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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.353 by root, Fri Jan 27 22:00:39 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 for (object *op = object::first; op; op = op->next) 542 for_all_objects (op)
418 if (op->count == i) 543 if (op->count == i)
419 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;
420 560
421 return 0; 561 return 0;
422} 562}
423 563
424/* 564/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
428 */ 568 */
429
430object * 569object *
431find_object_name (const char *str) 570find_object_name (const char *str)
432{ 571{
433 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
434 object *op;
435 573
436 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
437 if (op->name == str_) 576 if (op->name == str_)
438 break; 577 return op;
439 578
440 return op; 579 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 580}
448 581
449/* 582/*
450 * 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
451 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
452 */ 586 */
453void 587void
454object::set_owner (object *owner) 588object::set_owner (object *owner)
455{ 589{
590 // allow objects which own objects
456 if (!owner) 591 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 592 while (owner->owner)
467 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 }
468 600
469 this->owner = owner; 601 this->owner = owner;
470} 602}
471 603
472/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links.
474 */
475static void
476free_key_values (object *op)
477{
478 for (key_value *i = op->key_values; i != 0;)
479 {
480 key_value *next = i->next;
481 delete i;
482
483 i = next;
484 }
485
486 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 604/*
541 * copy object first frees everything allocated by the second object, 605 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
544 * 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,
545 * 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
546 * will point at garbage. 610 * will point at garbage.
547 */ 611 */
548void 612void
549copy_object (object *op2, object *op) 613object::copy_to (object *dst)
550{ 614{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
553 617
554 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
555 620
556 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
557 SET_FLAG (op, FLAG_FREED); 622 dst->activate ();
558 if (is_removed) 623}
559 SET_FLAG (op, FLAG_REMOVED);
560 624
561 if (op2->speed < 0) 625void
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
563 630
564 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
565 if (op2->key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
566 { 633 speed_left = - speed - rndm (); // TODO animation
567 key_value *tail = 0; 634 else
568 key_value *i; 635 speed_left = -1.;
569 636
570 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;
571 645
572 for (i = op2->key_values; i; i = i->next) 646 attachable::instantiate ();
573 { 647}
574 key_value *new_link = new key_value;
575 648
576 new_link->next = 0; 649object *
577 new_link->key = i->key; 650object::clone ()
578 new_link->value = i->value; 651{
652 object *neu = create ();
653 copy_to (neu);
579 654
580 /* Try and be clever here, too. */ 655 // TODO: unclean state changes, should not be done in clone AND instantiate
581 if (!op->key_values) 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
582 { 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
583 op->key_values = new_link;
584 tail = new_link;
585 }
586 else
587 {
588 tail->next = new_link;
589 tail = new_link;
590 }
591 }
592 }
593 658
594 update_ob_speed (op); 659 neu->map = map; // not copied by copy_to
660 return neu;
595} 661}
596 662
597/* 663/*
598 * 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
599 * 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
600 * 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.
601 */ 667 */
602
603void 668void
604update_turn_face (object *op) 669update_turn_face (object *op)
605{ 670{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
607 return; 672 return;
673
608 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
610} 676}
611 677
612/* 678/*
613 * 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
614 * 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.
615 * 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.
616 */ 682 */
617void 683void
618update_ob_speed (object *op) 684object::set_speed (float speed)
619{ 685{
620 extern int arch_init; 686 this->speed = speed;
621 687
622 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
623 * since they never really need to be updated. 689 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 690 else
655 { 691 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 692}
679 693
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 694/*
712 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
714 * 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
715 * invisible object, etc...) 698 * invisible object, etc...)
716 * 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
717 * 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
718 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
719 * 702 *
720 * 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.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 704 * current action are:
726 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
728 * 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
729 * 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.
730 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
731 */ 710 */
732
733void 711void
734update_object (object *op, int action) 712update_object (object *op, int action)
735{ 713{
736 int update_now = 0, flags; 714 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 715 {
741 /* this should never happen */ 716 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 718 return;
744 } 719 }
745 720
746 if (op->env != NULL) 721 if (!op->is_on_map ())
747 { 722 {
748 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
749 * to do in this case. 724 * to do in this case.
750 */ 725 */
751 return; 726 return;
752 } 727 }
753 728
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
761 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)
762 { 731 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 733#ifdef MANY_CORES
765 abort (); 734 abort ();
766#endif 735#endif
767 return; 736 return;
768 } 737 }
769 738
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 739 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 740
741 if (!(m.flags_ & P_UPTODATE))
742 m.update_up (); // nothing to do except copy up
777 if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
778 { 744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
781 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 update_now = 1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 if ((move_on | op->move_on) != move_on) 753 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 754 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 755 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* 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
801 * to have move_allow right now. 757 * have move_allow right now.
802 */ 758 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 760 m.invalidate ();
805 761#else
806 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 763 m.invalidate ();
764#endif
808 } 765 }
809 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 768 * that is being removed.
812 */ 769 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 771 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 773 m.update_up (); // nothing to do for that case, except copy up
817 else 774 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 776
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 777 if (op->more)
827 update_object (op->more, action); 778 update_object (op->more, action);
828} 779}
829 780
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object () 781object::object ()
855{ 782{
856 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
857 784
858 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
859 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
860} 788}
861 789
862object::~object () 790object::~object ()
863{ 791{
864 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
865} 795}
866 796
867void object::link () 797void object::link ()
868{ 798{
869 count = ++ob_count; 799 assert (!index);//D
870 uuid = gen_uuid (); 800 uuid = UUID::gen ();
871 801
872 prev = 0; 802 refcnt_inc ();
873 next = object::first; 803 objects.insert (this);
874 804
875 if (object::first) 805 ++create_count;
876 object::first->prev = this;
877 806
878 object::first = this;
879} 807}
880 808
881void object::unlink () 809void object::unlink ()
882{ 810{
883 if (this == object::first) 811 if (!index)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
900
901/*
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return; 812 return;
915 813
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 814 ++destroy_count;
917 remove_friendly_object (this);
918 815
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 816 objects.erase (this);
920 remove_ob (this); 817 refcnt_dec ();
818}
921 819
922 SET_FLAG (this, FLAG_FREED); 820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
923 826
924 // hack to ensure that freed objects still have a valid map 827 if (has_active_speed ())
925 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes
927
928 if (!freed_map)
929 { 828 {
930 freed_map = get_empty_map (3, 3); 829 if (flag [FLAG_FREED])
931 freed_map->name = "freed objects map"; 830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
932 allocate_map (freed_map); 831
832 actives.insert (this);
933 } 833 }
834}
934 835
935 map = freed_map; 836void
936 x = 1; 837object::activate_recursive ()
937 y = 1; 838{
938 } 839 activate ();
939 840
940 if (more) 841 for (object *op = inv; op; op = op->below)
941 { 842 op->activate_recursive ();
942 more->destroy (destroy_inventory); 843}
943 more = 0; 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)
944 } 876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880}
945 881
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
946 if (inv) 894 if (!inv)
947 { 895 return;
896
948 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
950 * drop on that space. 899 * drop on that space.
