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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.350 by root, Sun May 8 12:40:41 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
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
55static void 95static void
56write_uuid (void) 96write_uuid (uval64 skip, bool sync)
57{ 97{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
59 99 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 102 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
82 113
83 FILE *fp; 114 FILE *fp;
84 115
85 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
86 { 117 {
87 if (errno == ENOENT) 118 if (errno == ENOENT)
88 { 119 {
89 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 121 UUID::cur.seq = 0;
91 write_uuid (); 122 write_uuid (UUID_GAP, true);
92 return; 123 return;
93 } 124 }
94 125
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 127 _exit (1);
97 } 128 }
98 129
99 int version; 130 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 131 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
102 { 135 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 137 _exit (1);
105 } 138 }
106 139
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
110 fclose (fp); 143 fclose (fp);
111} 144}
112 145
113UUID 146UUID
114gen_uuid () 147UUID::gen ()
115{ 148{
116 UUID uid; 149 UUID uid;
117 150
118 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
119 152
120 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
122 159
123 return uid; 160 return uid;
124} 161}
125 162
126void 163void
127init_uuid () 164UUID::init ()
128{ 165{
129 read_uuid (); 166 read_uuid ();
130} 167}
131 168
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
132/* 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. */
133static int 235static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
135{ 237{
136 key_value *wants_field;
137
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
141 */ 241 */
142 242
143 /* For each field in wants, */ 243 /* For each field in wants, */
144 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)
145 { 245 if (has->kv.get (kv->key) != kv->value)
146 key_value *has_field; 246 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 247
167 /* 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. */
168 return TRUE; 249 return true;
169} 250}
170 251
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 253static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 255{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
177 */ 258 */
178 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);
179} 261}
180 262
181/* 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
182 * they can be merged together. 264 * they can be merged together.
183 * 265 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
187 * 269 *
188 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
189 * 271 *
190 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
191 * check weight 273 * check weight
192 */ 274 */
193
194bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
195{ 276{
196 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
197 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)
198 return 0; 284 return 0;
199 285
200 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)
201 return 0; 289 return 0;
202 290
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 295 * flags lose any meaning.
215 */ 296 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
218 299
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
221 302
222 303 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 304 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 307 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 308 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
243 (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
244 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
253 return 0; 328 return 0;
254 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
255 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
257 */ 339 */
258 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
259 { 341 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
266 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 */
267 350
268 /* 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
269 * if it is valid. 352 * if it is valid.
270 */ 353 */
271 } 354 }
272 355
273 /* 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,
274 * 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
275 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
276 */ 359 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 361 return 0;
279 362
280 /* 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
281 * 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
282 * check? 365 * check?
283 */ 366 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 368 return 0;
286 369
287 switch (ob1->type) 370 switch (ob1->type)
288 { 371 {
289 case SCROLL: 372 case SCROLL:
290 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
291 return 0; 374 return 0;
292 break; 375 break;
293 } 376 }
294 377
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 379 {
297 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* 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))
300 return 0; 385 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 386 }
304 387
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
307 { 389 {
308 ob1->optimise (); 390 ob1->optimise ();
309 ob2->optimise (); 391 ob2->optimise ();
310 392
311 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)
312 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 }
313 } 407 }
314 408
315 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
316 return 1; 410 return 1;
317} 411}
318 412
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
323 */ 488 */
324long 489void
325sum_weight (object *op) 490object::update_weight ()
326{ 491{
327 long sum; 492 sint32 sum = 0;
328 object *inv;
329 493
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 495 {
496 op->update_weight ();
336 497
337 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
339 500
340 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
341 op->carrying = sum; 507 carrying = sum;
342 508
343 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
344} 513}
345 514
346/** 515/*
347 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 517 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 518char *
380dump_object (object *op) 519dump_object (object *op)
381{ 520{
382 if (!op) 521 if (!op)
383 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
384 523
385 object_freezer freezer; 524 object_freezer freezer;
386 save_object (freezer, op, 3); 525 op->write (freezer);
387 return freezer.as_string (); 526 return freezer.as_string ();
388} 527}
389 528
390/* 529char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 531{
399 object *tmp, *closest; 532 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 533}
409 534
410/* 535/*
411 * 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.
412 */ 538 */
413
414object * 539object *
415find_object (tag_t i) 540find_object (tag_t i)
416{ 541{
417 object *op; 542 for_all_objects (op)
418
419 for (op = object::first; op != NULL; op = op->next)
420 if (op->count == i) 543 if (op->count == i)
421 break;
422
423 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;
424} 562}
425 563
426/* 564/*
427 * 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.
428 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
430 */ 568 */
431
432object * 569object *
433find_object_name (const char *str) 570find_object_name (const char *str)
434{ 571{
435 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
436 object *op;
437 573
438 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
439 if (op->name == str_) 576 if (op->name == str_)
440 break; 577 return op;
441 578
442 return op; 579 return 0;
443}
444
445void
446free_all_object_data ()
447{
448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
449} 580}
450 581
451/* 582/*
452 * 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
453 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
454 */ 586 */
455void 587void
456object::set_owner (object *owner) 588object::set_owner (object *owner)
457{ 589{
590 // allow objects which own objects
458 if (!owner) 591 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 592 while (owner->owner)
469 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 }
470 600
471 this->owner = owner; 601 this->owner = owner;
472} 602}
473 603
474/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links.
476 */
477static void
478free_key_values (object *op)
479{
480 for (key_value *i = op->key_values; i != 0;)
481 {
482 key_value *next = i->next;
483 delete i;
484
485 i = next;
486 }
487
488 op->key_values = 0;
489}
490
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 604/*
543 * copy object first frees everything allocated by the second object, 605 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
546 * 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,
547 * 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
548 * will point at garbage. 610 * will point at garbage.
549 */ 611 */
550void 612void
551copy_object (object *op2, object *op) 613object::copy_to (object *dst)
552{ 614{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
555 617
556 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
557 620
558 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
559 SET_FLAG (op, FLAG_FREED); 622 dst->activate ();
560 if (is_removed) 623}
561 SET_FLAG (op, FLAG_REMOVED);
562 624
563 if (op2->speed < 0) 625void
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
565 630
566 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
567 if (op2->key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
568 { 633 speed_left = - speed - rndm (); // TODO animation
569 key_value *tail = 0; 634 else
570 key_value *i; 635 speed_left = -1.;
571 636
572 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;
573 645
574 for (i = op2->key_values; i; i = i->next) 646 attachable::instantiate ();
575 { 647}
576 key_value *new_link = new key_value;
577 648
578 new_link->next = 0; 649object *
579 new_link->key = i->key; 650object::clone ()
580 new_link->value = i->value; 651{
652 object *neu = create ();
653 copy_to (neu);
581 654
582 /* Try and be clever here, too. */ 655 // TODO: unclean state changes, should not be done in clone AND instantiate
583 if (!op->key_values) 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
584 { 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
585 op->key_values = new_link;
586 tail = new_link;
587 }
588 else
589 {
590 tail->next = new_link;
591 tail = new_link;
592 }
593 }
594 }
595 658
596 update_ob_speed (op); 659 neu->map = map; // not copied by copy_to
660 return neu;
597} 661}
598 662
599/* 663/*
600 * 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
601 * 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
602 * 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.
603 */ 667 */
604
605void 668void
606update_turn_face (object *op) 669update_turn_face (object *op)
607{ 670{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
609 return; 672 return;
673
610 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
612} 676}
613 677
614/* 678/*
615 * 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
616 * 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.
617 * 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.
618 */ 682 */
619void 683void
620update_ob_speed (object *op) 684object::set_speed (float speed)
621{ 685{
622 extern int arch_init; 686 this->speed = speed;
623 687
624 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
625 * since they never really need to be updated. 689 activate ();
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
647 /* process_events() expects us to insert the object at the beginning
648 * of the list. */
649 op->active_next = active_objects;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = op;
653
654 active_objects = op;
655 }
656 else 690 else
657 { 691 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 692}
681 693
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 694/*
714 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
716 * 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
717 * invisible object, etc...) 698 * invisible object, etc...)
718 * 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
719 * 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
720 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
721 * 702 *
722 * 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.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 704 * current action are:
728 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
730 * 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
731 * 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.
732 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
733 */ 710 */
734
735void 711void
736update_object (object *op, int action) 712update_object (object *op, int action)
737{ 713{
738 int update_now = 0, flags; 714 if (!op)
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL)
742 { 715 {
743 /* this should never happen */ 716 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
745 return; 718 return;
746 } 719 }
747 720
748 if (op->env != NULL) 721 if (!op->is_on_map ())
749 { 722 {
750 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
751 * to do in this case. 724 * to do in this case.
752 */ 725 */
753 return; 726 return;
754 } 727 }
755 728
756 /* If the map is saving, don't do anything as everything is
757 * going to get freed anyways.
758 */
759 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return;
761
762 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
763 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)
764 { 731 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 733#ifdef MANY_CORES
767 abort (); 734 abort ();
768#endif 735#endif
769 return; 736 return;
770 } 737 }
771 738
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 739 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 740
741 if (!(m.flags_ & P_UPTODATE))
742 m.update_up (); // nothing to do except copy up
779 if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
780 { 744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
783 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
785 update_now = 1;
786
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
794 update_now = 1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
795 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
796 if ((move_on | op->move_on) != move_on) 753 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 754 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 755 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* 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
803 * to have move_allow right now. 757 * have move_allow right now.
804 */ 758 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 760 m.invalidate ();
807 761#else
808 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
809 update_now = 1; 763 m.invalidate ();
764#endif
810 } 765 }
811 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 768 * that is being removed.
