#else
819 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
820 update_now = 1; 763 m.invalidate ();
764#endif
821 } 765 }
822 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 768 * that is being removed.
825 */ 769 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 771 m.invalidate ();
828 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
830 else 774 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 776
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 777 if (op->more)
840 update_object (op->more, action); 778 update_object (op->more, action);
841} 779}
842 780
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860}
861
862object::object () 781object::object ()
863{ 782{
864 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
865 784
866 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
867 face = blank_face; 786 face = blank_face;
868 attacked_by_count = -1; 787 material = MATERIAL_NULL;
869} 788}
870 789
871object::~object () 790object::~object ()
872{ 791{
873 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
874} 795}
875 796
876void object::link () 797void object::link ()
877{ 798{
878 count = ++ob_count; 799 assert (!index);//D
800 uuid = UUID::gen ();
879 801
880 prev = 0; 802 refcnt_inc ();
881 next = objects; 803 objects.insert (this);
882 804
883 if (objects) 805 ++create_count;
884 objects->prev = this;
885 806
886 objects = this;
887} 807}
888 808
889void object::unlink () 809void object::unlink ()
890{ 810{
891 count = 0;
892
893 if (this == objects)
894 objects = next;
895
896 /* Remove this object from the list of used objects */
897 if (prev)
898 {
899 prev->next = next;
900 prev = 0;
901 }
902
903 if (next) 811 if (!index)
904 { 812 return;
905 next->prev = prev; 813
906 next = 0; 814 ++destroy_count;
815
816 objects.erase (this);
817 refcnt_dec ();
818}
819
820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
907 } 828 {
908} 829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
909 831
910object *object::create () 832 actives.insert (this);
911{ 833 }
912 object *op; 834}
913 835
914 if (freed.empty ()) 836void
915 op = new object; 837object::activate_recursive ()
838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880}
881
882/*
883 * Remove and free all objects in the inventory of the given object.
884 * object.c ?
885 */
886void
887object::destroy_inv (bool drop_to_ground)
888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
894 if (!inv)
895 return;
896
897 /* Only if the space blocks everything do we not process -
898 * if some form of movement is allowed, let objects
899 * drop on that space.
900 */
901 if (!drop_to_ground
902 || !map
903 || !map->linkable ()
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
906 {
907 while (inv)
908 inv->destroy ();
909 }
916 else 910 else
917 { 911 { /* Put objects in inventory onto this space */
918 // highly annoying, but the only way to get it stable right now 912 while (inv)
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link ();
926 return op;
927}
928
929/*
930 * free_object() frees everything allocated by an object, removes
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{
941 if (QUERY_FLAG (this, FLAG_FREED))
942 return;
943
944 if (QUERY_FLAG (this, FLAG_FRIENDLY))
945 remove_friendly_object (this);
946
947 if (!QUERY_FLAG (this, FLAG_REMOVED))
948 remove_ob (this);
949
950 SET_FLAG (this, FLAG_FREED);
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 { 913 {
966 object *op = inv; 914 object *op = inv;
967 915
968 while (op) 916 if (op->flag [FLAG_STARTEQUIP]
969 { 917 || op->flag [FLAG_NO_DROP]
970 object *tmp = op->below; 918 || op->type == RUNE
971 op->free (free_inventory); 919 || op->type == TRAP
972 op = tmp; 920 || op->flag [FLAG_IS_A_TEMPLATE]
973 } 921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
974 } 925 }
975 else 926 }
976 { /* Put objects in inventory onto this space */ 927}
977 object *op = inv;
978 928
979 while (op) 929/*
980 { 930 * Remove and free all objects in the inventory of the given object.
981 object *tmp = op->below; 931 * Unlike destroy_inv, this assumes the *this is destroyed as well
982 932 * well, so we can (and have to!) take shortcuts.
983 remove_ob (op); 933 */
984 934void
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 935object::destroy_inv_fast ()
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 936{
987 free_object (op); 937 while (object *op = inv)
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 } 938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
999 944
1000 owner = 0; 945 // then destroy
946 op->destroy ();
947 }
948}
1001 949
1002 /* Remove object from the active list */ 950void
1003 speed = 0; 951object::freelist_free (int count)
1004 update_ob_speed (this); 952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
1005 957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
966object::create ()
967{
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993}
994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 state = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
1030object::do_destroy ()
1031{
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1006 unlink (); 1043 unlink ();
1007 1044
1008 mortals.push_back (this); 1045 flag [FLAG_FREED] = 1;
1009}
1010 1046
1011/* 1047 // hack to ensure that freed objects still have a valid map
1012 * sub_weight() recursively (outwards) subtracts a number from the 1048 map = &freed_map;
1013 * weight of an object (and what is carried by it's environment(s)). 1049 x = 1;
1014 */ 1050 y = 1;
1015 1051
1016void 1052 if (more)
1017sub_weight (object *op, signed long weight)
1018{
1019 while (op != NULL)
1020 {
1021 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 }
1025 op->carrying -= weight;
1026 op = op->env;
1027 } 1053 {
1028} 1054 more->destroy ();
1055 more = 0;
1056 }
1029 1057
1030/* remove_ob(op): 1058 head = 0;
1059
1060 // clear those pointers that likely might cause circular references
1061 owner = 0;
1062 enemy = 0;
1063 attacked_by = 0;
1064 current_weapon = 0;
1065}
1066
1067void
1068object::destroy ()
1069{
1070 if (destroyed ())
1071 return;
1072
1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1087
1088 attachable::destroy ();
1089}
1090
1091/* op->remove ():
1031 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 1096 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */ 1097 */
1038
1039void 1098void
1040remove_ob (object *op) 1099object::do_remove ()
1041{ 1100{
1042 object * 1101 if (flag [FLAG_REMOVED])
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED))
1060 return; 1102 return;
1061 1103
1062 SET_FLAG (op, FLAG_REMOVED); 1104 INVOKE_OBJECT (REMOVE, this);
1063 1105
1064 if (op->more != NULL) 1106 flag [FLAG_REMOVED] = true;
1065 remove_ob (op->more); 1107
1108 if (more)
1109 more->remove ();
1066 1110
1067 /* 1111 /*
1068 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1069 * inventory. 1113 * inventory.