951 */ 900 */
952 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)
953 { 913 {
954 object *op = inv; 914 object *op = inv;
955 915
956 while (op) 916 if (op->flag [FLAG_STARTEQUIP]
957 { 917 || op->flag [FLAG_NO_DROP]
958 object *tmp = op->below; 918 || op->type == RUNE
959 op->destroy (destroy_inventory); 919 || op->type == TRAP
960 op = tmp; 920 || op->flag [FLAG_IS_A_TEMPLATE]
961 } 921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
962 } 925 }
963 else 926 }
964 { /* Put objects in inventory onto this space */ 927}
965 object *op = inv;
966 928
967 while (op) 929/*
968 { 930 * Remove and free all objects in the inventory of the given object.
969 object *tmp = op->below; 931 * Unlike destroy_inv, this assumes the *this is destroyed as well
970 932 * well, so we can (and have to!) take shortcuts.
971 remove_ob (op); 933 */
972 934void
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 935object::destroy_inv_fast ()
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 936{
975 free_object (op); 937 while (object *op = inv)
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 } 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;
987 944
988 // clear those pointers that likely might have circular references to us 945 // then destroy
989 owner = 0; 946 op->destroy ();
990 enemy = 0; 947 }
991 attacked_by = 0; 948}
992 949
993 // only relevant for players(?), but make sure of it anyways 950void
994 contr = 0; 951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
995 957
996 /* Remove object from the active list */ 958 sfree ((char *)freelist, sizeof (object));
997 speed = 0;
998 update_ob_speed (this);
999 959
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
1010void
1011object::do_destroy ()
1012{
1013 if (flag [FLAG_IS_LINKED])
1014 remove_link ();
1015
1016 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this);
1018
1019 remove ();
1020
1021 attachable::do_destroy ();
1022
1023 deactivate ();
1000 unlink (); 1024 unlink ();
1001 1025
1002 mortals.push_back (this); 1026 flag [FLAG_FREED] = 1;
1003}
1004 1027
1005/* 1028 // hack to ensure that freed objects still have a valid map
1006 * sub_weight() recursively (outwards) subtracts a number from the 1029 map = &freed_map;
1007 * weight of an object (and what is carried by it's environment(s)). 1030 x = 1;
1008 */ 1031 y = 1;
1009 1032
1010void 1033 if (more)
1011sub_weight (object *op, signed long weight)
1012{
1013 while (op != NULL)
1014 {
1015 if (op->type == CONTAINER)
1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1017
1018 op->carrying -= weight;
1019 op = op->env;
1020 } 1034 {
1021} 1035 more->destroy ();
1036 more = 0;
1037 }
1022 1038
1023/* remove_ob(op): 1039 head = 0;
1040
1041 // clear those pointers that likely might cause circular references
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045 current_weapon = 0;
1046}
1047
1048void
1049object::destroy ()
1050{
1051 if (destroyed ())
1052 return;
1053
1054 if (!is_head () && !head->destroyed ())
1055 {
1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1057 head->destroy ();
1058 return;
1059 }
1060
1061 destroy_inv_fast ();
1062
1063 if (is_head ())
1064 if (sound_destroy)
1065 play_sound (sound_destroy);
1066 else if (flag [FLAG_MONSTER])
1067 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1068
1069 attachable::destroy ();
1070}
1071
1072/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1073 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1074 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1075 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1076 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1077 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1078 */
1031
1032void 1079void
1033remove_ob (object *op) 1080object::do_remove ()
1034{ 1081{
1035 object *tmp, *last = 0; 1082 if (flag [FLAG_REMOVED])
1036 object *otmp;
1037
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED))
1044 return; 1083 return;
1045 1084
1046 SET_FLAG (op, FLAG_REMOVED); 1085 INVOKE_OBJECT (REMOVE, this);
1047 1086
1048 if (op->more != NULL) 1087 flag [FLAG_REMOVED] = true;
1049 remove_ob (op->more); 1088
1089 if (more)
1090 more->remove ();
1050 1091
1051 /* 1092 /*
1052 * In this case, the object to be removed is in someones 1093 * In this case, the object to be removed is in someones
1053 * inventory. 1094 * inventory.
1054 */ 1095 */
1055 if (op->env != NULL) 1096 if (env)
1056 { 1097 {
1057 if (op->nrof) 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 sub_weight (op->env, op->weight * op->nrof); 1099 if (object *pl = visible_to ())
1059 else 1100 esrv_del_item (pl->contr, count);
1060 sub_weight (op->env, op->weight + op->carrying); 1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061 1102
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1103 adjust_weight (env, total_weight (), 0);
1063 * made to players inventory. If set, avoiding the call
1064 * to save cpu time.
1065 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp);
1068 1104
1069 if (op->above != NULL) 1105 object *pl = in_player ();
1070 op->above->below = op->below;
1071 else
1072 op->env->inv = op->below;
1073
1074 if (op->below != NULL)
1075 op->below->above = op->above;
1076 1106
1077 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do. 1109 * to the caller to decide what we want to do.
1080 */ 1110 */
1081 op->x = op->env->x, op->y = op->env->y;
1082 op->map = op->env->map; 1111 map = env->map;
1083 op->above = NULL, op->below = NULL;
1084 op->env = NULL;
1085 }
1086 else if (op->map)
1087 {
1088 x = op->x; 1112 x = env->x;
1089 y = op->y; 1113 y = env->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091 1114
1092 if (!m) 1115 // make sure cmov optimisation is applicable
1116 *(above ? &above->below : &env->inv) = below;
1117 *(below ? &below->above : &above ) = above; // &above is just a dummy
1118
1119 above = 0;
1120 below = 0;
1121 env = 0;
1122
1123 if (pl && pl->is_player ())
1093 { 1124 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1125 if (expect_false (pl->contr->combat_ob == this))
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */ 1126 {
1100 abort (); 1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1128 pl->contr->combat_ob = 0;
1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1130 }
1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1141 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1101 } 1143 }
1144 }
1145 else if (map)
1146 {
1147 map->dirty = true;
1148 mapspace &ms = this->ms ();
1102 1149
1103 if (op->map != m) 1150 if (object *pl = ms.player ())
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */ 1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171 else
1172 esrv_del_item (pl->contr, count);
1173 }
1110 1174
1111 /* link the object above us */ 1175 /* link the object above us */
1112 if (op->above) 1176 // re-link, make sure compiler can easily use cmove
1113 op->above->below = op->below; 1177 *(above ? &above->below : &ms.top) = below;
1114 else 1178 *(below ? &below->above : &ms.bot) = above;
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1116 1179
1117 /* Relink the object below us, if there is one */ 1180 above = 0;
1118 if (op->below) 1181 below = 0;
1119 op->below->above = op->above; 1182
1120 else 1183 ms.invalidate ();
1184
1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1186
1187 if (object *pl = ms.player ())
1121 { 1188 {
1122 /* Nothing below, which means we need to relink map object for this space 1189 if (pl->container_ () == this)
1123 * use translated coordinates in case some oddness with map tiling is 1190 /* If a container that the player is currently using somehow gets
1124 * evident 1191 * removed (most likely destroyed), update the player view
1192 * appropriately.