814 */ 769 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 771 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
819 else 774 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 776
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 777 if (op->more)
829 update_object (op->more, action); 778 update_object (op->more, action);
830} 779}
831 780
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object () 781object::object ()
857{ 782{
858 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
859 784
860 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
861 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
862} 788}
863 789
864object::~object () 790object::~object ()
865{ 791{
866 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
867} 795}
868 796
869void object::link () 797void object::link ()
870{ 798{
871 count = ++ob_count; 799 assert (!index);//D
872 uuid = gen_uuid (); 800 uuid = UUID::gen ();
873 801
874 prev = 0; 802 refcnt_inc ();
875 next = object::first; 803 objects.insert (this);
876 804
877 if (object::first) 805 ++create_count;
878 object::first->prev = this;
879 806
880 object::first = this;
881} 807}
882 808
883void object::unlink () 809void object::unlink ()
884{ 810{
885 if (this == object::first) 811 if (!index)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894}
895
896object *object::create ()
897{
898 object *op = new object;
899 op->link ();
900 return op;
901}
902
903/*
904 * free_object() frees everything allocated by an object, removes
905 * it from the list of used objects, and puts it on the list of
906 * free objects. The IS_FREED() flag is set in the object.
907 * The object must have been removed by remove_ob() first for
908 * this function to succeed.
909 *
910 * If destroy_inventory is set, free inventory as well. Else drop items in
911 * inventory to the ground.
912 */
913void object::destroy (bool destroy_inventory)
914{
915 if (QUERY_FLAG (this, FLAG_FREED))
916 return; 812 return;
917 813
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 814 ++destroy_count;
919 remove_friendly_object (this);
920 815
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 816 objects.erase (this);
922 remove_ob (this); 817 refcnt_dec ();
818}
923 819
924 SET_FLAG (this, FLAG_FREED); 820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
925 826
926 if (more) 827 if (has_active_speed ())
927 {
928 more->destroy (destroy_inventory);
929 more = 0;
930 } 828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
931 831
832 actives.insert (this);
833 }
834}
835
836void
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
932 if (inv) 894 if (!inv)
933 { 895 return;
896
934 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
936 * drop on that space. 899 * drop on that space.
937 */ 900 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 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 }
910 else
911 { /* Put objects in inventory onto this space */
912 while (inv)
939 { 913 {
940 object *op = inv; 914 object *op = inv;
941 915
942 while (op) 916 if (op->flag [FLAG_STARTEQUIP]
943 { 917 || op->flag [FLAG_NO_DROP]
944 object *tmp = op->below; 918 || op->type == RUNE
945 op->destroy (destroy_inventory); 919 || op->type == TRAP
946 op = tmp; 920 || op->flag [FLAG_IS_A_TEMPLATE]
947 } 921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
948 } 925 }
949 else 926 }
950 { /* Put objects in inventory onto this space */ 927}
951 object *op = inv;
952 928
953 while (op) 929/*
954 { 930 * Remove and free all objects in the inventory of the given object.
955 object *tmp = op->below; 931 * Unlike destroy_inv, this assumes the *this is destroyed as well
956 932 * well, so we can (and have to!) take shortcuts.
957 remove_ob (op); 933 */
958 934void
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 935object::destroy_inv_fast ()
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 936{
961 free_object (op); 937 while (object *op = inv)
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 } 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;
973 944
974 // clear those pointers that likely might have circular references to us 945 // then destroy
975 owner = 0; 946 op->destroy ();
976 enemy = 0; 947 }
977 attacked_by = 0; 948}
978 949
979 // only relevant for players(?), but make sure of it anyways 950void
980 contr = 0; 951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
981 957
982 /* Remove object from the active list */ 958 sfree ((char *)freelist, sizeof (object));
983 speed = 0;
984 update_ob_speed (this);
985 959
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
1010// special "grave" map used to store all removed objects
1011// till they can be destroyed - saves a lot of checks in the rest
1012// of the code
1013static struct freed_map
1014: maptile
1015{
1016 freed_map ()
1017 : maptile (3, 3)
1018 {
1019 path = "<freed objects map>";
1020 name = "/internal/freed_objects_map";
1021 no_drop = 1;
1022 no_reset = 1;
1023
1024 state = MAP_ACTIVE;
1025 }
1026
1027 ~freed_map ()
1028 {
1029 destroy ();
1030 }
1031} freed_map; // freed objects are moved here to avoid crashes
1032
1033void
1034object::do_destroy ()
1035{
1036 if (flag [FLAG_IS_LINKED])
1037 remove_link ();
1038
1039 if (flag [FLAG_FRIENDLY])
1040 remove_friendly_object (this);
1041
1042 remove ();
1043
1044 attachable::do_destroy ();
1045
1046 deactivate ();
986 unlink (); 1047 unlink ();
987 1048
988 mortals.push_back (this); 1049 flag [FLAG_FREED] = 1;
989}
990 1050
991/* 1051 // hack to ensure that freed objects still have a valid map
992 * sub_weight() recursively (outwards) subtracts a number from the 1052 map = &freed_map;
993 * weight of an object (and what is carried by it's environment(s)). 1053 x = 1;
994 */ 1054 y = 1;
995 1055
996void 1056 if (more)
997sub_weight (object *op, signed long weight)
998{
999 while (op != NULL)
1000 {
1001 if (op->type == CONTAINER)
1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1003
1004 op->carrying -= weight;
1005 op = op->env;
1006 } 1057 {
1007} 1058 more->destroy ();
1059 more = 0;
1060 }
1008 1061
1009/* remove_ob(op): 1062 head = 0;
1063
1064 // clear those pointers that likely might cause circular references
1065 owner = 0;
1066 enemy = 0;
1067 attacked_by = 0;
1068 current_weapon = 0;
1069}
1070
1071void
1072object::destroy ()
1073{
1074 if (destroyed ())
1075 return;
1076
1077 if (!is_head () && !head->destroyed ())
1078 {
1079 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1080 head->destroy ();
1081 return;
1082 }
1083
1084 destroy_inv_fast ();
1085
1086 if (is_head ())
1087 if (sound_destroy)
1088 play_sound (sound_destroy);
1089 else if (flag [FLAG_MONSTER])
1090 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1091
1092 attachable::destroy ();
1093}
1094
1095/* op->remove ():
1010 * This function removes the object op from the linked list of objects 1096 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 1097 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 1098 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 1099 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 1100 * the previous environment.
1015 * Beware: This function is called from the editor as well!
1016 */ 1101 */
1017
1018void 1102void
1019remove_ob (object *op) 1103object::do_remove ()
1020{ 1104{
1021 object *tmp, *last = 0; 1105 if (flag [FLAG_REMOVED])
1022 object *otmp;
1023
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1030 return; 1106 return;
1031 1107
1032 SET_FLAG (op, FLAG_REMOVED); 1108 INVOKE_OBJECT (REMOVE, this);
1033 1109
1034 if (op->more != NULL) 1110 flag [FLAG_REMOVED] = true;
1035 remove_ob (op->more); 1111
1112 if (more)
1113 more->remove ();
1036 1114
1037 /* 1115 /*
1038 * In this case, the object to be removed is in someones 1116 * In this case, the object to be removed is in someones
1039 * inventory. 1117 * inventory.
1040 */ 1118 */
1041 if (op->env != NULL) 1119 if (env)
1042 { 1120 {
1043 if (op->nrof) 1121 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1044 sub_weight (op->env, op->weight * op->nrof); 1122 if (object *pl = visible_to ())
1045 else 1123 esrv_del_item (pl->contr, count);
1046 sub_weight (op->env, op->weight + op->carrying); 1124 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1047 1125
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1126 adjust_weight (env, total_weight (), 0);
1049 * made to players inventory. If set, avoiding the call
1050 * to save cpu time.
1051 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp);
1054 1127
1055 if (op->above != NULL) 1128 object *pl = in_player ();
1056 op->above->below = op->below;
1057 else
1058 op->env->inv = op->below;
1059
1060 if (op->below != NULL)
1061 op->below->above = op->above;
1062 1129
1063 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1066 */ 1133 */
1067 op->x = op->env->x, op->y = op->env->y;
1068 op->map = op->env->map; 1134 map = env->map;
1069 op->above = NULL, op->below = NULL;
1070 op->env = NULL;
1071 }
1072 else if (op->map)
1073 {
1074 x = op->x; 1135 x = env->x;
1075 y = op->y; 1136 y = env->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077 1137
1078 if (!m) 1138 // make sure cmov optimisation is applicable
1139 *(above ? &above->below : &env->inv) = below;
1140 *(below ? &below->above : &above ) = above; // &above is just a dummy
1141
1142 above = 0;
1143 below = 0;
1144 env = 0;
1145
1146 if (pl && pl->is_player ())
1079 { 1147 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1148 if (expect_false (pl->contr->combat_ob == this))
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */ 1149 {
1086 abort (); 1150 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1151 pl->contr->combat_ob = 0;
1152 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1153 }
1154
1155 if (expect_false (pl->contr->ranged_ob == this))
1156 {
1157 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1158 pl->contr->ranged_ob = 0;
1159 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1160 }
1161
1162 pl->contr->queue_stats_update ();
1163
1164 if (expect_false (glow_radius) && pl->is_on_map ())
1165 update_all_los (pl->map, pl->x, pl->y);
1087 } 1166 }
1167 }
1168 else if (map)
1169 {
1170 map->dirty = true;
1171 mapspace &ms = this->ms ();
1088 1172
1089 if (op->map != m) 1173 if (object *pl = ms.player ())
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */ 1174 {
1175 if (is_player ())
1176 {
1177 if (!flag [FLAG_WIZPASS])
1178 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1179
1180 // leaving a spot always closes any open container on the ground
1181 if (container && !container->env)
1182 // this causes spurious floorbox updates, but it ensures
1183 // that the CLOSE event is being sent.