1070 */ 1114 */
1071 if (op->env != NULL) 1115 if (env)
1072 { 1116 {
1073 if (op->nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1074 sub_weight (op->env, op->weight * op->nrof); 1118 if (object *pl = visible_to ())
1075 else 1119 esrv_del_item (pl->contr, count);
1076 sub_weight (op->env, op->weight + op->carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1077 1121
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp);
1084 1123
1085 if (op->above != NULL) 1124 object *pl = in_player ();
1086 op->above->below = op->below;
1087 else
1088 op->env->inv = op->below;
1089
1090 if (op->below != NULL)
1091 op->below->above = op->above;
1092 1125
1093 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1096 */ 1129 */
1097 op->x = op->env->x, op->y = op->env->y;
1098 op->map = op->env->map; 1130 map = env->map;
1099 op->above = NULL, op->below = NULL;
1100 op->env = NULL;
1101 }
1102 else if (op->map)
1103 {
1104 x = op->x; 1131 x = env->x;
1105 y = op->y; 1132 y = env->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107 1133
1108 if (!m) 1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1109 { 1143 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1144 if (expect_false (pl->contr->combat_ob == this))
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */ 1145 {
1116 abort (); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1117 } 1162 }
1163 }
1164 else if (map)
1165 {
1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1118 1168
1119 if (op->map != m) 1169 if (object *pl = ms.player ())
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */ 1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1126 1193
1127 /* link the object above us */ 1194 /* link the object above us */
1128 if (op->above) 1195 // re-link, make sure compiler can easily use cmove
1129 op->above->below = op->below; 1196 *(above ? &above->below : &ms.top) = below;
1130 else 1197 *(below ? &below->above : &ms.bot) = above;
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1132 1198
1133 /* Relink the object below us, if there is one */ 1199 above = 0;
1134 if (op->below) 1200 below = 0;
1135 op->below->above = op->above; 1201
1136 else 1202 ms.invalidate ();
1203
1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1205
1206 if (object *pl = ms.player ())
1137 { 1207 {
1138 /* Nothing below, which means we need to relink map object for this space 1208 if (pl->container_ () == this)
1139 * use translated coordinates in case some oddness with map tiling is 1209 /* If a container that the player is currently using somehow gets
1140 * evident 1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1141 */ 1212 */
1142 if (GET_MAP_OB (m, x, y) != op) 1213 pl->close_container ();
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "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);
1147 dump_object (GET_MAP_OB (m, x, y));
1148 LOG (llevError, "%s\n", errmsg);
1149 }
1150 1214
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1218 if (pl->contr->ns)
1219 pl->contr->ns->floorbox_update ();
1152 } 1220 }
1153 1221
1154 op->above = 0; 1222 if (check_walk_off)
1155 op->below = 0; 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1156
1157 if (op->map->in_memory == MAP_SAVING)
1158 return;
1159
1160 tag = op->count;
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1164 { 1224 {
1225 above = tmp->above;
1226
1165 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1166 * being removed. 1228 * being removed.
1167 */
1168
1169 if (tmp->type == PLAYER && tmp != op)
1170 {
1171 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view
1173 * appropriately.
1174 */ 1229 */
1175 if (tmp->container == op)
1176 {
1177 CLEAR_FLAG (op, FLAG_APPLIED);
1178 tmp->container = NULL;
1179 }
1180 1230
1181 tmp->contr->socket.update_look = 1; 1231 /* See if object moving off should effect something */
1232 if ((move_type & tmp->move_off)
1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1234 move_apply (tmp, this, 0);
1182 } 1235 }
1183 1236
1184 /* See if player moving off should effect something */ 1237 if (affects_los ())
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 {
1187 move_apply (tmp, op, NULL);
1188
1189 if (was_destroyed (op, tag))
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1192 }
1193 }
1194
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196
1197 if (tmp->above == tmp)
1198 tmp->above = NULL;
1199
1200 last = tmp;
1201 }
1202
1203 /* last == NULL of there are no objects on this space */
1204 if (last == NULL)
1205 {
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else
1215 update_object (last, UP_OBJ_REMOVE);
1216
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1218 update_all_los (op->map, op->x, op->y); 1238 update_all_los (map, x, y);
1219 } 1239 }
1220} 1240}
1221 1241
1222/* 1242/*
1223 * merge_ob(op,top): 1243 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1251merge_ob (object *op, object *top)
1232{ 1252{
1233 if (!op->nrof) 1253 if (!op->nrof)
1234 return 0; 1254 return 0;
1235 1255
1236 if (top == NULL) 1256 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1257 for (top = op; top && top->above; top = top->above)
1258 ;
1238 1259
1239 for (; top != NULL; top = top->below) 1260 for (; top; top = top->below)
1240 { 1261 if (object::can_merge (op, top))
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 { 1262 {
1245 top->nrof += op->nrof; 1263 top->nrof += op->nrof;
1246 1264
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1265 if (object *pl = top->visible_to ())
1248 op->weight = 0; /* Don't want any adjustements now */ 1266 esrv_update_item (UPD_NROF, pl, top);
1249 remove_ob (op); 1267
1250 free_object (op); 1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1271 op->destroy ();
1272
1251 return top; 1273 return top;
1252 } 1274 }
1253 }
1254 1275
1255 return NULL; 1276 return 0;
1256} 1277}
1257 1278
1279void
1280object::expand_tail ()
1281{
1282 if (more)
1283 return;
1284
1285 object *prev = this;
1286
1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1288 {
1289 object *op = at->instance ();
1290
1291 op->name = name;
1292 op->name_pl = name_pl;
1293 op->title = title;
1294
1295 op->head = this;
1296 prev->more = op;
1297
1298 prev = op;
1299 }
1300}
1301
1258/* 1302/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1303 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1304 * job preparing multi-part monsters.