1125 */ 1193 */
1126 if (GET_MAP_OB (m, x, y) != op) 1194 pl->close_container ();
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "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);
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136 1195
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1196 //TODO: the floorbox prev/next might need updating
1197 //esrv_del_item (pl->contr, count);
1198 //TODO: update floorbox to preserve ordering
1199 if (pl->contr->ns)
1200 pl->contr->ns->floorbox_update ();
1138 } 1201 }
1139 1202
1140 op->above = 0; 1203 if (check_walk_off)
1141 op->below = 0; 1204 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142
1143 if (op->map->in_memory == MAP_SAVING)
1144 return;
1145
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1147
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1149 { 1205 {
1206 above = tmp->above;
1207
1150 /* No point updating the players look faces if he is the object 1208 /* No point updating the players look faces if he is the object
1151 * being removed. 1209 * being removed.
1152 */
1153
1154 if (tmp->type == PLAYER && tmp != op)
1155 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */ 1210 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165 1211
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */ 1212 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off) 1213 if ((move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1214 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1173 {
1174 move_apply (tmp, op, NULL); 1215 move_apply (tmp, this, 0);
1175
1176 if (op->destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1216 }
1179 1217
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1218 if (affects_los ())
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp;
1186 }
1187
1188 /* last == NULL of there are no objects on this space */
1189 if (last == NULL)
1190 {
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else
1200 update_object (last, UP_OBJ_REMOVE);
1201
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1203 update_all_los (op->map, op->x, op->y); 1219 update_all_los (map, x, y);
1204 } 1220 }
1205} 1221}
1206 1222
1207/* 1223/*
1208 * merge_ob(op,top): 1224 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1232merge_ob (object *op, object *top)
1217{ 1233{
1218 if (!op->nrof) 1234 if (!op->nrof)
1219 return 0; 1235 return 0;
1220 1236
1221 if (top == NULL) 1237 if (!top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1238 for (top = op; top && top->above; top = top->above)
1239 ;
1223 1240
1224 for (; top != NULL; top = top->below) 1241 for (; top; top = top->below)
1225 { 1242 if (object::can_merge (op, top))
1226 if (top == op)
1227 continue;
1228 if (CAN_MERGE (op, top))
1229 { 1243 {
1230 top->nrof += op->nrof; 1244 top->nrof += op->nrof;
1231 1245
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246 if (object *pl = top->visible_to ())
1233 op->weight = 0; /* Don't want any adjustements now */ 1247 esrv_update_item (UPD_NROF, pl, top);
1234 remove_ob (op); 1248
1235 free_object (op); 1249 op->weight = 0; // cancel the addition above
1250 op->carrying = 0; // must be 0 already
1251
1252 op->destroy ();
1253
1236 return top; 1254 return top;
1237 } 1255 }
1238 }
1239 1256
1240 return 0; 1257 return 0;
1241} 1258}
1242 1259
1260void
1261object::expand_tail ()
1262{
1263 if (more)
1264 return;
1265
1266 object *prev = this;
1267
1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1269 {
1270 object *op = at->instance ();
1271
1272 op->name = name;
1273 op->name_pl = name_pl;
1274 op->title = title;
1275
1276 op->head = this;
1277 prev->more = op;
1278
1279 prev = op;
1280 }
1281}
1282
1243/* 1283/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1284 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1285 * job preparing multi-part monsters.
1246 */ 1286 */
1247object * 1287object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1288insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1289{
1250 object *tmp; 1290 op->remove ();
1251 1291
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1292 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1293 {
1257 tmp->x = x + tmp->arch->clone.x; 1294 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1295 tmp->y = y + tmp->arch->y;
1259 } 1296 }
1260 1297
1261 return insert_ob_in_map (op, m, originator, flag); 1298 return insert_ob_in_map (op, m, originator, flag);
1262} 1299}
1263 1300
1276 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1277 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1278 * 1315 *
1279 * Return value: 1316 * Return value:
1280 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1282 * just 'op' otherwise 1319 * just 'op' otherwise
1283 */ 1320 */
1284
1285object * 1321object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1323{
1288 object *tmp, *top, *floor = NULL; 1324 op->remove ();
1289 sint16 x, y;
1290 1325
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1326 if (m == &freed_map)//D TODO: remove soon
1292 { 1327 {//D
1293 LOG (llevError, "Trying to insert freed object!\n"); 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1294 return NULL;
1295 } 1329 }//D
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1330
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1331 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1332 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1333 * need extra work
1363 */ 1334 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1335 maptile *newmap = m;
1365 x = op->x; 1336 if (!xy_normalise (newmap, op->x, op->y))
1366 y = op->y; 1337 {
1338 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1339 return 0;
1340 }
1341
1342 if (object *more = op->more)
1343 if (!insert_ob_in_map (more, m, originator, flag))
1344 return 0;
1345
1346 op->flag [FLAG_REMOVED] = false;
1347 op->env = 0;
1348 op->map = newmap;
1349
1350 mapspace &ms = op->ms ();
1367 1351
1368 /* this has to be done after we translate the coordinates. 1352 /* this has to be done after we translate the coordinates.