1184 close_container ();
1185
1186 --map->players;
1187 map->touch ();
1188 }
1189 else if (pl->container_ () == this)
1190 {
1191 // removing a container should close it
1192 close_container ();
1193 }
1194 else
1195 esrv_del_item (pl->contr, count);
1196 }
1096 1197
1097 /* link the object above us */ 1198 /* link the object above us */
1098 if (op->above) 1199 // re-link, make sure compiler can easily use cmove
1099 op->above->below = op->below; 1200 *(above ? &above->below : &ms.top) = below;
1100 else 1201 *(below ? &below->above : &ms.bot) = above;
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1102 1202
1103 /* Relink the object below us, if there is one */ 1203 above = 0;
1104 if (op->below) 1204 below = 0;
1105 op->below->above = op->above; 1205
1106 else 1206 ms.invalidate ();
1207
1208 int check_walk_off = !flag [FLAG_NO_APPLY];
1209
1210 if (object *pl = ms.player ())
1107 { 1211 {
1108 /* Nothing below, which means we need to relink map object for this space 1212 if (pl->container_ () == this)
1109 * use translated coordinates in case some oddness with map tiling is 1213 /* If a container that the player is currently using somehow gets
1110 * evident 1214 * removed (most likely destroyed), update the player view
1215 * appropriately.
1111 */ 1216 */
1112 if (GET_MAP_OB (m, x, y) != op) 1217 pl->close_container ();
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122 1218
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1219 //TODO: the floorbox prev/next might need updating
1220 //esrv_del_item (pl->contr, count);
1221 //TODO: update floorbox to preserve ordering
1222 if (pl->contr->ns)
1223 pl->contr->ns->floorbox_update ();
1124 } 1224 }
1125 1225
1126 op->above = 0; 1226 if (check_walk_off)
1127 op->below = 0; 1227 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1128
1129 if (op->map->in_memory == MAP_SAVING)
1130 return;
1131
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 { 1228 {
1229 above = tmp->above;
1230
1136 /* No point updating the players look faces if he is the object 1231 /* No point updating the players look faces if he is the object
1137 * being removed. 1232 * being removed.
1138 */
1139
1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */ 1233 */
1146 if (tmp->container == op)
1147 {
1148 CLEAR_FLAG (op, FLAG_APPLIED);
1149 tmp->container = NULL;
1150 }
1151 1234
1152 tmp->contr->socket.update_look = 1;
1153 }
1154
1155 /* See if player moving off should effect something */ 1235 /* See if object moving off should effect something */
1156 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1236 if ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1237 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1159 {
1160 move_apply (tmp, op, NULL); 1238 move_apply (tmp, this, 0);
1161
1162 if (op->destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1239 }
1165 1240
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1241 if (affects_los ())
1167
1168 if (tmp->above == tmp)
1169 tmp->above = NULL;
1170
1171 last = tmp;
1172 }
1173
1174 /* last == NULL of there are no objects on this space */
1175 if (last == NULL)
1176 {
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else
1186 update_object (last, UP_OBJ_REMOVE);
1187
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1189 update_all_los (op->map, op->x, op->y); 1242 update_all_los (map, x, y);
1190 } 1243 }
1191} 1244}
1192 1245
1193/* 1246/*
1194 * merge_ob(op,top): 1247 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1255merge_ob (object *op, object *top)
1203{ 1256{
1204 if (!op->nrof) 1257 if (!op->nrof)
1205 return 0; 1258 return 0;
1206 1259
1207 if (top == NULL) 1260 if (!top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1261 for (top = op; top && top->above; top = top->above)
1262 ;
1209 1263
1210 for (; top != NULL; top = top->below) 1264 for (; top; top = top->below)
1211 { 1265 if (object::can_merge (op, top))
1212 if (top == op)
1213 continue;
1214 if (CAN_MERGE (op, top))
1215 { 1266 {
1216 top->nrof += op->nrof; 1267 top->nrof += op->nrof;
1217 1268
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1269 if (object *pl = top->visible_to ())
1219 op->weight = 0; /* Don't want any adjustements now */ 1270 esrv_update_item (UPD_NROF, pl, top);
1220 remove_ob (op); 1271
1221 free_object (op); 1272 op->weight = 0; // cancel the addition above
1273 op->carrying = 0; // must be 0 already
1274
1275 op->destroy ();
1276
1222 return top; 1277 return top;
1223 } 1278 }
1224 }
1225 1279
1226 return 0; 1280 return 0;
1227} 1281}
1228 1282
1283void
1284object::expand_tail ()
1285{
1286 if (more)
1287 return;
1288
1289 object *prev = this;
1290
1291 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1292 {
1293 object *op = at->instance ();
1294
1295 op->name = name;
1296 op->name_pl = name_pl;
1297 op->title = title;
1298
1299 op->head = this;
1300 prev->more = op;
1301
1302 prev = op;
1303 }
1304}
1305
1229/* 1306/*
1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1307 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1231 * job preparing multi-part monsters 1308 * job preparing multi-part monsters.
1232 */ 1309 */
1233object * 1310object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1311insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1312{
1236 object *tmp; 1313 op->remove ();
1237 1314
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1315 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1316 {
1243 tmp->x = x + tmp->arch->clone.x; 1317 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->clone.y; 1318 tmp->y = y + tmp->arch->y;
1245 } 1319 }
1246 1320
1247 return insert_ob_in_map (op, m, originator, flag); 1321 return insert_ob_in_map (op, m, originator, flag);
1248} 1322}
1249 1323
1262 * Passing 0 for flag gives proper default values, so flag really only needs 1336 * Passing 0 for flag gives proper default values, so flag really only needs
1263 * to be set if special handling is needed. 1337 * to be set if special handling is needed.
1264 * 1338 *
1265 * Return value: 1339 * Return value:
1266 * new object if 'op' was merged with other object 1340 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1341 * NULL if there was an error (destroyed, blocked etc.)
1268 * just 'op' otherwise 1342 * just 'op' otherwise
1269 */ 1343 */
1270
1271object * 1344object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1345insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1346{
1274 object *tmp, *top, *floor = NULL; 1347 op->remove ();
1275 sint16 x, y;
1276 1348
1277 if (QUERY_FLAG (op, FLAG_FREED)) 1349 if (m == &freed_map)//D TODO: remove soon
1278 { 1350 {//D
1279 LOG (llevError, "Trying to insert freed object!\n"); 1351 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1280 return NULL;
1281 } 1352 }//D
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290
1291 if (out_of_map (m, op->x, op->y))
1292 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1295#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted.
1299 */
1300 abort ();
1301#endif
1302 free (dump);
1303 return op;
1304 }
1305
1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1307 {
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343
1344 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1353
1346 /* Ideally, the caller figures this out. However, it complicates a lot 1354 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now 1355 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work 1356 * need extra work
1349 */ 1357 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y); 1358 maptile *newmap = m;
1351 x = op->x; 1359 if (!xy_normalise (newmap, op->x, op->y))
1352 y = op->y; 1360 {
1361 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1362 return 0;
1363 }
1364
1365 if (object *more = op->more)
1366 if (!insert_ob_in_map (more, m, originator, flag))
1367 return 0;
1368
1369 op->flag [FLAG_REMOVED] = false;
1370 op->env = 0;
1371 op->map = newmap;
1372
1373 mapspace &ms = op->ms ();
1353 1374
1354 /* this has to be done after we translate the coordinates. 1375 /* this has to be done after we translate the coordinates.
1355 */ 1376 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1377 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1378 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1379 if (object::can_merge (op, tmp))
1359 { 1380 {
1381 // TODO: we actually want to update tmp, not op,
1382 // but some caller surely breaks when we return tmp
1383 // from here :/
1360 op->nrof += tmp->nrof; 1384 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1385 tmp->destroy ();
1362 free_object (tmp);
1363 } 1386 }
1364 1387
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1388 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1389 op->clr_flag (FLAG_INV_LOCKED);
1367 1390
1368 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1391 if (!op->flag [FLAG_ALIVE])
1369 CLEAR_FLAG (op, FLAG_NO_STEAL); 1392 op->clr_flag (FLAG_NO_STEAL);
1370 1393
1371 if (flag & INS_BELOW_ORIGINATOR) 1394 if (flag & INS_BELOW_ORIGINATOR)
1372 { 1395 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1396 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 { 1397 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1398 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort (); 1399 abort ();
1377 } 1400 }
1378 1401
1402 if (!originator->is_on_map ())
1403 {
1404 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1405 op->debug_desc (), originator->debug_desc ());
1406 abort ();
1407 }
1408
1379 op->above = originator; 1409 op->above = originator;
1380 op->below = originator->below; 1410 op->below = originator->below;
1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1387 /* since *below* originator, no need to update top */
1388 originator->below = op; 1411 originator->below = op;
1412
1413 *(op->below ? &op->below->above : &ms.bot) = op;
1389 } 1414 }
1390 else 1415 else
1391 { 1416 {
1417 object *floor = 0;
1418 object *top = ms.top;
1419
1392 /* If there are other objects, then */ 1420 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1421 if (top)
1394 { 1422 {
1395 object *last = NULL;
1396
1397 /* 1423 /*
1398 * If there are multiple objects on this space, we do some trickier handling. 1424 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate. 1425 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if 1426 * Generally, we want to put the new object on top. But if
1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1404 * once we get to them. This reduces the need to traverse over all of 1430 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time 1431 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed 1432 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1433 * that flying non pickable objects are spell objects.
1408 */ 1434 */
1409 1435 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1410 while (top != NULL)
1411 { 1436 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1437 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1413 floor = top; 1438 floor = tmp;
1414 1439
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1440 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1416 { 1441 {
1417 /* We insert above top, so we want this object below this */ 1442 /* We insert above top, so we want this object below this */
1418 top = top->below; 1443 top = tmp->below;
1419 break; 1444 break;
1420 } 1445 }
1421 1446
1422 last = top;
1423 top = top->above; 1447 top = tmp;
1424 } 1448 }
1425
1426 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last;
1428 1449
1429 /* We let update_position deal with figuring out what the space 1450 /* We let update_position deal with figuring out what the space
1430 * looks like instead of lots of conditions here. 1451 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result. 1452 * makes things faster, and effectively the same result.