1261 */ 1305 */
1262object * 1306object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1308{
1265 object *tmp; 1309 op->remove ();
1266 1310
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1312 {
1272 tmp->x = x + tmp->arch->clone.x; 1313 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1314 tmp->y = y + tmp->arch->y;
1274 } 1315 }
1275 1316
1276 return insert_ob_in_map (op, m, originator, flag); 1317 return insert_ob_in_map (op, m, originator, flag);
1277} 1318}
1278 1319
1291 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1292 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1293 * 1334 *
1294 * Return value: 1335 * Return value:
1295 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1297 * just 'op' otherwise 1338 * just 'op' otherwise
1298 */ 1339 */
1299
1300object * 1340object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1342{
1303 object *tmp, *top, *floor = NULL; 1343 op->remove ();
1304 sint16 x, y;
1305 1344
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1345 if (m == &freed_map)//D TODO: remove soon
1307 { 1346 {//D
1308 LOG (llevError, "Trying to insert freed object!\n"); 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1309 return NULL;
1310 } 1348 }//D
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1349
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1352 * need extra work
1375 */ 1353 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1354 maptile *newmap = m;
1377 x = op->x; 1355 if (!xy_normalise (newmap, op->x, op->y))
1378 y = op->y; 1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1358 return 0;
1359 }
1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1367 op->map = newmap;
1368
1369 mapspace &ms = op->ms ();
1379 1370
1380 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1381 */ 1372 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1375 if (object::can_merge (op, tmp))
1385 { 1376 {
1377 // TODO: we actually want to update tmp, not op,
1378 // but some caller surely breaks when we return tmp
1379 // from here :/
1386 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1381 tmp->destroy ();
1388 free_object (tmp);
1389 } 1382 }
1390 1383
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1393 1386
1394 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1395 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1396 1389
1397 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1398 { 1391 {
1399 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1400 { 1393 {
1401 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1402 abort (); 1395 abort ();
1403 } 1396 }
1404 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1405 op->above = originator; 1405 op->above = originator;
1406 op->below = originator->below; 1406 op->below = originator->below;
1407
1408 if (op->below)
1409 op->below->above = op;
1410 else
1411 SET_MAP_OB (op->map, op->x, op->y, op);
1412
1413 /* since *below* originator, no need to update top */
1414 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1415 } 1410 }
1416 else 1411 else
1417 { 1412 {
1413 object *floor = 0;
1414 object *top = ms.top;
1415
1418 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1417 if (top)
1420 { 1418 {
1421 object *last = NULL;
1422
1423 /* 1419 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1430 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1434 */ 1430 */
1435 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1436 while (top != NULL)
1437 { 1432 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1439 floor = top; 1434 floor = tmp;
1440 1435
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1442 { 1437 {
1443 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1444 top = top->below; 1439 top = tmp->below;
1445 break; 1440 break;
1446 } 1441 }
1447 1442
1448 last = top;
1449 top = top->above; 1443 top = tmp;
1450 } 1444 }
1451
1452 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last;
1454 1445
1455 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1456 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1458 */ 1449 */
1459 1450
1460 /* Have object 'fall below' other objects that block view. 1451 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1452 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1453 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1454 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1455 * stacking is a bit odd.
1465 */ 1456 */
1466 if (!(flag & INS_ON_TOP) && 1457 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1458 && ms.flags () & P_BLOCKSVIEW
1459 && (op->face && !faces [op->face].visibility))
1468 { 1460 {
1461 object *last;
1462
1469 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1471 break; 1465 break;
1466
1472 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1470 * set top to the object below us.