1369 */ 1353 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1354 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1355 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1356 if (object::can_merge (op, tmp))
1373 { 1357 {
1358 // TODO: we actually want to update tmp, not op,
1359 // but some caller surely breaks when we return tmp
1360 // from here :/
1374 op->nrof += tmp->nrof; 1361 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1362 tmp->destroy ();
1376 free_object (tmp);
1377 } 1363 }
1378 1364
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1366 op->clr_flag (FLAG_INV_LOCKED);
1381 1367
1382 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1368 if (!op->flag [FLAG_ALIVE])
1383 CLEAR_FLAG (op, FLAG_NO_STEAL); 1369 op->clr_flag (FLAG_NO_STEAL);
1384 1370
1385 if (flag & INS_BELOW_ORIGINATOR) 1371 if (flag & INS_BELOW_ORIGINATOR)
1386 { 1372 {
1387 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1388 { 1374 {
1389 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1390 abort (); 1376 abort ();
1391 } 1377 }
1392 1378
1379 if (!originator->is_on_map ())
1380 {
1381 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1382 op->debug_desc (), originator->debug_desc ());
1383 abort ();
1384 }
1385
1393 op->above = originator; 1386 op->above = originator;
1394 op->below = originator->below; 1387 op->below = originator->below;
1395
1396 if (op->below)
1397 op->below->above = op;
1398 else
1399 SET_MAP_OB (op->map, op->x, op->y, op);
1400
1401 /* since *below* originator, no need to update top */
1402 originator->below = op; 1388 originator->below = op;
1389
1390 *(op->below ? &op->below->above : &ms.bot) = op;
1403 } 1391 }
1404 else 1392 else
1405 { 1393 {
1394 object *floor = 0;
1395 object *top = ms.top;
1396
1406 /* If there are other objects, then */ 1397 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1398 if (top)
1408 { 1399 {
1409 object *last = NULL;
1410
1411 /* 1400 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1401 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1402 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1403 * Generally, we want to put the new object on top. But if
1415 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1404 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1418 * once we get to them. This reduces the need to traverse over all of 1407 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1408 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1409 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1410 * that flying non pickable objects are spell objects.
1422 */ 1411 */
1423 1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1424 while (top != NULL)
1425 { 1413 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1427 floor = top; 1415 floor = tmp;
1428 1416
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1430 { 1418 {
1431 /* We insert above top, so we want this object below this */ 1419 /* We insert above top, so we want this object below this */
1432 top = top->below; 1420 top = tmp->below;
1433 break; 1421 break;
1434 } 1422 }
1435 1423
1436 last = top;
1437 top = top->above; 1424 top = tmp;
1438 } 1425 }
1439
1440 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last;
1442 1426
1443 /* We let update_position deal with figuring out what the space 1427 /* We let update_position deal with figuring out what the space
1444 * looks like instead of lots of conditions here. 1428 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1429 * makes things faster, and effectively the same result.
1446 */ 1430 */
1447 1431
1448 /* Have object 'fall below' other objects that block view. 1432 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1433 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1434 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1435 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1436 * stacking is a bit odd.
1453 */ 1437 */
1454 if (!(flag & INS_ON_TOP) && 1438 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1439 && ms.flags () & P_BLOCKSVIEW
1440 && (op->face && !faces [op->face].visibility))
1456 { 1441 {
1442 object *last;
1443
1457 for (last = top; last != floor; last = last->below) 1444 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1459 break; 1446 break;
1447
1460 /* Check to see if we found the object that blocks view, 1448 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1449 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1450 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1451 * set top to the object below us.
1464 */ 1452 */
1465 if (last && last->below && last != floor) 1453 if (last && last->below && last != floor)
1466 top = last->below; 1454 top = last->below;
1467 } 1455 }
1468 } /* If objects on this space */ 1456 } /* If objects on this space */
1469 1457
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1458 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1459 top = floor;
1475 1460
1476 /* Top is the object that our object (op) is going to get inserted above. 1461 // insert object above top, or bottom-most if top = 0
1477 */
1478
1479 /* First object on this space */
1480 if (!top) 1462 if (!top)
1481 { 1463 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y);
1483
1484 if (op->above)
1485 op->above->below = op;
1486
1487 op->below = NULL; 1464 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1465 op->above = ms.bot;
1466 ms.bot = op;
1467
1468 *(op->above ? &op->above->below : &ms.top) = op;
1489 } 1469 }
1490 else 1470 else
1491 { /* get inserted into the stack above top */ 1471 {
1492 op->above = top->above; 1472 op->above = top->above;
1493
1494 if (op->above)
1495 op->above->below = op; 1473 top->above = op;
1496 1474
1497 op->below = top; 1475 op->below = top;
1498 top->above = op; 1476 *(op->above ? &op->above->below : &ms.top) = op;
1499 } 1477 }
1478 }
1500 1479
1501 if (op->above == NULL) 1480 if (op->is_player ())
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1481 {
1503 } /* else not INS_BELOW_ORIGINATOR */
1504
1505 if (op->type == PLAYER)
1506 op->contr->do_los = 1; 1482 op->contr->do_los = 1;
1483 ++op->map->players;
1484 op->map->touch ();
1485 }
1507 1486
1508 /* If we have a floor, we know the player, if any, will be above 1487 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1488
1510 */ 1489 if (object *pl = ms.player ())
1511 if (!(flag & INS_MAP_LOAD)) 1490 //TODO: the floorbox prev/next might need updating
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 //esrv_send_item (pl, op);
1513 if (tmp->type == PLAYER) 1492 //TODO: update floorbox to preserve ordering
1514 tmp->contr->socket.update_look = 1; 1493 if (pl->contr->ns)
1494 pl->contr->ns->floorbox_update ();
1515 1495
1516 /* If this object glows, it may affect lighting conditions that are 1496 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1497 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1498 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1499 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1500 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1501 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1502 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1503 * of effect may be sufficient.
1524 */ 1504 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1505 if (op->affects_los ())
1506 {
1507 op->ms ().invalidate ();
1526 update_all_los (op->map, op->x, op->y); 1508 update_all_los (op->map, op->x, op->y);
1509 }
1527 1510
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1511 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1512 update_object (op, UP_OBJ_INSERT);
1530 1513
1514 INVOKE_OBJECT (INSERT, op);
1515
1531 /* Don't know if moving this to the end will break anything. However, 1516 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1517 * we want to have floorbox_update called before calling this.
1533 * 1518 *
1534 * check_move_on() must be after this because code called from 1519 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1520 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1521 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1522 * update_object().
1538 */ 1523 */
1539 1524
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1542 { 1527 {
1543 if (check_move_on (op, originator)) 1528 if (check_move_on (op, originator, flag))
1544 return NULL; 1529 return 0;
1545 1530
1546 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1547 * walk on's. 1532 * walk on's.
1548 */ 1533 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1551 return NULL; 1536 return 0;
1552 } 1537 }
1553 1538
1554 return op; 1539 return op;
1555} 1540}
1556 1541
1557/* this function inserts an object in the map, but if it 1542/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1543 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1544 * op is the object to insert it under: supplies x and the map.
1560 */ 1545 */
1561void 1546void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1547replace_insert_ob_in_map (shstr_tmp archname, object *op)
1563{ 1548{
1564 object *
1565 tmp;
1566 object *
1567 tmp1;
1568
1569 /* first search for itself and remove any old instances */ 1549 /* first search for itself and remove any old instances */
1570 1550
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1552 if (tmp->arch->archname == archname) /* same archetype */
1574 { 1553 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1554
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1555 object *tmp = archetype::find (archname)->instance ();
1581 1556
1582 tmp1->x = op->x; 1557 tmp->x = op->x;
1583 tmp1->y = op->y; 1558 tmp->y = op->y;
1559
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1585} 1561}
1586
1587/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array.