1432 */ 1453 */
1433 1454
1434 /* Have object 'fall below' other objects that block view. 1455 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66 1456 * Unless those objects are exits.
1436 * If INS_ON_TOP is used, don't do this processing 1457 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1458 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1459 * stacking is a bit odd.
1439 */ 1460 */
1440 if (!(flag & INS_ON_TOP) && 1461 if (!(flag & INS_ON_TOP)
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1462 && ms.flags () & P_BLOCKSVIEW
1463 && (op->face && !faces [op->face].visibility))
1442 { 1464 {
1465 object *last;
1466
1443 for (last = top; last != floor; last = last->below) 1467 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1468 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1445 break; 1469 break;
1470
1446 /* Check to see if we found the object that blocks view, 1471 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that 1472 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we 1473 * we can get inserted below this one, which requires we
1449 * set top to the object below us. 1474 * set top to the object below us.
1450 */ 1475 */
1451 if (last && last->below && last != floor) 1476 if (last && last->below && last != floor)
1452 top = last->below; 1477 top = last->below;
1453 } 1478 }
1454 } /* If objects on this space */ 1479 } /* If objects on this space */
1455 1480
1456 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY) 1481 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor; 1482 top = floor;
1461 1483
1462 /* Top is the object that our object (op) is going to get inserted above. 1484 // insert object above top, or bottom-most if top = 0
1463 */
1464
1465 /* First object on this space */
1466 if (!top) 1485 if (!top)
1467 { 1486 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1469
1470 if (op->above)
1471 op->above->below = op;
1472
1473 op->below = NULL; 1487 op->below = 0;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1488 op->above = ms.bot;
1489 ms.bot = op;
1490
1491 *(op->above ? &op->above->below : &ms.top) = op;
1475 } 1492 }
1476 else 1493 else
1477 { /* get inserted into the stack above top */ 1494 {
1478 op->above = top->above; 1495 op->above = top->above;
1479
1480 if (op->above)
1481 op->above->below = op; 1496 top->above = op;
1482 1497
1483 op->below = top; 1498 op->below = top;
1484 top->above = op; 1499 *(op->above ? &op->above->below : &ms.top) = op;
1485 } 1500 }
1501 }
1486 1502
1487 if (op->above == NULL) 1503 if (op->is_player ())
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1504 {
1489 } /* else not INS_BELOW_ORIGINATOR */
1490
1491 if (op->type == PLAYER)
1492 op->contr->do_los = 1; 1505 op->contr->do_los = 1;
1506 ++op->map->players;
1507 op->map->touch ();
1508 }
1493 1509
1494 /* If we have a floor, we know the player, if any, will be above 1510 op->map->dirty = true;
1495 * it, so save a few ticks and start from there. 1511
1496 */ 1512 if (object *pl = ms.player ())
1497 if (!(flag & INS_MAP_LOAD)) 1513 //TODO: the floorbox prev/next might need updating
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1514 //esrv_send_item (pl, op);
1499 if (tmp->type == PLAYER) 1515 //TODO: update floorbox to preserve ordering
1500 tmp->contr->socket.update_look = 1; 1516 if (pl->contr->ns)
1517 pl->contr->ns->floorbox_update ();
1501 1518
1502 /* If this object glows, it may affect lighting conditions that are 1519 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1520 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1521 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1522 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1523 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1524 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1525 * or just updating the P_UPTODATE for spaces within this area
1509 * of effect may be sufficient. 1526 * of effect may be sufficient.
1510 */ 1527 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1528 if (op->affects_los ())
1529 {
1530 op->ms ().invalidate ();
1512 update_all_los (op->map, op->x, op->y); 1531 update_all_los (op->map, op->x, op->y);
1532 }
1513 1533
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1534 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1535 update_object (op, UP_OBJ_INSERT);
1516 1536
1537 INVOKE_OBJECT (INSERT, op);
1538
1517 /* Don't know if moving this to the end will break anything. However, 1539 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1540 * we want to have floorbox_update called before calling this.
1519 * 1541 *
1520 * check_move_on() must be after this because code called from 1542 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1543 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1544 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1545 * update_object().
1524 */ 1546 */
1525 1547
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1548 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1549 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1528 { 1550 {
1529 if (check_move_on (op, originator)) 1551 if (check_move_on (op, originator, flag))
1530 return NULL; 1552 return 0;
1531 1553
1532 /* If we are a multi part object, lets work our way through the check 1554 /* If we are a multi part object, let's work our way through the check
1533 * walk on's. 1555 * walk on's.
1534 */ 1556 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1557 for (object *tmp = op->more; tmp; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1558 if (check_move_on (tmp, originator, flag))
1537 return NULL; 1559 return 0;
1538 } 1560 }
1539 1561
1540 return op; 1562 return op;
1541} 1563}
1542 1564
1543/* this function inserts an object in the map, but if it 1565/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1566 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1567 * op is the object to insert it under: supplies x and the map.
1546 */ 1568 */
1547void 1569void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1570replace_insert_ob_in_map (shstr_tmp archname, object *op)
1549{ 1571{
1550 object *
1551 tmp;
1552 object *
1553 tmp1;
1554
1555 /* first search for itself and remove any old instances */ 1572 /* first search for itself and remove any old instances */
1556 1573
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1574 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1575 if (tmp->arch->archname == archname) /* same archetype */
1560 { 1576 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1577
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1578 object *tmp = archetype::find (archname)->instance ();
1567 1579
1568 tmp1->x = op->x; 1580 tmp->x = op->x;
1569 tmp1->y = op->y; 1581 tmp->y = op->y;
1582
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1583 insert_ob_in_map (tmp, op->map, op, 0);
1571} 1584}
1572
1573/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array.
1579 */
1580 1585
1581object * 1586object *
1582get_split_ob (object *orig_ob, uint32 nr) 1587object::insert_at (object *where, object *originator, int flags)
1583{ 1588{
1584 object * 1589 if (where->env)
1585 newob; 1590 return where->env->insert (this);
1586 int 1591 else
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1592 return where->map->insert (this, where->x, where->y, originator, flags);
1588
1589 if (orig_ob->nrof < nr)
1590 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL;
1593 }
1594
1595 newob = object_create_clone (orig_ob);
1596
1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed)
1604 {
1605 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1609 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1611 return NULL;
1612 }
1613 }
1614
1615 newob->nrof = nr;
1616
1617 return newob;
1618} 1593}
1619 1594
1595// check whether we can put this into the map, respect max_volume, max_items
1596bool
1597object::can_drop_at (maptile *m, int x, int y, object *originator)
1598{
1599 mapspace &ms = m->at (x, y);
1600
1601 int items = ms.items ();
1602
1603 if (!items // testing !items ensures we can drop at least one item
1604 || (items < m->max_items
1605 && ms.volume () < m->max_volume))
1606 return true;
1607
1608 if (originator && originator->is_player ())
1609 originator->contr->failmsgf (
1610 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1611 query_name ()
1612 );
1613
1614 return false;
1615}
1616
1620/* 1617/*
1621 * decrease_ob_nr(object, number) decreases a specified number from 1618 * decrease(object, number) decreases a specified number from
1622 * the amount of an object. If the amount reaches 0, the object 1619 * the amount of an object. If the amount reaches 0, the object
1623 * is subsequently removed and freed. 1620 * is subsequently removed and freed.
1624 * 1621 *
1625 * Return value: 'op' if something is left, NULL if the amount reached 0 1622 * Return value: 'op' if something is left, NULL if the amount reached 0
1626 */ 1623 */
1624bool
1625object::decrease (sint32 nr)
1626{
1627 if (!nr)
1628 return true;
1627 1629
1630 nr = min (nr, nrof);
1631
1632 if (nrof > nr)
1633 {
1634 sint64 oweight = total_weight ();
1635
1636 nrof -= nr;
1637
1638 if (object *pl = visible_to ())
1639 esrv_update_item (UPD_NROF, pl, this);
1640
1641 adjust_weight (env, oweight, total_weight ());
1642
1643 return true;
1644 }
1645 else
1646 {
1647 destroy ();
1648 return false;
1649 }
1650}
1651
1652/*
1653 * split(ob,nr) splits up ob into two parts. The part which
1654 * is returned contains nr objects, and the remaining parts contains
1655 * the rest (or is removed and returned if that number is 0).
1656 * On failure, NULL is returned.