1476 */ 1471 */
1477 if (last && last->below && last != floor) 1472 if (last && last->below && last != floor)
1478 top = last->below; 1473 top = last->below;
1479 } 1474 }
1480 } /* If objects on this space */ 1475 } /* If objects on this space */
1481 1476
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1478 top = floor;
1487 1479
1488 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1489 */
1490
1491 /* First object on this space */
1492 if (!top) 1481 if (!top)
1493 { 1482 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495
1496 if (op->above)
1497 op->above->below = op;
1498
1499 op->below = NULL; 1483 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1484 op->above = ms.bot;
1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1501 } 1488 }
1502 else 1489 else
1503 { /* get inserted into the stack above top */ 1490 {
1504 op->above = top->above; 1491 op->above = top->above;
1505
1506 if (op->above)
1507 op->above->below = op; 1492 top->above = op;
1508 1493
1509 op->below = top; 1494 op->below = top;
1510 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1496 }
1497 }
1512 1498
1513 if (op->above == NULL) 1499 if (op->is_player ())
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1500 {
1515 } /* else not INS_BELOW_ORIGINATOR */
1516
1517 if (op->type == PLAYER)
1518 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1502 ++op->map->players;
1503 op->map->touch ();
1504 }
1519 1505
1520 /* If we have a floor, we know the player, if any, will be above 1506 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1507
1522 */ 1508 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1509 //TODO: the floorbox prev/next might need updating
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 //esrv_send_item (pl, op);
1525 if (tmp->type == PLAYER) 1511 //TODO: update floorbox to preserve ordering
1526 tmp->contr->socket.update_look = 1; 1512 if (pl->contr->ns)
1513 pl->contr->ns->floorbox_update ();
1527 1514
1528 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1516 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1517 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1518 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1522 * of effect may be sufficient.
1536 */ 1523 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1538 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1539 1529
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1542 1532
1533 INVOKE_OBJECT (INSERT, op);
1534
1543 /* Don't know if moving this to the end will break anything. However, 1535 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1536 * we want to have floorbox_update called before calling this.
1545 * 1537 *
1546 * check_move_on() must be after this because code called from 1538 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1539 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1541 * update_object().
1550 */ 1542 */
1551 1543
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1554 { 1546 {
1555 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1556 return NULL; 1548 return 0;
1557 1549
1558 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1559 * walk on's. 1551 * walk on's.
1560 */ 1552 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1563 return NULL; 1555 return 0;
1564 } 1556 }
1565 1557
1566 return op; 1558 return op;
1567} 1559}
1568 1560
1569/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1572 */ 1564 */
1573void 1565void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1575{ 1567{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1582 1569
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1586 { 1572 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1573
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1593 1575
1594 tmp1->x = op->x; 1576 tmp->x = op->x;
1595 tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1580}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1581
1607object * 1582object *
1608get_split_ob (object *orig_ob, uint32 nr) 1583object::insert_at (object *where, object *originator, int flags)
1609{ 1584{
1610 object * 1585 if (where->env)
1611 newob; 1586 return where->env->insert (this);
1612 int 1587 else
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644} 1589}
1645 1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1611}
1612
1646/* 1613/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1650 * 1617 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1619 */
1620bool
1621object::decrease (sint32 nr)
1622{
1623 if (!nr)
1624 return true;
1653 1625
1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1654object * 1654object *
1655decrease_ob_nr (object *op, uint32 i) 1655object::split (sint32 nr)
1656{ 1656{
1657 object *tmp; 1657 int have = number_of ();
1658 player *pl;
1659 1658
1660 if (i == 0) /* objects with op->nrof require this check */ 1659 if (have < nr)
1661 return op; 1660 return 0;
1662 1661 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1662 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1663 remove ();
1703 op->nrof = 0; 1664 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1665 }
1710 else 1666 else
1711 { 1667 {
1712 object *above = op->above; 1668 decrease (nr);
1713 1669
1714 if (i < op->nrof) 1670 object *op = deep_clone ();
1715 op->nrof -= i; 1671 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1672 return op;
1735 else
1736 { 1673 }
1737 free_object (op); 1674}
1675
1676object *
1677insert_ob_in_ob (object *op, object *where)
1678{
1679 if (!where)
1680 {
1681 char *dump = dump_object (op);
1682 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1683 free (dump);
1738 return NULL; 1684 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1685 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1686
1755 op->carrying += weight; 1687 if (where->head_ () != where)
1756 op = op->env;
1757 } 1688 {
1758} 1689 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1690 where = where->head;
1691 }
1759 1692
1693 return where->insert (op);
1694}
1695
1760/* 1696/*
1761 * insert_ob_in_ob(op,environment): 1697 * env->insert (op)
1762 * This function inserts the object op in the linked list 1698 * This function inserts the object op in the linked list
1763 * inside the object environment. 1699 * inside the object environment.
1764 * 1700 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1701 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1702 * be != op, if items are merged. -Tero
1772 */ 1703 */
1773
1774object * 1704object *
1775insert_ob_in_ob (object *op, object *where) 1705object::insert (object *op)
1776{ 1706{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1707 if (op->more)
1802 { 1708 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1710 return op;
1805 } 1711 }
1806 1712
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1713 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1809 if (op->nrof) 1717 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1719 if (object::can_merge (tmp, op))
1813 { 1720 {
1814 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1816 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1728
1818 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1819 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1731
1820 add_weight (where, op->weight * op->nrof); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1733
1822 free_object (op); /* free the inserted object */ 1734 op->destroy ();
1823 op = tmp; 1735 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1736 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1737 }
1828 1738
1829 /* I assume combined objects have no inventory 1739 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1740 op->map = 0;
1848 op->env = where; 1741 op->x = 0;
1742 op->y = 0;
1743
1849 op->above = NULL; 1744 op->above = 0;
1850 op->below = NULL; 1745 op->below = inv;
1851 op->x = 0, op->y = 0; 1746 op->env = this;
1852 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1853 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1762 if (op->glow_radius && is_on_map ())
1855 {
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 } 1763 {
1862 1764 update_stats ();
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1765 update_all_los (map, x, y);
1864 * It sure simplifies this function...