1593 */
1594 1562
1595object * 1563object *
1596get_split_ob (object *orig_ob, uint32 nr) 1564object::insert_at (object *where, object *originator, int flags)
1597{ 1565{
1598 object * 1566 if (where->env)
1599 newob; 1567 return where->env->insert (this);
1600 int 1568 else
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 return where->map->insert (this, where->x, where->y, originator, flags);
1602
1603 if (orig_ob->nrof < nr)
1604 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL;
1607 }
1608
1609 newob = object_create_clone (orig_ob);
1610
1611 if ((orig_ob->nrof -= nr) < 1)
1612 {
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed)
1618 {
1619 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 {
1623 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1624 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1625 return NULL;
1626 }
1627 }
1628
1629 newob->nrof = nr;
1630
1631 return newob;
1632} 1570}
1633 1571
1572// check whether we can put this into the map, respect max_volume, max_items
1573bool
1574object::can_drop_at (maptile *m, int x, int y, object *originator)
1575{
1576 mapspace &ms = m->at (x, y);
1577
1578 int items = ms.items ();
1579
1580 if (!items // testing !items ensures we can drop at least one item
1581 || (items < m->max_items
1582 && ms.volume () < m->max_volume))
1583 return true;
1584
1585 if (originator && originator->is_player ())
1586 originator->contr->failmsgf (
1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1588 query_name ()
1589 );
1590
1591 return false;
1592}
1593
1634/* 1594/*
1635 * decrease_ob_nr(object, number) decreases a specified number from 1595 * decrease(object, number) decreases a specified number from
1636 * the amount of an object. If the amount reaches 0, the object 1596 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1597 * is subsequently removed and freed.
1638 * 1598 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1599 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1600 */
1601bool
1602object::decrease (sint32 nr)
1603{
1604 if (!nr)
1605 return true;
1641 1606
1607 nr = min (nr, nrof);
1608
1609 if (nrof > nr)
1610 {
1611 sint64 oweight = total_weight ();
1612
1613 nrof -= nr;
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1642object * 1635object *
1643decrease_ob_nr (object *op, uint32 i) 1636object::split (sint32 nr)
1644{ 1637{
1645 object *tmp; 1638 int have = number_of ();
1646 player *pl;
1647 1639
1648 if (i == 0) /* objects with op->nrof require this check */ 1640 if (have < nr)
1649 return op; 1641 return 0;
1650 1642 else if (have == nr)
1651 if (i > op->nrof)
1652 i = op->nrof;
1653
1654 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i;
1656 else if (op->env != NULL)
1657 { 1643 {
1658 /* is this object in the players inventory, or sub container
1659 * therein?
1660 */
1661 tmp = is_player_inv (op->env);
1662 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player.
1667 */
1668 if (!tmp)
1669 {
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env)
1672 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 }
1678
1679 if (i < op->nrof)
1680 {
1681 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i;
1683 if (tmp)
1684 {
1685 esrv_send_item (tmp, op);
1686 }
1687 }
1688 else
1689 {
1690 remove_ob (op); 1644 remove ();
1691 op->nrof = 0; 1645 return this;
1692 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count);
1695 }
1696 }
1697 } 1646 }
1698 else 1647 else
1699 { 1648 {
1700 object *above = op->above; 1649 decrease (nr);
1701 1650
1702 if (i < op->nrof) 1651 object *op = deep_clone ();
1703 op->nrof -= i; 1652 op->nrof = nr;
1704 else
1705 {
1706 remove_ob (op);
1707 op->nrof = 0;
1708 }
1709
1710 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above)
1712 if (tmp->type == PLAYER)
1713 {
1714 if (op->nrof)
1715 esrv_send_item (tmp, op);
1716 else
1717 esrv_del_item (tmp->contr, op->count);
1718 }
1719 }
1720
1721 if (op->nrof)
1722 return op; 1653 return op;
1723 else
1724 { 1654 }
1725 free_object (op);
1726 return NULL;
1727 }
1728} 1655}
1729
1730/*
1731 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying.
1733 */
1734
1735void
1736add_weight (object *op, signed long weight)
1737{
1738 while (op != NULL)
1739 {
1740 if (op->type == CONTAINER)
1741 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1742
1743 op->carrying += weight;
1744 op = op->env;
1745 }
1746}
1747
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761 1656
1762object * 1657object *
1763insert_ob_in_ob (object *op, object *where) 1658insert_ob_in_ob (object *op, object *where)
1764{ 1659{
1765 object * 1660 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1661 {
1779 char *dump = dump_object (op); 1662 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1664 free (dump);
1782 return op; 1665 return op;
1783 } 1666 }
1784 1667
1785 if (where->head) 1668 if (where->head_ () != where)
1786 { 1669 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1671 where = where->head;
1789 } 1672 }
1790 1673
1674 return where->insert (op);
1675}
1676
1677/*
1678 * env->insert (op)
1679 * This function inserts the object op in the linked list
1680 * inside the object environment.
1681 *
1682 * The function returns now pointer to inserted item, and return value can
1683 * be != op, if items are merged. -Tero
1684 */
1685object *
1686object::insert (object *op)
1687{
1791 if (op->more) 1688 if (op->more)
1792 { 1689 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1691 return op;
1795 } 1692 }
1796 1693
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 op->remove ();
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1799 if (op->nrof) 1698 if (op->nrof)
1800 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1700 if (object::can_merge (tmp, op))
1803 { 1701 {
1804 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1806 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1709
1808 * tmp->nrof, we need to increase the weight. 1710 if (object *pl = tmp->visible_to ())
1809 */ 1711 esrv_update_item (UPD_NROF, pl, tmp);
1712
1810 add_weight (where, op->weight * op->nrof); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1811 SET_FLAG (op, FLAG_REMOVED); 1714
1812 free_object (op); /* free the inserted object */ 1715 op->destroy ();
1813 op = tmp; 1716 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1717 goto inserted;
1815 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break;
1817 } 1718 }
1818 1719
1819 /* I assume combined objects have no inventory 1720 op->owner = 0; // it's his/hers now. period.
1820 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do
1823 * the linking below
1824 */
1825 add_weight (where, op->weight * op->nrof);
1826 }
1827 else
1828 add_weight (where, (op->weight + op->carrying));
1829
1830 otmp = is_player_inv (where);
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp);
1835 }
1836
1837 op->map = NULL; 1721 op->map = 0;
1838 op->env = where; 1722 op->x = 0;
1723 op->y = 0;
1724
1839 op->above = NULL; 1725 op->above = 0;
1840 op->below = NULL; 1726 op->below = inv;
1841 op->x = 0, op->y = 0; 1727 op->env = this;
1842 1728
1729 if (inv)
1730 inv->above = op;
1731
1732 inv = op;
1733
1734 op->flag [FLAG_REMOVED] = 0;
1735
1736 if (object *pl = op->visible_to ())
1737 esrv_send_item (pl, op);
1738
1739 adjust_weight (this, 0, op->total_weight ());
1740
1741inserted:
1843 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1743 if (op->glow_radius && is_on_map ())
1845 {
1846#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map))
1850 update_all_los (where->map, where->x, where->y);
1851 } 1744 {
1852 1745 update_stats ();
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1746 update_all_los (map, x, y);
1854 * It sure simplifies this function...