1657 */
1628object * 1658object *
1629decrease_ob_nr (object *op, uint32 i) 1659object::split (sint32 nr)
1630{ 1660{
1631 object *tmp; 1661 int have = number_of ();
1632 player *pl;
1633 1662
1634 if (i == 0) /* objects with op->nrof require this check */ 1663 if (have < nr)
1635 return op; 1664 return 0;
1636 1665 else if (have == nr)
1637 if (i > op->nrof)
1638 i = op->nrof;
1639
1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 { 1666 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op); 1667 remove ();
1677 op->nrof = 0; 1668 return this;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1683 } 1669 }
1684 else 1670 else
1685 { 1671 {
1686 object *above = op->above; 1672 decrease (nr);
1687 1673
1688 if (i < op->nrof) 1674 object *op = deep_clone ();
1689 op->nrof -= i; 1675 op->nrof = nr;
1690 else
1691 {
1692 remove_ob (op);
1693 op->nrof = 0;
1694 }
1695
1696 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1698 if (tmp->type == PLAYER)
1699 {
1700 if (op->nrof)
1701 esrv_send_item (tmp, op);
1702 else
1703 esrv_del_item (tmp->contr, op->count);
1704 }
1705 }
1706
1707 if (op->nrof)
1708 return op; 1676 return op;
1709 else
1710 { 1677 }
1711 free_object (op);
1712 return NULL;
1713 }
1714} 1678}
1715
1716/*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721void
1722add_weight (object *op, signed long weight)
1723{
1724 while (op != NULL)
1725 {
1726 if (op->type == CONTAINER)
1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1728
1729 op->carrying += weight;
1730 op = op->env;
1731 }
1732}
1733
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747 1679
1748object * 1680object *
1749insert_ob_in_ob (object *op, object *where) 1681insert_ob_in_ob (object *op, object *where)
1750{ 1682{
1751 object * 1683 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1684 {
1765 char *dump = dump_object (op); 1685 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1686 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1687 free (dump);
1768 return op; 1688 return op;
1769 } 1689 }
1770 1690
1771 if (where->head) 1691 if (where->head_ () != where)
1772 { 1692 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1693 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1694 where = where->head;
1775 } 1695 }
1776 1696
1697 return where->insert (op);
1698}
1699
1700/*
1701 * env->insert (op)
1702 * This function inserts the object op in the linked list
1703 * inside the object environment.
1704 *
1705 * The function returns now pointer to inserted item, and return value can
1706 * be != op, if items are merged. -Tero
1707 */
1708object *
1709object::insert (object *op)
1710{
1777 if (op->more) 1711 if (op->more)
1778 { 1712 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1713 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1714 return op;
1781 } 1715 }
1782 1716
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1717 op->remove ();
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1718
1719 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1720
1785 if (op->nrof) 1721 if (op->nrof)
1786 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1722 for (object *tmp = inv; tmp; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1723 if (object::can_merge (tmp, op))
1789 { 1724 {
1790 /* return the original object and remove inserted object 1725 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1726 (client prefers the original object) */
1727
1728 // carring must be 0 for mergable objects
1729 sint64 oweight = tmp->weight * tmp->nrof;
1730
1792 tmp->nrof += op->nrof; 1731 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1732
1794 * tmp->nrof, we need to increase the weight. 1733 if (object *pl = tmp->visible_to ())
1795 */ 1734 esrv_update_item (UPD_NROF, pl, tmp);
1735
1796 add_weight (where, op->weight * op->nrof); 1736 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1737
1798 free_object (op); /* free the inserted object */ 1738 op->destroy ();
1799 op = tmp; 1739 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1740 goto inserted;
1801 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break;
1803 } 1741 }
1804 1742
1805 /* I assume combined objects have no inventory 1743 op->owner = 0; // it's his/hers now. period.
1806 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do
1809 * the linking below
1810 */
1811 add_weight (where, op->weight * op->nrof);
1812 }
1813 else
1814 add_weight (where, (op->weight + op->carrying));
1815
1816 otmp = is_player_inv (where);
1817 if (otmp && otmp->contr != NULL)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp);
1821 }
1822
1823 op->map = NULL; 1744 op->map = 0;
1824 op->env = where; 1745 op->x = 0;
1746 op->y = 0;
1747
1825 op->above = NULL; 1748 op->above = 0;
1826 op->below = NULL; 1749 op->below = inv;
1827 op->x = 0, op->y = 0; 1750 op->env = this;
1828 1751
1752 if (inv)
1753 inv->above = op;
1754
1755 inv = op;
1756
1757 op->flag [FLAG_REMOVED] = 0;
1758
1759 if (object *pl = op->visible_to ())
1760 esrv_send_item (pl, op);
1761
1762 adjust_weight (this, 0, op->total_weight ());
1763
1764inserted:
1829 /* reset the light list and los of the players on the map */ 1765 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1766 if (op->glow_radius && is_on_map ())
1831 {
1832#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1836 update_all_los (where->map, where->x, where->y);
1837 } 1767 {
1838 1768 update_stats ();
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1769 update_all_los (map, x, y);
1840 * It sure simplifies this function...
1841 */
1842 if (where->inv == NULL)
1843 where->inv = op;
1844 else
1845 { 1770 }
1846 op->below = where->inv; 1771 else if (is_player ())
1847 op->below->above = op; 1772 // if this is a player's inventory, update stats
1848 where->inv = op; 1773 contr->queue_stats_update ();
1849 } 1774
1775 INVOKE_OBJECT (INSERT, this);
1776
1850 return op; 1777 return op;
1851} 1778}
1852 1779
1853/* 1780/*
1854 * Checks if any objects has a move_type that matches objects 1781 * Checks if any objects has a move_type that matches objects
1868 * 1795 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1796 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1797 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1798 * on top.
1872 */ 1799 */
1873
1874int 1800int
1875check_move_on (object *op, object *originator) 1801check_move_on (object *op, object *originator, int flags)
1876{ 1802{
1803 if (op->flag [FLAG_NO_APPLY])
1804 return 0;
1805
1877 object *tmp; 1806 object *tmp;
1878 maptile *m = op->map; 1807 maptile *m = op->map;
1879 int x = op->x, y = op->y; 1808 int x = op->x, y = op->y;
1880 1809
1881 MoveType move_on, move_slow, move_block; 1810 mapspace &ms = m->at (x, y);
1882 1811
1883 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1812 ms.update ();
1884 return 0;
1885 1813
1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1814 MoveType move_on = ms.move_on;
1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1815 MoveType move_slow = ms.move_slow;
1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1816 MoveType move_block = ms.move_block;
1889 1817
1890 /* if nothing on this space will slow op down or be applied, 1818 /* if nothing on this space will slow op down or be applied,
1891 * no need to do checking below. have to make sure move_type 1819 * no need to do checking below. have to make sure move_type
1892 * is set, as lots of objects don't have it set - we treat that 1820 * is set, as lots of objects don't have it set - we treat that
1893 * as walking. 1821 * as walking.
1904 return 0; 1832 return 0;
1905 1833
1906 /* The objects have to be checked from top to bottom. 1834 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1835 * Hence, we first go to the top:
1908 */ 1836 */
1909 1837 for (object *next, *tmp = ms.top; tmp; tmp = next)
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1911 {
1912 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them.
1915 */
1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 } 1838 {
1839 next = tmp->below;
1919 1840
1920 for (; tmp; tmp = tmp->below)
1921 {
1922 if (tmp == op) 1841 if (tmp == op)
1923 continue; /* Can't apply yourself */ 1842 continue; /* Can't apply yourself */
1924 1843
1925 /* Check to see if one of the movement types should be slowed down. 1844 /* Check to see if one of the movement types should be slowed down.
1926 * Second check makes sure that the movement types not being slowed 1845 * Second check makes sure that the movement types not being slowed
1927 * (~slow_move) is not blocked on this space - just because the 1846 * (~slow_move) is not blocked on this space - just because the
1928 * space doesn't slow down swimming (for example), if you can't actually 1847 * space doesn't slow down swimming (for example), if you can't actually
1929 * swim on that space, can't use it to avoid the penalty. 1848 * swim on that space, can't use it to avoid the penalty.
1930 */ 1849 */
1931 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1850 if (!op->flag [FLAG_WIZPASS])
1932 { 1851 {
1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1852 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1853 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 { 1854 {
1936
1937 float
1938 diff = tmp->move_slow_penalty * FABS (op->speed); 1855 float diff = tmp->move_slow_penalty * fabs (op->speed);
1939 1856
1940 if (op->type == PLAYER) 1857 if (op->is_player ())
1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1858 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1859 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1943 diff /= 4.0; 1860 diff /= 4.0;
1944 1861
1945 op->speed_left -= diff; 1862 op->speed_left -= diff;
1946 } 1863 }
1947 } 1864 }
1948 1865
1949 /* Basically same logic as above, except now for actual apply. */ 1866 /* Basically same logic as above, except now for actual apply. */
1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1867 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1868 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1952 { 1869 {
1870 if ((flags & INS_NO_AUTO_EXIT)
1871 && (tmp->type == EXIT || tmp->type == TELEPORTER
1872 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1873 continue;
1874
1953 move_apply (tmp, op, originator); 1875 move_apply (tmp, op, originator);
1954 1876
1955 if (op->destroyed ()) 1877 if (op->destroyed ())
1956 return 1; 1878 return 1;
1957 1879
1970/* 1892/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1893 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1894 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
1974 */ 1896 */
1975
1976object * 1897object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1898present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1899{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1900 if (!m || out_of_map (m, x, y))
1983 { 1901 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1902 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1903 return NULL;
1986 } 1904 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1905
1988 if (tmp->arch == at) 1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1907 if (tmp->arch->archname == at->archname)
1989 return tmp; 1908 return tmp;
1909
1990 return NULL; 1910 return NULL;
1991} 1911}
1992 1912
1993/* 1913/*
1994 * present(type, map, x, y) searches for any objects with 1914 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1915 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1997 */ 1917 */
1998
1999object * 1918object *
2000present (unsigned char type, maptile *m, int x, int y) 1919present (unsigned char type, maptile *m, int x, int y)
2001{ 1920{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1921 if (out_of_map (m, x, y))
2006 { 1922 {
2007 LOG (llevError, "Present called outside map.\n"); 1923 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1924 return NULL;
2009 } 1925 }
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1926
1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2011 if (tmp->type == type) 1928 if (tmp->type == type)
2012 return tmp; 1929 return tmp;
1930
2013 return NULL; 1931 return NULL;
2014} 1932}
2015 1933
2016/* 1934/*
2017 * present_in_ob(type, object) searches for any objects with 1935 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1936 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2020 */ 1938 */
2021
2022object * 1939object *
2023present_in_ob (unsigned char type, const object *op) 1940present_in_ob (unsigned char type, const object *op)
2024{ 1941{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1943 if (tmp->type == type)
2030 return tmp; 1944 return tmp;
1945
2031 return NULL; 1946 return NULL;
2032} 1947}
2033 1948
2034/* 1949/*
2035 * present_in_ob (type, str, object) searches for any objects with 1950 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1958 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1959 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1960 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1961 * to be unique.