1865 */
1866 if (where->inv == NULL)
1867 where->inv = op;
1868 else
1869 { 1766 }
1870 op->below = where->inv; 1767 else if (is_player ())
1871 op->below->above = op; 1768 // if this is a player's inventory, update stats
1872 where->inv = op; 1769 contr->queue_stats_update ();
1873 } 1770
1771 INVOKE_OBJECT (INSERT, this);
1772
1874 return op; 1773 return op;
1875} 1774}
1876 1775
1877/* 1776/*
1878 * Checks if any objects has a move_type that matches objects 1777 * Checks if any objects has a move_type that matches objects
1892 * 1791 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1794 * on top.
1896 */ 1795 */
1897
1898int 1796int
1899check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1900{ 1798{
1901 object * 1799 if (op->flag [FLAG_NO_APPLY])
1902 tmp;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y;
1909
1910 MoveType
1911 move_on,
1912 move_slow,
1913 move_block;
1914
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1800 return 0;
1917 1801
1918 tag = op->count; 1802 object *tmp;
1803 maptile *m = op->map;
1804 int x = op->x, y = op->y;
1919 1805
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1806 mapspace &ms = m->at (x, y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1807
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1808 ms.update ();
1809
1810 MoveType move_on = ms.move_on;
1811 MoveType move_slow = ms.move_slow;
1812 MoveType move_block = ms.move_block;
1923 1813
1924 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1925 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1926 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1927 * as walking. 1817 * as walking.
1938 return 0; 1828 return 0;
1939 1829
1940 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1942 */ 1832 */
1943 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1945 {
1946 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them.
1949 */
1950 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1951 break;
1952 } 1834 {
1835 next = tmp->below;
1953 1836
1954 for (; tmp; tmp = tmp->below)
1955 {
1956 if (tmp == op) 1837 if (tmp == op)
1957 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1958 1839
1959 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1960 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1961 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1962 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1963 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1964 */ 1845 */
1965 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1966 { 1847 {
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1850 {
1970
1971 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1852
1974 if (op->type == PLAYER) 1853 if (op->is_player ())
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1856 diff /= 4.0;
1978 1857
1979 op->speed_left -= diff; 1858 op->speed_left -= diff;
1980 } 1859 }
1981 } 1860 }
1982 1861
1983 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1987 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1988 1872
1989 if (was_destroyed (op, tag)) 1873 if (op->destroyed ())
1990 return 1; 1874 return 1;
1991 1875
1992 /* what the person/creature stepped onto has moved the object 1876 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1877 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1878 * have a feeling strange problems would result.
2004/* 1888/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2008 */ 1892 */
2009
2010object * 1893object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1895{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
2017 { 1897 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1899 return NULL;
2020 } 1900 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1901
2022 if (tmp->arch == at) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch->archname == at->archname)
2023 return tmp; 1904 return tmp;
1905
2024 return NULL; 1906 return NULL;
2025} 1907}
2026 1908
2027/* 1909/*
2028 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2031 */ 1913 */
2032
2033object * 1914object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1915present (unsigned char type, maptile *m, int x, int y)
2035{ 1916{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1917 if (out_of_map (m, x, y))
2040 { 1918 {
2041 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1920 return NULL;
2043 } 1921 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1924 if (tmp->type == type)
2046 return tmp; 1925 return tmp;
1926
2047 return NULL; 1927 return NULL;
2048} 1928}
2049 1929
2050/* 1930/*
2051 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2054 */ 1934 */
2055
2056object * 1935object *
2057present_in_ob (unsigned char type, const object *op) 1936present_in_ob (unsigned char type, const object *op)
2058{ 1937{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1939 if (tmp->type == type)
2064 return tmp; 1940 return tmp;
1941
2065 return NULL; 1942 return NULL;
2066} 1943}
2067 1944
2068/* 1945/*
2069 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1954 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1955 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1956 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1957 * to be unique.
2081 */ 1958 */
2082
2083object * 1959object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1960present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1961{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1964 return tmp;
2093 } 1965
2094 return NULL; 1966 return 0;
2095} 1967}
2096 1968
2097/* 1969/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2101 */ 1973 */
2102
2103object * 1974object *
2104present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
2105{ 1976{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
2111 return tmp; 1979 return tmp;
1980
2112 return NULL; 1981 return NULL;
2113} 1982}
2114 1983
2115/* 1984/*
2116 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2117 */ 1986 */
2118void 1987void
2119flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
2120{ 1989{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1991 {
2127 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
2128 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
2129 } 1994 }
2130} /* 1995}
1996
1997/*
2131 * desactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
2132 */ 1999 */
2133void 2000void
2134unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
2135{ 2002{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 2004 {
2142 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
2143 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
2144 } 2007 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 2008}
2160 2009
2161/* 2010/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 2012 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 2015 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 2016 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 2017 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2018 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 2019 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 2021 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 2022 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 2023 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 2024 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 2025 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 2026 * customized, changed states, etc.
2181 */ 2027 */
2182
2183int 2028int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2030{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2032 int index = 0, flag;
2191 2033
2192 for (i = start; i < stop; i++) 2034 for (int i = start; i < stop; i++)
2193 { 2035 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2036 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2196 altern[index++] = i; 2052 altern [index++] = i;
2053 continue;
2054 }
2197 2055
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2057 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2058 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2059 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2060 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2205 */ 2063 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2207 stop = maxfree[i]; 2066 stop = maxfree[i];
2067 continue;
2068 }
2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2208 } 2080 }
2081
2209 if (!index) 2082 if (!index)
2210 return -1; 2083 return -1;
2084
2211 return altern[RANDOM () % index]; 2085 return altern [rndm (index)];
2212} 2086}
2213 2087
2214/* 2088/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2089 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2090 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2091 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2092 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2093 */
2220
2221int 2094int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2096{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2097 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2099 return i;
2231 } 2100
2232 return -1; 2101 return -1;
2233} 2102}
2234 2103
2235/* 2104/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2105 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2106 * arr[begin..end-1].