1855 */
1856 if (where->inv == NULL)
1857 where->inv = op;
1858 else
1859 { 1747 }
1860 op->below = where->inv; 1748 else if (is_player ())
1861 op->below->above = op; 1749 // if this is a player's inventory, update stats
1862 where->inv = op; 1750 contr->queue_stats_update ();
1863 } 1751
1752 INVOKE_OBJECT (INSERT, this);
1753
1864 return op; 1754 return op;
1865} 1755}
1866 1756
1867/* 1757/*
1868 * Checks if any objects has a move_type that matches objects 1758 * Checks if any objects has a move_type that matches objects
1882 * 1772 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1775 * on top.
1886 */ 1776 */
1887
1888int 1777int
1889check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1890{ 1779{
1780 if (op->flag [FLAG_NO_APPLY])
1781 return 0;
1782
1891 object *tmp; 1783 object *tmp;
1892 maptile *m = op->map; 1784 maptile *m = op->map;
1893 int x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1894 1786
1895 MoveType move_on, move_slow, move_block; 1787 mapspace &ms = m->at (x, y);
1896 1788
1897 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 ms.update ();
1898 return 0;
1899 1790
1900 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 MoveType move_on = ms.move_on;
1901 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 MoveType move_slow = ms.move_slow;
1902 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 MoveType move_block = ms.move_block;
1903 1794
1904 /* if nothing on this space will slow op down or be applied, 1795 /* if nothing on this space will slow op down or be applied,
1905 * no need to do checking below. have to make sure move_type 1796 * no need to do checking below. have to make sure move_type
1906 * is set, as lots of objects don't have it set - we treat that 1797 * is set, as lots of objects don't have it set - we treat that
1907 * as walking. 1798 * as walking.
1918 return 0; 1809 return 0;
1919 1810
1920 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1922 */ 1813 */
1923 1814 for (object *next, *tmp = ms.top; tmp; tmp = next)
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1925 {
1926 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them.
1929 */
1930 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1931 break;
1932 } 1815 {
1816 next = tmp->below;
1933 1817
1934 for (; tmp; tmp = tmp->below)
1935 {
1936 if (tmp == op) 1818 if (tmp == op)
1937 continue; /* Can't apply yourself */ 1819 continue; /* Can't apply yourself */
1938 1820
1939 /* Check to see if one of the movement types should be slowed down. 1821 /* Check to see if one of the movement types should be slowed down.
1940 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1941 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1942 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1943 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1944 */ 1826 */
1945 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1827 if (!op->flag [FLAG_WIZPASS])
1946 { 1828 {
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1831 {
1950
1951 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1833
1954 if (op->type == PLAYER) 1834 if (op->is_player ())
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1837 diff /= 4.0;
1958 1838
1959 op->speed_left -= diff; 1839 op->speed_left -= diff;
1960 } 1840 }
1961 } 1841 }
1962 1842
1963 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1964 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1965 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1966 { 1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1851
1967 move_apply (tmp, op, originator); 1852 move_apply (tmp, op, originator);
1968 1853
1969 if (op->destroyed ()) 1854 if (op->destroyed ())
1970 return 1; 1855 return 1;
1971 1856
1984/* 1869/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1870 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1871 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1988 */ 1873 */
1989
1990object * 1874object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1875present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1876{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1877 if (!m || out_of_map (m, x, y))
1997 { 1878 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1879 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1880 return NULL;
2000 } 1881 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
2002 if (tmp->arch == at) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if (tmp->arch->archname == at->archname)
2003 return tmp; 1885 return tmp;
1886
2004 return NULL; 1887 return NULL;
2005} 1888}
2006 1889
2007/* 1890/*
2008 * present(type, map, x, y) searches for any objects with 1891 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1892 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2011 */ 1894 */
2012
2013object * 1895object *
2014present (unsigned char type, maptile *m, int x, int y) 1896present (unsigned char type, maptile *m, int x, int y)
2015{ 1897{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1898 if (out_of_map (m, x, y))
2020 { 1899 {
2021 LOG (llevError, "Present called outside map.\n"); 1900 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1901 return NULL;
2023 } 1902 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1903
1904 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1905 if (tmp->type == type)
2026 return tmp; 1906 return tmp;
1907
2027 return NULL; 1908 return NULL;
2028} 1909}
2029 1910
2030/* 1911/*
2031 * present_in_ob(type, object) searches for any objects with 1912 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1913 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1914 * The first matching object is returned, or NULL if none.
2034 */ 1915 */
2035
2036object * 1916object *
2037present_in_ob (unsigned char type, const object *op) 1917present_in_ob (unsigned char type, const object *op)
2038{ 1918{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1920 if (tmp->type == type)
2044 return tmp; 1921 return tmp;
1922
2045 return NULL; 1923 return NULL;
2046} 1924}
2047 1925
2048/* 1926/*
2049 * present_in_ob (type, str, object) searches for any objects with 1927 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1935 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1936 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1937 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1938 * to be unique.
2061 */ 1939 */
2062
2063object * 1940object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1941present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1942{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1944 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1945 return tmp;
2073 } 1946
2074 return NULL; 1947 return 0;
2075} 1948}
2076 1949
2077/* 1950/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1951 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1952 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1953 * The first matching object is returned, or NULL if none.
2081 */ 1954 */
2082
2083object * 1955object *
2084present_arch_in_ob (const archetype *at, const object *op) 1956present_arch_in_ob (const archetype *at, const object *op)
2085{ 1957{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 if (tmp->arch == at) 1959 if (tmp->arch->archname == at->archname)
2091 return tmp; 1960 return tmp;
1961
2092 return NULL; 1962 return NULL;
2093} 1963}
2094 1964
2095/* 1965/*
2096 * activate recursively a flag on an object inventory 1966 * activate recursively a flag on an object inventory
2097 */ 1967 */
2098void 1968void
2099flag_inv (object *op, int flag) 1969flag_inv (object *op, int flag)
2100{ 1970{
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 { 1972 {
2107 SET_FLAG (tmp, flag); 1973 tmp->set_flag (flag);
2108 flag_inv (tmp, flag); 1974 flag_inv (tmp, flag);
2109 } 1975 }
2110} /* 1976}
1977
1978/*
2111 * desactivate recursively a flag on an object inventory 1979 * deactivate recursively a flag on an object inventory
2112 */ 1980 */
2113void 1981void
2114unflag_inv (object *op, int flag) 1982unflag_inv (object *op, int flag)
2115{ 1983{
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 { 1985 {
2122 CLEAR_FLAG (tmp, flag); 1986 tmp->clr_flag (flag);
2123 unflag_inv (tmp, flag); 1987 unflag_inv (tmp, flag);
2124 } 1988 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1989}
2140 1990
2141/* 1991/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1992 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1993 * a spot at the given map and coordinates which will be able to contain
2145 * to search (see the freearr_x/y[] definition). 1995 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found. 1996 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9 1997 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the 1998 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1999 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not 2000 * Note: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as 2001 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work. 2002 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary 2003 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 2004 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 2005 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 2006 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 2007 * customized, changed states, etc.