2047 */ 1962 */
2048
2049object * 1963object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1964present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1965{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1967 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1968 return tmp;
2059 } 1969
2060 return NULL; 1970 return 0;
2061} 1971}
2062 1972
2063/* 1973/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1974 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1975 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1976 * The first matching object is returned, or NULL if none.
2067 */ 1977 */
2068
2069object * 1978object *
2070present_arch_in_ob (const archetype *at, const object *op) 1979present_arch_in_ob (const archetype *at, const object *op)
2071{ 1980{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2076 if (tmp->arch == at) 1982 if (tmp->arch->archname == at->archname)
2077 return tmp; 1983 return tmp;
1984
2078 return NULL; 1985 return NULL;
2079} 1986}
2080 1987
2081/* 1988/*
2082 * activate recursively a flag on an object inventory 1989 * activate recursively a flag on an object inventory
2083 */ 1990 */
2084void 1991void
2085flag_inv (object *op, int flag) 1992flag_inv (object *op, int flag)
2086{ 1993{
2087 object *
2088 tmp;
2089
2090 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 { 1995 {
2093 SET_FLAG (tmp, flag); 1996 tmp->set_flag (flag);
2094 flag_inv (tmp, flag); 1997 flag_inv (tmp, flag);
2095 } 1998 }
2096} /* 1999}
2000
2001/*
2097 * desactivate recursively a flag on an object inventory 2002 * deactivate recursively a flag on an object inventory
2098 */ 2003 */
2099void 2004void
2100unflag_inv (object *op, int flag) 2005unflag_inv (object *op, int flag)
2101{ 2006{
2102 object *
2103 tmp;
2104
2105 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2107 { 2008 {
2108 CLEAR_FLAG (tmp, flag); 2009 tmp->clr_flag (flag);
2109 unflag_inv (tmp, flag); 2010 unflag_inv (tmp, flag);
2110 } 2011 }
2111}
2112
2113/*
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function.
2118 */
2119
2120void
2121set_cheat (object *op)
2122{
2123 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ);
2125} 2012}
2126 2013
2127/* 2014/*
2128 * find_free_spot(object, map, x, y, start, stop) will search for 2015 * find_free_spot(object, map, x, y, start, stop) will search for
2129 * a spot at the given map and coordinates which will be able to contain 2016 * a spot at the given map and coordinates which will be able to contain
2131 * to search (see the freearr_x/y[] definition). 2018 * to search (see the freearr_x/y[] definition).
2132 * It returns a random choice among the alternatives found. 2019 * It returns a random choice among the alternatives found.
2133 * start and stop are where to start relative to the free_arr array (1,9 2020 * start and stop are where to start relative to the free_arr array (1,9
2134 * does all 4 immediate directions). This returns the index into the 2021 * does all 4 immediate directions). This returns the index into the
2135 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2022 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2136 * Note - this only checks to see if there is space for the head of the
2137 * object - if it is a multispace object, this should be called for all
2138 * pieces.
2139 * Note2: This function does correctly handle tiled maps, but does not 2023 * Note: This function does correctly handle tiled maps, but does not
2140 * inform the caller. However, insert_ob_in_map will update as 2024 * inform the caller. However, insert_ob_in_map will update as
2141 * necessary, so the caller shouldn't need to do any special work. 2025 * necessary, so the caller shouldn't need to do any special work.
2142 * Note - updated to take an object instead of archetype - this is necessary 2026 * Note - updated to take an object instead of archetype - this is necessary
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 2027 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 2028 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 2029 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 2030 * customized, changed states, etc.
2147 */ 2031 */
2148
2149int 2032int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2033find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 2034{
2152 int
2153 i,
2154 index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 2035 int altern[SIZEOFFREE];
2036 int index = 0, flag;
2157 2037
2158 for (i = start; i < stop; i++) 2038 for (int i = start; i < stop; i++)
2159 { 2039 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2040 mapxy pos (m, x, y); pos.move (i);
2161 if (!flag) 2041
2042 if (!pos.normalise ())
2043 continue;
2044
2045 mapspace &ms = *pos;
2046
2047 if (ms.flags () & P_IS_ALIVE)
2048 continue;
2049
2050 /* However, often
2051 * ob doesn't have any move type (when used to place exits)
2052 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2053 */
2054 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2055 {
2162 altern[index++] = i; 2056 altern [index++] = i;
2057 continue;
2058 }
2163 2059
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2060 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2061 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2062 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2063 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2064 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2065 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2066 * won't look 2 spaces south of the target space.
2171 */ 2067 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2068 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2069 {
2173 stop = maxfree[i]; 2070 stop = maxfree[i];
2071 continue;
2072 }
2073
2074 /* Note it is intentional that we check ob - the movement type of the
2075 * head of the object should correspond for the entire object.
2076 */
2077 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2078 continue;
2079
2080 if (ob->blocked (pos.m, pos.x, pos.y))
2081 continue;
2082
2083 altern [index++] = i;
2174 } 2084 }
2085
2175 if (!index) 2086 if (!index)
2176 return -1; 2087 return -1;
2088
2177 return altern[RANDOM () % index]; 2089 return altern [rndm (index)];
2178} 2090}
2179 2091
2180/* 2092/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2093 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2094 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2095 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2096 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2097 */
2186
2187int 2098int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2100{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2101 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2102 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2103 return i;
2197 } 2104
2198 return -1; 2105 return -1;
2199} 2106}
2200 2107
2201/* 2108/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2109 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2110 * arr[begin..end-1].
2111 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2112 */
2205static void 2113static void
2206permute (int *arr, int begin, int end) 2114permute (int *arr, int begin, int end)
2207{ 2115{
2208 int 2116 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2117 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2118
2219 tmp = arr[i]; 2119 while (--end)
2220 arr[i] = arr[j]; 2120 swap (arr [end], arr [rndm (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2121}
2224 2122
2225/* new function to make monster searching more efficient, and effective! 2123/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2124 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2125 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2128 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2129 */
2232void 2130void
2233get_search_arr (int *search_arr) 2131get_search_arr (int *search_arr)
2234{ 2132{
2235 int 2133 int i;
2236 i;
2237 2134
2238 for (i = 0; i < SIZEOFFREE; i++) 2135 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2136 search_arr[i] = i;
2241 }
2242 2137
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2138 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2139 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2140 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2141}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2150 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2151 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2152 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2153 * there is capable of.
2259 */ 2154 */
2260
2261int 2155int
2262find_dir (maptile *m, int x, int y, object *exclude) 2156find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2157{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2158 int max = SIZEOFFREE, mflags;
2267
2268 sint16 nx, ny;
2269 object *
2270 tmp;
2271 maptile *
2272 mp;
2273
2274 MoveType blocked, move_type; 2159 MoveType move_type;
2275 2160
2276 if (exclude && exclude->head) 2161 if (exclude && exclude->head_ () != exclude)
2277 { 2162 {
2278 exclude = exclude->head; 2163 exclude = exclude->head;
2279 move_type = exclude->move_type; 2164 move_type = exclude->move_type;
2280 } 2165 }
2281 else 2166 else
2282 { 2167 {
2283 /* If we don't have anything, presume it can use all movement types. */ 2168 /* If we don't have anything, presume it can use all movement types. */
2284 move_type = MOVE_ALL; 2169 move_type = MOVE_ALL;
2285 } 2170 }
2286 2171
2287 for (i = 1; i < max; i++) 2172 for (int i = 1; i < max; i++)
2288 { 2173 {
2289 mp = m; 2174 mapxy pos (m, x, y);
2290 nx = x + freearr_x[i]; 2175 pos.move (i);
2291 ny = y + freearr_y[i];
2292 2176
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2177 if (!pos.normalise ())
2294 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2178 max = maxfree[i];
2297 }
2298 else 2179 else
2299 { 2180 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2181 mapspace &ms = *pos;
2301 2182
2302 if ((move_type & blocked) == move_type) 2183 if ((move_type & ms.move_block) == move_type)
2184 max = maxfree [i];
2185 else if (ms.flags () & P_IS_ALIVE)
2303 { 2186 {
2304 max = maxfree[i]; 2187 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2305 } 2188 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2306 else if (mflags & P_IS_ALIVE) 2189 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2307 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2309 {
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2311 {
2312 break;
2313 }
2314 }
2315 if (tmp)
2316 {
2317 return freedir[i]; 2190 return freedir [i];
2318 }
2319 } 2191 }
2320 } 2192 }
2321 } 2193 }
2194
2322 return 0; 2195 return 0;
2323} 2196}
2324 2197
2325/* 2198/*
2326 * distance(object 1, object 2) will return the square of the 2199 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2200 * distance between the two given objects.
2328 */ 2201 */
2329
2330int 2202int
2331distance (const object *ob1, const object *ob2) 2203distance (const object *ob1, const object *ob2)
2332{ 2204{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2205 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2206}
2339 2207
2340/* 2208/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2209 * find_dir_2(delta-x,delta-y) will return a direction value
2342 * an object which has subtracted the x and y coordinates of another 2210 * for running into direct [dx, dy].
2343 * object, needs to travel toward it. 2211 * (the opposite of crossfire's find_dir_2!)
2344 */ 2212 */
2345
2346int 2213int
2347find_dir_2 (int x, int y) 2214find_dir_2 (int x, int y)
2348{ 2215{
2216#if 1 // new algorithm
2217 // this works by putting x, y into 16 sectors, which
2218 // are not equal sized, but are a better approximation
2219 // then the old algorithm, and then using a mapping
2220 // table to map it into a direction value.