2107 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2108 */
2239static void 2109static void
2240permute (int *arr, int begin, int end) 2110permute (int *arr, int begin, int end)
2241{ 2111{
2242 int 2112 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2113 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2114
2253 tmp = arr[i]; 2115 while (--end)
2254 arr[i] = arr[j]; 2116 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2117}
2258 2118
2259/* new function to make monster searching more efficient, and effective! 2119/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2120 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2121 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2124 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2125 */
2266void 2126void
2267get_search_arr (int *search_arr) 2127get_search_arr (int *search_arr)
2268{ 2128{
2269 int 2129 int i;
2270 i;
2271 2130
2272 for (i = 0; i < SIZEOFFREE; i++) 2131 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2132 search_arr[i] = i;
2275 }
2276 2133
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2134 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2135 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2136 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2137}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2146 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2147 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2148 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2149 * there is capable of.
2293 */ 2150 */
2294
2295int 2151int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2153{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2301
2302 sint16 nx, ny;
2303 object *
2304 tmp;
2305 mapstruct *
2306 mp;
2307
2308 MoveType blocked, move_type; 2155 MoveType move_type;
2309 2156
2310 if (exclude && exclude->head) 2157 if (exclude && exclude->head_ () != exclude)
2311 { 2158 {
2312 exclude = exclude->head; 2159 exclude = exclude->head;
2313 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2314 } 2161 }
2315 else 2162 else
2316 { 2163 {
2317 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2318 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2319 } 2166 }
2320 2167
2321 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2322 { 2169 {
2323 mp = m; 2170 mapxy pos (m, x, y);
2324 nx = x + freearr_x[i]; 2171 pos.move (i);
2325 ny = y + freearr_y[i];
2326 2172
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2328 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2174 max = maxfree[i];
2331 }
2332 else 2175 else
2333 { 2176 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2177 mapspace &ms = *pos;
2335 2178
2336 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2180 max = maxfree [i];
2181 else if (ms.flags () & P_IS_ALIVE)
2337 { 2182 {
2338 max = maxfree[i]; 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2339 } 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2340 else if (mflags & P_IS_ALIVE) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2341 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2343 {
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break;
2347 }
2348 }
2349 if (tmp)
2350 {
2351 return freedir[i]; 2186 return freedir [i];
2352 }
2353 } 2187 }
2354 } 2188 }
2355 } 2189 }
2190
2356 return 0; 2191 return 0;
2357} 2192}
2358 2193
2359/* 2194/*
2360 * distance(object 1, object 2) will return the square of the 2195 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2196 * distance between the two given objects.
2362 */ 2197 */
2363
2364int 2198int
2365distance (const object *ob1, const object *ob2) 2199distance (const object *ob1, const object *ob2)
2366{ 2200{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2202}
2373 2203
2374/* 2204/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2376 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2377 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2378 */ 2208 */
2379
2380int 2209int
2381find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2382{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2383 int 2255 int q;
2384 q;
2385 2256
2386 if (y) 2257 if (y)
2387 q = x * 100 / y; 2258 q = 128 * x / y;
2388 else if (x) 2259 else if (x)
2389 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2390 else 2261 else
2391 return 0; 2262 return 0;
2392 2263
2393 if (y > 0) 2264 if (y > 0)
2394 { 2265 {
2395 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2396 return 3; 2271 return 3;
2397 if (q < -41) 2272 }
2398 return 2; 2273 else
2399 if (q < 41) 2274 {
2400 return 1; 2275 if (q < -309) return 3;
2401 if (q < 242) 2276 if (q < -52) return 2;
2402 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2403 return 7; 2280 return 7;
2404 } 2281 }
2405 2282#endif
2406 if (q < -242)
2407 return 7;
2408 if (q < -41)
2409 return 6;
2410 if (q < 41)
2411 return 5;
2412 if (q < 242)
2413 return 4;
2414
2415 return 3;
2416}
2417
2418/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432} 2283}
2433 2284
2434/* 2285/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2288 */
2438
2439int 2289int
2440dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2441{ 2291{
2442 int
2443 d;
2444
2445 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2446 if (d > 4) 2293
2447 d = 8 - d; 2294 return d > 4 ? 8 - d : d;
2448 return d;
2449} 2295}
2450 2296
2451/* peterm: 2297/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2455 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2304 * functions.
2459 */ 2305 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2359 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2360 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2361 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2362 * Modified to be map tile aware -.MSW
2519 */ 2363 */
2520
2521
2522int 2364int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2365can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2366{
2525 sint16 dx, dy; 2367 sint16 dx, dy;
2526 int
2527 mflags; 2368 int mflags;
2528 2369
2529 if (dir < 0) 2370 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2371 return 0; /* exit condition: invalid direction */
2531 2372
2532 dx = x + freearr_x[dir]; 2373 dx = x + freearr_x[dir];
2545 return 0; 2386 return 0;
2546 2387
2547 /* yes, can see. */ 2388 /* yes, can see. */
2548 if (dir < 9) 2389 if (dir < 9)
2549 return 1; 2390 return 1;
2391
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2392 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2393 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2394 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2395}
2553
2554
2555 2396
2556/* 2397/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2398 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2399 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2400 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2402 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2403 * core dumps if they do.