2161 */ 2008 */
2162
2163int 2009int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2010find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 2011{
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 2012 int altern[SIZEOFFREE];
2013 int index = 0;
2171 2014
2172 for (i = start; i < stop; i++) 2015 for (int i = start; i < stop; i++)
2173 { 2016 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2017 mapxy pos (m, x, y); pos.move (i);
2175 if (!flag) 2018
2019 if (!pos.normalise ())
2020 continue;
2021
2022 mapspace &ms = *pos;
2023
2024 if (ms.flags () & P_IS_ALIVE)
2025 continue;
2026
2027 /* However, often
2028 * ob doesn't have any move type (when used to place exits)
2029 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2030 */
2031 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2032 {
2176 altern[index++] = i; 2033 altern [index++] = i;
2034 continue;
2035 }
2177 2036
2178 /* Basically, if we find a wall on a space, we cut down the search size. 2037 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 2038 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 2039 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 2040 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 2041 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 2042 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 2043 * won't look 2 spaces south of the target space.
2185 */ 2044 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2045 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2046 {
2187 stop = maxfree[i]; 2047 stop = maxfree[i];
2048 continue;
2049 }
2050
2051 /* Note it is intentional that we check ob - the movement type of the
2052 * head of the object should correspond for the entire object.
2053 */
2054 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2055 continue;
2056
2057 if (ob->blocked (pos.m, pos.x, pos.y))
2058 continue;
2059
2060 altern [index++] = i;
2188 } 2061 }
2062
2189 if (!index) 2063 if (!index)
2190 return -1; 2064 return -1;
2065
2191 return altern[RANDOM () % index]; 2066 return altern [rndm (index)];
2192} 2067}
2193 2068
2194/* 2069/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2072 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2073 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2074 */
2200
2201int 2075int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2076find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2077{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2078 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2079 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2080 return i;
2211 } 2081
2212 return -1; 2082 return -1;
2213} 2083}
2214 2084
2215/* 2085/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2086 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2087 * arr[begin..end-1].
2088 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2089 */
2219static void 2090static void
2220permute (int *arr, int begin, int end) 2091permute (int *arr, int begin, int end)
2221{ 2092{
2222 int 2093 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2094 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2095
2233 tmp = arr[i]; 2096 while (--end)
2234 arr[i] = arr[j]; 2097 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2098}
2238 2099
2239/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2101 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2102 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2105 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2106 */
2246void 2107void
2247get_search_arr (int *search_arr) 2108get_search_arr (int *search_arr)
2248{ 2109{
2249 int 2110 int i;
2250 i;
2251 2111
2252 for (i = 0; i < SIZEOFFREE; i++) 2112 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2113 search_arr[i] = i;
2255 }
2256 2114
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2115 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2116 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2117 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2118}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2127 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2128 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2129 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2130 * there is capable of.
2273 */ 2131 */
2274
2275int 2132int
2276find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2134{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE;
2281
2282 sint16 nx, ny;
2283 object *
2284 tmp;
2285 maptile *
2286 mp;
2287
2288 MoveType blocked, move_type; 2136 MoveType move_type;
2289 2137
2290 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2291 { 2139 {
2292 exclude = exclude->head; 2140 exclude = exclude->head;
2293 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2294 } 2142 }
2295 else 2143 else
2296 { 2144 {
2297 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2298 move_type = MOVE_ALL; 2146 move_type = MOVE_ALL;
2299 } 2147 }
2300 2148
2301 for (i = 1; i < max; i++) 2149 for (int i = 1; i < max; i++)
2302 { 2150 {
2303 mp = m; 2151 mapxy pos (m, x, y);
2304 nx = x + freearr_x[i]; 2152 pos.move (i);
2305 ny = y + freearr_y[i];
2306 2153
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 if (!pos.normalise ())
2308 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2155 max = maxfree[i];
2311 }
2312 else 2156 else
2313 { 2157 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2158 mapspace &ms = *pos;
2315 2159
2316 if ((move_type & blocked) == move_type) 2160 if ((move_type & ms.move_block) == move_type)
2161 max = maxfree [i];
2162 else if (ms.flags () & P_IS_ALIVE)
2317 { 2163 {
2318 max = maxfree[i]; 2164 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2319 } 2165 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2320 else if (mflags & P_IS_ALIVE) 2166 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2321 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2323 {
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2325 {
2326 break;
2327 }
2328 }
2329 if (tmp)
2330 {
2331 return freedir[i]; 2167 return freedir [i];
2332 }
2333 } 2168 }
2334 } 2169 }
2335 } 2170 }
2171
2336 return 0; 2172 return 0;
2337} 2173}
2338 2174
2339/* 2175/*
2340 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2177 * distance between the two given objects.
2342 */ 2178 */
2343
2344int 2179int
2345distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2346{ 2181{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2183}
2353 2184
2354/* 2185/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2356 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2357 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2358 */ 2189 */
2359
2360int 2190int
2361find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2362{ 2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2363 int 2236 int q;
2364 q;
2365 2237
2366 if (y) 2238 if (y)
2367 q = x * 100 / y; 2239 q = 128 * x / y;
2368 else if (x) 2240 else if (x)
2369 q = -300 * x; 2241 q = -512 * x; // to make it > 309
2370 else 2242 else
2371 return 0; 2243 return 0;
2372 2244
2373 if (y > 0) 2245 if (y > 0)
2374 { 2246 {
2375 if (q < -242) 2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2376 return 3; 2252 return 3;
2377 if (q < -41) 2253 }
2378 return 2; 2254 else
2379 if (q < 41) 2255 {
2380 return 1; 2256 if (q < -309) return 3;
2381 if (q < 242) 2257 if (q < -52) return 2;
2382 return 8; 2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2383 return 7; 2261 return 7;
2384 } 2262 }
2385 2263#endif
2386 if (q < -242)
2387 return 7;
2388 if (q < -41)
2389 return 6;
2390 if (q < 41)
2391 return 5;
2392 if (q < 242)
2393 return 4;
2394
2395 return 3;
2396}
2397
2398/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412} 2264}
2413 2265
2414/* 2266/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2269 */
2418
2419int 2270int
2420dirdiff (int dir1, int dir2) 2271dirdiff (int dir1, int dir2)
2421{ 2272{
2422 int
2423 d;
2424
2425 d = abs (dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2426 if (d > 4) 2274
2427 d = 8 - d; 2275 return d > 4 ? 8 - d : d;
2428 return d;
2429} 2276}
2430 2277
2431/* peterm: 2278/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2433 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2435 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2285 * functions.