2221 // basically, it maps these comparisons to each bit
2222 // bit #3: x < 0
2223 // bit #2: y < 0
2224 // bit #1: x > y
2225 // bit #0: x > 2y
2226
2227 static const uint8 dir[16] = {
2228 4, 5, 4, 3,
2229 2, 1, 2, 3,
2230 6, 5, 6, 7,
2231 8, 1, 8, 7,
2232 };
2233 int sector = 0;
2234
2235 // this is a bit ugly, but more likely to result in branchless code
2236 sector |= x < 0 ? 8 : 0;
2237 x = x < 0 ? -x : x; // abs
2238
2239 sector |= y < 0 ? 4 : 0;
2240 y = y < 0 ? -y : y; // abs
2241
2242 if (x > y)
2243 {
2244 sector |= 2;
2245
2246 if (x > y * 2)
2247 sector |= 1;
2248 }
2249 else
2250 {
2251 if (y > x * 2)
2252 sector |= 1;
2253 else if (!y)
2254 return 0; // x == 0 here
2255 }
2256
2257 return dir [sector];
2258#else // old algorithm
2349 int 2259 int q;
2350 q;
2351 2260
2352 if (y) 2261 if (y)
2353 q = x * 100 / y; 2262 q = 128 * x / y;
2354 else if (x) 2263 else if (x)
2355 q = -300 * x; 2264 q = -512 * x; // to make it > 309
2356 else 2265 else
2357 return 0; 2266 return 0;
2358 2267
2359 if (y > 0) 2268 if (y > 0)
2360 { 2269 {
2361 if (q < -242) 2270 if (q < -309) return 7;
2271 if (q < -52) return 6;
2272 if (q < 52) return 5;
2273 if (q < 309) return 4;
2274
2362 return 3; 2275 return 3;
2363 if (q < -41) 2276 }
2364 return 2; 2277 else
2365 if (q < 41) 2278 {
2366 return 1; 2279 if (q < -309) return 3;
2367 if (q < 242) 2280 if (q < -52) return 2;
2368 return 8; 2281 if (q < 52) return 1;
2282 if (q < 309) return 8;
2283
2369 return 7; 2284 return 7;
2370 } 2285 }
2371 2286#endif
2372 if (q < -242)
2373 return 7;
2374 if (q < -41)
2375 return 6;
2376 if (q < 41)
2377 return 5;
2378 if (q < 242)
2379 return 4;
2380
2381 return 3;
2382}
2383
2384/*
2385 * absdir(int): Returns a number between 1 and 8, which represent
2386 * the "absolute" direction of a number (it actually takes care of
2387 * "overflow" in previous calculations of a direction).
2388 */
2389
2390int
2391absdir (int d)
2392{
2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2397 return d;
2398} 2287}
2399 2288
2400/* 2289/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2290 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2402 * between two directions (which are expected to be absolute (see absdir()) 2291 * between two directions (which are expected to be absolute (see absdir())
2403 */ 2292 */
2404
2405int 2293int
2406dirdiff (int dir1, int dir2) 2294dirdiff (int dir1, int dir2)
2407{ 2295{
2408 int
2409 d;
2410
2411 d = abs (dir1 - dir2); 2296 int d = abs (dir1 - dir2);
2412 if (d > 4) 2297
2413 d = 8 - d; 2298 return d > 4 ? 8 - d : d;
2414 return d;
2415} 2299}
2416 2300
2417/* peterm: 2301/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2302 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * Basically, this is a table of directions, and what directions 2303 * Basically, this is a table of directions, and what directions
2421 * This basically means that if direction is 15, then it could either go 2305 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2306 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2307 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2308 * functions.
2425 */ 2309 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2310static const int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2311 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2312 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2313 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2314 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2315 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2363 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2364 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2365 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2366 * Modified to be map tile aware -.MSW
2485 */ 2367 */
2486
2487
2488int 2368int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2369can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2370{
2491 sint16 dx, dy; 2371 sint16 dx, dy;
2492 int
2493 mflags; 2372 int mflags;
2494 2373
2495 if (dir < 0) 2374 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2375 return 0; /* exit condition: invalid direction */
2497 2376
2498 dx = x + freearr_x[dir]; 2377 dx = x + freearr_x[dir];
2511 return 0; 2390 return 0;
2512 2391
2513 /* yes, can see. */ 2392 /* yes, can see. */
2514 if (dir < 9) 2393 if (dir < 9)
2515 return 1; 2394 return 1;
2395
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2396 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2397 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2398 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2399}
2519
2520
2521 2400
2522/* 2401/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2402 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2403 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2404 * picked up, otherwise 0.
2527 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2406 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2528 * core dumps if they do. 2407 * core dumps if they do.
2529 * 2408 *
2530 * Add a check so we can't pick up invisible objects (0.93.8) 2409 * Add a check so we can't pick up invisible objects (0.93.8)
2531 */ 2410 */
2532
2533int 2411int
2534can_pick (const object *who, const object *item) 2412can_pick (const object *who, const object *item)
2535{ 2413{
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2414 return /*who->flag [FLAG_WIZ]|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2415 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2416 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2539} 2417}
2540 2418
2419//-GPL
2541 2420
2542/* 2421/*
2543 * create clone from object to another 2422 * create clone from object to another
2544 */ 2423 */
2545object * 2424object *
2546object_create_clone (object *asrc) 2425object::deep_clone ()
2547{ 2426{
2548 object * 2427 assert (("deep_clone called on non-head object", is_head ()));
2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2550 2428
2551 if (!asrc) 2429 object *dst = clone ();
2552 return NULL;
2553 src = asrc;
2554 if (src->head)
2555 src = src->head;
2556 2430
2557 prev = NULL; 2431 object *prev = dst;
2558 for (part = src; part; part = part->more) 2432 for (object *part = this->more; part; part = part->more)
2559 { 2433 {
2560 tmp = get_object (); 2434 object *tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x;
2563 tmp->y -= src->y;
2564 if (!part->head)
2565 {
2566 dst = tmp;
2567 tmp->head = NULL;
2568 }
2569 else
2570 {
2571 tmp->head = dst; 2435 tmp->head = dst;
2572 }
2573 tmp->more = NULL;
2574 if (prev)
2575 prev->more = tmp; 2436 prev->more = tmp;
2576 prev = tmp; 2437 prev = tmp;
2577 } 2438 }
2578 2439
2579 for (item = src->inv; item; item = item->below) 2440 for (object *item = inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2441 insert_ob_in_ob (item->deep_clone (), dst);
2581 2442
2582 return dst; 2443 return dst;
2583}
2584
2585/* GROS - Creates an object using a string representing its content. */
2586/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */
2591
2592object *
2593load_object_str (const char *obstr)
2594{
2595 object *op;
2596 char filename[MAX_BUF];
2597
2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599
2600 FILE *tempfile = fopen (filename, "w");
2601
2602 if (tempfile == NULL)
2603 {
2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2605 return NULL;
2606 }
2607
2608 fprintf (tempfile, obstr);
2609 fclose (tempfile);
2610
2611 op = get_object ();
2612
2613 object_thawer thawer (filename);
2614
2615 if (thawer)
2616 load_object (thawer, op, 0);
2617
2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2619 CLEAR_FLAG (op, FLAG_REMOVED);
2620
2621 return op;
2622} 2444}
2623 2445
2624/* This returns the first object in who's inventory that 2446/* This returns the first object in who's inventory that
2625 * has the same type and subtype match. 2447 * has the same type and subtype match.
2626 * returns NULL if no match. 2448 * returns NULL if no match.
2627 */ 2449 */
2628object * 2450object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2451find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2452{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2453 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2454 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2455 return tmp;
2636 2456
2637 return NULL;
2638}
2639
2640/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL.
2642 *
2643 * key must be a passed in shared string - otherwise, this won't
2644 * do the desired thing.
2645 */
2646key_value *
2647get_ob_key_link (const object *ob, const char *key)
2648{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next)
2652 if (link->key == key)
2653 return link;
2654
2655 return NULL;
2656}
2657
2658/*
2659 * Returns the value of op has an extra_field for key, or NULL.
2660 *
2661 * The argument doesn't need to be a shared string.
2662 *
2663 * The returned string is shared.
2664 */
2665const char *
2666get_ob_key_value (const object *op, const char *const key)
2667{
2668 key_value *link;
2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2672 {
2673 /* 1. There being a field named key on any object
2674 * implies there'd be a shared string to find.
2675 * 2. Since there isn't, no object has this field.
2676 * 3. Therefore, *this* object doesn't have this field.
2677 */
2678 return 0;
2679 }
2680
2681 /* This is copied from get_ob_key_link() above -
2682 * only 4 lines, and saves the function call overhead.
2683 */
2684 for (link = op->key_values; link; link = link->next)
2685 if (link->key == canonical_key)
2686 return link->value;
2687
2688 return 0; 2457 return 0;
2689} 2458}
2690 2459
2691 2460/* Zero the key_values on op, decrementing the shared-string
2692/* 2461 * refcounts and freeing the links.
2693 * Updates the canonical_key in op to value.
2694 * 2462 */
2695 * canonical_key is a shared string (value doesn't have to be). 2463void
2696 * 2464key_values::clear ()
2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2698 * keys.
2699 *
2700 * Returns TRUE on success.