2563 * 2404 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2406 */
2566
2567int 2407int
2568can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2569{ 2409{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2573} 2413}
2574
2575 2414
2576/* 2415/*
2577 * create clone from object to another 2416 * create clone from object to another
2578 */ 2417 */
2579object * 2418object *
2580object_create_clone (object *asrc) 2419object::deep_clone ()
2581{ 2420{
2582 object * 2421 assert (("deep_clone called on non-head object", is_head ()));
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584 2422
2585 if (!asrc) 2423 object *dst = clone ();
2586 return NULL;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590 2424
2591 prev = NULL; 2425 object *prev = dst;
2592 for (part = src; part; part = part->more) 2426 for (object *part = this->more; part; part = part->more)
2593 { 2427 {
2594 tmp = get_object (); 2428 object *tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x;
2597 tmp->y -= src->y;
2598 if (!part->head)
2599 {
2600 dst = tmp;
2601 tmp->head = NULL;
2602 }
2603 else
2604 {
2605 tmp->head = dst; 2429 tmp->head = dst;
2606 }
2607 tmp->more = NULL;
2608 if (prev)
2609 prev->more = tmp; 2430 prev->more = tmp;
2610 prev = tmp; 2431 prev = tmp;
2611 } 2432 }
2612 2433
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2434 for (object *item = inv; item; item = item->below)
2615 { 2435 insert_ob_in_ob (item->deep_clone (), dst);
2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2436
2619 return dst; 2437 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2438}
2676 2439
2677/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2441 * has the same type and subtype match.
2679 * returns NULL if no match. 2442 * returns NULL if no match.
2680 */ 2443 */
2681object * 2444object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2446{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2449 return tmp;
2690 2450
2691 return NULL;
2692}
2693
2694/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL.
2696 *
2697 * key must be a passed in shared string - otherwise, this won't
2698 * do the desired thing.
2699 */
2700key_value *
2701get_ob_key_link (const object *ob, const char *key)
2702{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2708 if (link->key == key)
2709 {
2710 return link;
2711 }
2712 }
2713
2714 return NULL;
2715}
2716
2717/*
2718 * Returns the value of op has an extra_field for key, or NULL.
2719 *
2720 * The argument doesn't need to be a shared string.
2721 *
2722 * The returned string is shared.
2723 */
2724const char *
2725get_ob_key_value (const object *op, const char *const key)
2726{
2727 key_value *link;
2728 shstr_cmp canonical_key (key);
2729
2730 if (!canonical_key)
2731 {
2732 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field.
2736 */
2737 return 0;
2738 }
2739
2740 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead.
2742 */
2743 for (link = op->key_values; link; link = link->next)
2744 if (link->key == canonical_key)
2745 return link->value;
2746
2747 return 0; 2451 return 0;
2748} 2452}
2749 2453
2750 2454/* Zero the key_values on op, decrementing the shared-string
2751/* 2455 * refcounts and freeing the links.
2752 * Updates the canonical_key in op to value.
2753 * 2456 */
2754 * canonical_key is a shared string (value doesn't have to be). 2457void
2755 * 2458key_values::clear ()
2756 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2757 * keys.
2758 *
2759 * Returns TRUE on success.
2760 */
2761int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2459{
2764 key_value * 2460 for (key_value *kvp = first; kvp; )
2765 field = NULL, *last = NULL; 2461 {
2766 2462 key_value *next = kvp->next;
2767 for (field = op->key_values; field != NULL; field = field->next) 2463 delete kvp;
2464 kvp = next;
2768 { 2465 }
2769 if (field->key != canonical_key) 2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2473 for (key_value *kv = first; kv; kv = kv->next)
2474 if (kv->key == key)
2475 return kv->value;
2476
2477 return shstr ();
2478}
2479
2480void
2481key_values::add (shstr_tmp key, shstr_tmp value)
2482{
2483 key_value *kv = new key_value;
2484
2485 kv->next = first;
2486 kv->key = key;
2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2495 for (key_value *kv = first; kv; kv = kv->next)
2496 if (kv->key == key)
2770 { 2497 {
2771 last = field; 2498 kv->value = value;
2772 continue; 2499 return;
2773 } 2500 }
2774 2501
2775 if (value) 2502 add (key, value);
2776 field->value = value; 2503}
2777 else 2504
2505void
2506key_values::del (shstr_tmp key)
2507{
2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 if ((*kvp)->key == key)
2778 { 2510 {
2779 /* Basically, if the archetype has this key set, 2511 key_value *kv = *kvp;
2780 * we need to store the null value so when we save 2512 *kvp = (*kvp)->next;
2781 * it, we save the empty value so that when we load, 2513 delete kv;
2782 * we get this value back again. 2514 return;
2783 */
2784 if (get_ob_key_link (&op->arch->clone, canonical_key))
2785 field->value = 0;
2786 else
2787 {
2788 if (last)
2789 last->next = field->next;
2790 else
2791 op->key_values = field->next;
2792
2793 delete field;
2794 }
2795 } 2515 }
2796 return TRUE; 2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2797 } 2525 {
2798 /* IF we get here, key doesn't exist */ 2526 key_value *node = head;
2799 2527 head = head->next;
2800 /* No field, we'll have to add it. */ 2528 node->next = prev;
2801 2529 prev = node;
2802 if (!add_key)
2803 { 2530 }
2804 return FALSE;
2805 }
2806 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings,
2810 * should pass in ""
2811 */
2812 if (value == NULL)
2813 return TRUE;
2814 2531
2815 field = new key_value; 2532 first = prev;
2816
2817 field->key = canonical_key;
2818 field->value = value;
2819 /* Usual prepend-addition. */
2820 field->next = op->key_values;
2821 op->key_values = field;
2822
2823 return TRUE;
2824} 2533}
2825 2534
2826/* 2535key_values &
2827 * Updates the key in op to value. 2536key_values::operator =(const key_values &kv)
2828 *
2829 * If add_key is FALSE, this will only update existing keys,
2830 * and not add new ones.
2831 * In general, should be little reason FALSE is ever passed in for add_key
2832 *
2833 * Returns TRUE on success.
2834 */
2835int
2836set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2837{ 2537{
2838 shstr key_ (key); 2538 clear ();
2839 2539
2840 return set_ob_key_value_s (op, key_, value, add_key); 2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2841} 2544}
2842 2545
2843object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2844: iterator_base (container) 2547: iterator_base (container)
2845{ 2548{
2859 } 2562 }
2860 else 2563 else
2861 item = item->env; 2564 item = item->env;
2862} 2565}
2863 2566
2567const char *
2568object::flag_desc (char *desc, int len) const
2569{
2570 char *p = desc;
2571 bool first = true;
2572
2573 *p = 0;
2574
2575 for (int i = 0; i < NUM_FLAGS; i++)
2576 {
2577 if (len <= 10) // magic constant!
2578 {
2579 snprintf (p, len, ",...");
2580 break;
2581 }
2582
2583 if (flag [i])
2584 {
2585 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2586 len -= cnt;
2587 p += cnt;
2588 first = false;
2589 }
2590 }
2591
2592 return desc;
2593}
2594
2864// return a suitable string describing an objetc in enough detail to find it 2595// return a suitable string describing an object in enough detail to find it
2865const char * 2596const char *
2866object::debug_desc (char *info) const 2597object::debug_desc (char *info) const
2867{ 2598{
2599 char flagdesc[512];
2868 char info2[256 * 3]; 2600 char info2[256 * 4];
2869 char *p = info; 2601 char *p = info;
2870 2602
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2872 count, 2604 count,
2605 uuid.c_str (),
2873 &name, 2606 &name,
2874 title ? " " : "", 2607 title ? ",title:\"" : "",
2875 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2610 flag_desc (flagdesc, 512), type);
2876 2611
2877 if (env) 2612 if (!flag[FLAG_REMOVED] && env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2614
2880 if (map) 2615 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2616 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2617
2883 return info; 2618 return info;
2884} 2619}
2885 2620
2886const char * 2621const char *
2887object::debug_desc () const 2622object::debug_desc () const
2888{ 2623{
2889 static char info[256 * 3]; 2624 static char info[3][256 * 4];
2625 static int info_idx;
2626
2890 return debug_desc (info); 2627 return debug_desc (info [++info_idx % 3]);
2891} 2628}
2892 2629
2630struct region *
2631object::region () const
2632{
2633 return map ? map->region (x, y)
2634 : region::default_region ();
2635}
2636
2637void
2638object::open_container (object *new_container)
2639{
2640 if (container == new_container)
2641 return;
2642
2643 object *old_container = container;
2644
2645 if (old_container)
2646 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return;
2649
2650#if 0
2651 // remove the "Close old_container" object.
2652 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON)
2654 closer->destroy ();
2655#endif
2656
2657 // make sure the container is available
2658 esrv_send_item (this, old_container);
2659
2660 old_container->flag [FLAG_APPLIED] = false;
2661 container = 0;
2662
2663 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2667 play_sound (sound_find ("chest_close"));
2668 }
2669
2670 if (new_container)
2671 {
2672 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2673 return;
2674
2675 // TODO: this does not seem to serve any purpose anymore?
2676#if 0
2677 // insert the "Close Container" object.
2678 if (archetype *closer = new_container->other_arch)
2679 {
2680 object *closer = new_container->other_arch->instance ();
2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2682 new_container->insert (closer);
2683 }
2684#endif
2685
2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2687
2688 // make sure the container is available, client bug requires this to be separate
2689 esrv_send_item (this, new_container);
2690
2691 new_container->flag [FLAG_APPLIED] = true;
2692 container = new_container;
2693
2694 // client needs flag change
2695 esrv_update_item (UPD_FLAGS, this, new_container);
2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699// else if (!old_container->env && contr && contr->ns)
2700// contr->ns->floorbox_reset ();
2701}
2702
2703object *
2704object::force_find (shstr_tmp name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716//-GPL
2717
2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2728object::force_add (shstr_tmp name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = archetype::get (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->force_set_timer (duration);
2737 force->flag [FLAG_APPLIED] = true;
2738
2739 return insert (force);
2740}
2741
2742void
2743object::play_sound (faceidx sound) const
2744{
2745 if (!sound)
2746 return;
2747
2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2773 return;
2774
2775 // find old force, or create new one
2776 object *force = force_find (shstr_noise_force);
2777
2778 if (force)
2779 force->speed_left = -1.f; // patch old speed up
2780 else
2781 {
2782 force = archetype::get (shstr_noise_force);
2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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