2701 */
2702int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2465{
2705 key_value * 2466 for (key_value *kvp = first; kvp; )
2706 field = NULL, *last = NULL; 2467 {
2707 2468 key_value *next = kvp->next;
2708 for (field = op->key_values; field != NULL; field = field->next) 2469 delete kvp;
2470 kvp = next;
2709 { 2471 }
2710 if (field->key != canonical_key) 2472
2473 first = 0;
2474}
2475
2476shstr_tmp
2477key_values::get (shstr_tmp key) const
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2481 return kv->value;
2482
2483 return shstr ();
2484}
2485
2486void
2487key_values::add (shstr_tmp key, shstr_tmp value)
2488{
2489 key_value *kv = new key_value;
2490
2491 kv->next = first;
2492 kv->key = key;
2493 kv->value = value;
2494
2495 first = kv;
2496}
2497
2498void
2499key_values::set (shstr_tmp key, shstr_tmp value)
2500{
2501 for (key_value *kv = first; kv; kv = kv->next)
2502 if (kv->key == key)
2711 { 2503 {
2712 last = field; 2504 kv->value = value;
2713 continue; 2505 return;
2714 } 2506 }
2715 2507
2716 if (value) 2508 add (key, value);
2717 field->value = value; 2509}
2718 else 2510
2511void
2512key_values::del (shstr_tmp key)
2513{
2514 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2515 if ((*kvp)->key == key)
2719 { 2516 {
2720 /* Basically, if the archetype has this key set, 2517 key_value *kv = *kvp;
2721 * we need to store the null value so when we save 2518 *kvp = (*kvp)->next;
2722 * it, we save the empty value so that when we load, 2519 delete kv;
2723 * we get this value back again. 2520 return;
2724 */
2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2726 field->value = 0;
2727 else
2728 {
2729 if (last)
2730 last->next = field->next;
2731 else
2732 op->key_values = field->next;
2733
2734 delete field;
2735 }
2736 } 2521 }
2737 return TRUE; 2522}
2523
2524void
2525key_values::reverse ()
2526{
2527 key_value *prev = 0;
2528 key_value *head = first;
2529
2530 while (head)
2738 } 2531 {
2739 /* IF we get here, key doesn't exist */ 2532 key_value *node = head;
2740 2533 head = head->next;
2741 /* No field, we'll have to add it. */ 2534 node->next = prev;
2742 2535 prev = node;
2743 if (!add_key)
2744 { 2536 }
2745 return FALSE;
2746 }
2747 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings,
2751 * should pass in ""
2752 */
2753 if (value == NULL)
2754 return TRUE;
2755 2537
2756 field = new key_value; 2538 first = prev;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2765} 2539}
2766 2540
2767/* 2541key_values &
2768 * Updates the key in op to value. 2542key_values::operator =(const key_values &kv)
2769 *
2770 * If add_key is FALSE, this will only update existing keys,
2771 * and not add new ones.
2772 * In general, should be little reason FALSE is ever passed in for add_key
2773 *
2774 * Returns TRUE on success.
2775 */
2776int
2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2778{ 2543{
2779 shstr key_ (key); 2544 clear ();
2780 2545
2781 return set_ob_key_value_s (op, key_, value, add_key); 2546 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2547 add (kvp->key, kvp->value);
2548
2549 reverse ();
2782} 2550}
2783 2551
2784object::depth_iterator::depth_iterator (object *container) 2552object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container) 2553: iterator_base (container)
2786{ 2554{
2800 } 2568 }
2801 else 2569 else
2802 item = item->env; 2570 item = item->env;
2803} 2571}
2804 2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2805// return a suitable string describing an objetc in enough detail to find it 2601// return a suitable string describing an object in enough detail to find it
2806const char * 2602const char *
2807object::debug_desc (char *info) const 2603object::debug_desc (char *info) const
2808{ 2604{
2605 char flagdesc[512];
2809 char info2[256 * 3]; 2606 char info2[256 * 4];
2810 char *p = info; 2607 char *p = info;
2811 2608
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2813 count, 2610 count,
2611 uuid.c_str (),
2814 &name, 2612 &name,
2815 title ? " " : "", 2613 title ? ",title:\"" : "",
2816 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 title ? "\"" : "",
2616 flag_desc (flagdesc, 512), type);
2817 2617
2818 if (env) 2618 if (!flag[FLAG_REMOVED] && env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820 2620
2821 if (map) 2621 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2823 2623
2824 return info; 2624 return info;
2825} 2625}
2826 2626
2827const char * 2627const char *
2828object::debug_desc () const 2628object::debug_desc () const
2829{ 2629{
2830 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2831 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2832} 2634}
2833 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643//+GPL
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 object *old_container = container;
2652
2653 if (old_container)
2654 {
2655 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2656 return;
2657
2658#if 0
2659 // remove the "Close old_container" object.
2660 if (object *closer = old_container->inv)
2661 if (closer->type == CLOSE_CON)
2662 closer->destroy ();
2663#endif
2664
2665 // make sure the container is available
2666 esrv_send_item (this, old_container);
2667
2668 old_container->flag [FLAG_APPLIED] = false;
2669 container = 0;
2670
2671 // client needs item update to make it work, client bug requires this to be separate
2672 esrv_update_item (UPD_FLAGS, this, old_container);
2673
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2675 play_sound (sound_find ("chest_close"));
2676 }
2677
2678 if (new_container)
2679 {
2680 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2681 return;
2682
2683 // TODO: this does not seem to serve any purpose anymore?
2684#if 0
2685 // insert the "Close Container" object.
2686 if (archetype *closer = new_container->other_arch)
2687 {
2688 object *closer = new_container->other_arch->instance ();
2689 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2690 new_container->insert (closer);
2691 }
2692#endif
2693
2694 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2695
2696 // make sure the container is available, client bug requires this to be separate
2697 esrv_send_item (this, new_container);
2698
2699 new_container->flag [FLAG_APPLIED] = true;
2700 container = new_container;
2701
2702 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707// else if (!old_container->env && contr && contr->ns)
2708// contr->ns->floorbox_reset ();
2709}
2710
2711//-GPL
2712
2713// prefetch some flat area around the player
2714static void
2715prefetch_surrounding_area (object *op, maptile *map, int range)
2716{
2717 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2718 op->x - range , op->y - range ,
2719 op->x + range + 1, op->y + range + 1);
2720 rect->m;
2721 ++rect)
2722 {
2723 rect->m->touch ();
2724 rect->m->activate ();
2725 }
2726}
2727
2728// prefetch a generous area around the player, also up and down
2729void
2730object::prefetch_surrounding_maps ()
2731{
2732 prefetch_surrounding_area (this, map, 40);
2733
2734 if (maptile *m = map->tile_available (TILE_DOWN))
2735 prefetch_surrounding_area (this, m, 20);
2736
2737 if (maptile *m = map->tile_available (TILE_UP))
2738 prefetch_surrounding_area (this, m, 20);
2739}
2740
2741//+GPL
2742
2743object *
2744object::force_find (shstr_tmp name)
2745{
2746 /* cycle through his inventory to look for the MARK we want to
2747 * place
2748 */
2749 for (object *tmp = inv; tmp; tmp = tmp->below)
2750 if (tmp->type == FORCE && tmp->slaying == name)
2751 return splay (tmp);
2752
2753 return 0;
2754}
2755
2756void
2757object::force_set_timer (int duration)
2758{
2759 this->duration = 1;
2760 this->speed_left = -1.f;
2761
2762 this->set_speed (duration ? 1.f / duration : 0.f);
2763}
2764
2765object *
2766object::force_add (shstr_tmp name, int duration)
2767{
2768 if (object *force = force_find (name))
2769 force->destroy ();
2770
2771 object *force = archetype::get (FORCE_NAME);
2772
2773 force->slaying = name;
2774 force->force_set_timer (duration);
2775 force->flag [FLAG_APPLIED] = true;
2776
2777 return insert (force);
2778}
2779
2780void
2781object::play_sound (faceidx sound) const
2782{
2783 if (!sound)
2784 return;
2785
2786 if (is_on_map ())
2787 map->play_sound (sound, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::say_msg (const char *msg) const
2794{
2795 if (is_on_map ())
2796 map->say_msg (msg, x, y);
2797 else if (object *pl = in_player ())
2798 pl->contr->play_sound (sound);
2799}
2800
2801void
2802object::make_noise ()
2803{
2804 // we do not model noise in the map, so instead put
2805 // a temporary light into the noise source
2806 // could use the map instead, but that's less reliable for our
2807 // goal, which is to make invisibility a bit harder to exploit
2808
2809 // currently only works sensibly for players
2810 if (!is_player ())
2811 return;
2812
2813 // find old force, or create new one
2814 object *force = force_find (shstr_noise_force);
2815
2816 if (force)
2817 force->speed_left = -1.f; // patch old speed up
2818 else
2819 {
2820 force = archetype::get (shstr_noise_force);
2821
2822 force->slaying = shstr_noise_force;
2823 force->stats.food = 1;
2824 force->speed_left = -1.f;
2825
2826 force->set_speed (1.f / 4.f);
2827 force->flag [FLAG_IS_USED_UP] = true;
2828 force->flag [FLAG_APPLIED] = true;
2829
2830 insert (force);
2831 }
2832}
2833
2834void object::change_move_type (MoveType mt)
2835{
2836 if (move_type == mt)
2837 return;
2838
2839 if (is_on_map ())
2840 {
2841 // we are on the map, so handle move_on/off effects
2842 remove ();
2843 move_type = mt;
2844 map->insert (this, x, y, this);
2845 }
2846 else
2847 move_type = mt;
2848}
2849
2850/* object should be a player.
2851 * we return the object the player has marked with the 'mark' command
2852 * below. If no match is found (or object has changed), we return
2853 * NULL. We leave it up to the calling function to print messages if
2854 * nothing is found.
2855 */
2856object *
2857object::mark () const
2858{
2859 if (contr && contr->mark && contr->mark->env == this)
2860 return contr->mark;
2861 else
2862 return 0;
2863}
2864
2865// put marked object first in the inventory
2866// this is used by identify-like spells so players can influence
2867// the order a bit.
2868void
2869object::splay_marked ()
2870{
2871 if (object *marked = mark ())
2872 splay (marked);
2873}
2874

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