2439 */ 2286 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2342 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2499 */ 2344 */
2500
2501
2502int 2345int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2347{
2505 sint16 dx, dy; 2348 sint16 dx, dy;
2506 int
2507 mflags; 2349 int mflags;
2508 2350
2509 if (dir < 0) 2351 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2511 2353
2512 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2525 return 0; 2367 return 0;
2526 2368
2527 /* yes, can see. */ 2369 /* yes, can see. */
2528 if (dir < 9) 2370 if (dir < 9)
2529 return 1; 2371 return 1;
2372
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2376}
2533
2534
2535 2377
2536/* 2378/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2384 * core dumps if they do.
2543 * 2385 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2387 */
2546
2547int 2388int
2548can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2549{ 2390{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2553} 2394}
2554 2395
2396//-GPL
2555 2397
2556/* 2398/*
2557 * create clone from object to another 2399 * create clone from object to another
2558 */ 2400 */
2559object * 2401object *
2560object_create_clone (object *asrc) 2402object::deep_clone ()
2561{ 2403{
2562 object * 2404 assert (("deep_clone called on non-head object", is_head ()));
2563 dst = NULL, *tmp, *src, *part, *prev, *item;
2564 2405
2565 if (!asrc) 2406 object *dst = clone ();
2566 return NULL;
2567 src = asrc;
2568 if (src->head)
2569 src = src->head;
2570 2407
2571 prev = NULL; 2408 object *prev = dst;
2572 for (part = src; part; part = part->more) 2409 for (object *part = this->more; part; part = part->more)
2573 { 2410 {
2574 tmp = get_object (); 2411 object *tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x;
2577 tmp->y -= src->y;
2578 if (!part->head)
2579 {
2580 dst = tmp;
2581 tmp->head = NULL;
2582 }
2583 else
2584 {
2585 tmp->head = dst; 2412 tmp->head = dst;
2586 }
2587 tmp->more = NULL;
2588 if (prev)
2589 prev->more = tmp; 2413 prev->more = tmp;
2590 prev = tmp; 2414 prev = tmp;
2591 } 2415 }
2592 2416
2593 for (item = src->inv; item; item = item->below) 2417 for (object *item = inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2595 2419
2596 return dst; 2420 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2421}
2637 2422
2638/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2424 * has the same type and subtype match.
2640 * returns NULL if no match. 2425 * returns NULL if no match.
2641 */ 2426 */
2642object * 2427object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2428find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2429{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2430 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2431 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2432 return tmp;
2650 2433
2651 return NULL;
2652}
2653
2654/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL.
2656 *
2657 * key must be a passed in shared string - otherwise, this won't
2658 * do the desired thing.
2659 */
2660key_value *
2661get_ob_key_link (const object *ob, const char *key)
2662{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next)
2666 if (link->key == key)
2667 return link;
2668
2669 return NULL;
2670}
2671
2672/*
2673 * Returns the value of op has an extra_field for key, or NULL.
2674 *
2675 * The argument doesn't need to be a shared string.
2676 *
2677 * The returned string is shared.
2678 */
2679const char *
2680get_ob_key_value (const object *op, const char *const key)
2681{
2682 key_value *link;
2683 shstr_cmp canonical_key (key);
2684
2685 if (!canonical_key)
2686 {
2687 /* 1. There being a field named key on any object
2688 * implies there'd be a shared string to find.
2689 * 2. Since there isn't, no object has this field.
2690 * 3. Therefore, *this* object doesn't have this field.
2691 */
2692 return 0;
2693 }
2694
2695 /* This is copied from get_ob_key_link() above -
2696 * only 4 lines, and saves the function call overhead.
2697 */
2698 for (link = op->key_values; link; link = link->next)
2699 if (link->key == canonical_key)
2700 return link->value;
2701
2702 return 0; 2434 return 0;
2703} 2435}
2704 2436
2705 2437/* Zero the key_values on op, decrementing the shared-string
2706/* 2438 * refcounts and freeing the links.
2707 * Updates the canonical_key in op to value.
2708 * 2439 */
2709 * canonical_key is a shared string (value doesn't have to be). 2440void
2710 * 2441key_values::clear ()
2711 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2712 * keys.
2713 *
2714 * Returns TRUE on success.
2715 */
2716int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2442{
2719 key_value * 2443 for (key_value *kvp = first; kvp; )
2720 field = NULL, *last = NULL; 2444 {
2721 2445 key_value *next = kvp->next;
2722 for (field = op->key_values; field != NULL; field = field->next) 2446 delete kvp;
2447 kvp = next;
2723 { 2448 }
2724 if (field->key != canonical_key) 2449
2450 first = 0;
2451}
2452
2453shstr_tmp
2454key_values::get (shstr_tmp key) const
2455{
2456 for (key_value *kv = first; kv; kv = kv->next)
2457 if (kv->key == key)
2458 return kv->value;
2459
2460 return shstr ();
2461}
2462
2463void
2464key_values::add (shstr_tmp key, shstr_tmp value)
2465{
2466 key_value *kv = new key_value;
2467
2468 kv->next = first;
2469 kv->key = key;
2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2476key_values::set (shstr_tmp key, shstr_tmp value)
2477{
2478 for (key_value *kv = first; kv; kv = kv->next)
2479 if (kv->key == key)
2725 { 2480 {
2726 last = field; 2481 kv->value = value;
2727 continue; 2482 return;
2728 } 2483 }
2729 2484
2730 if (value) 2485 add (key, value);
2731 field->value = value; 2486}
2732 else 2487
2488void
2489key_values::del (shstr_tmp key)
2490{
2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2492 if ((*kvp)->key == key)
2733 { 2493 {
2734 /* Basically, if the archetype has this key set, 2494 key_value *kv = *kvp;
2735 * we need to store the null value so when we save 2495 *kvp = (*kvp)->next;
2736 * it, we save the empty value so that when we load, 2496 delete kv;
2737 * we get this value back again. 2497 return;
2738 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key))
2740 field->value = 0;
2741 else
2742 {
2743 if (last)
2744 last->next = field->next;
2745 else
2746 op->key_values = field->next;
2747
2748 delete field;
2749 }
2750 } 2498 }
2751 return TRUE; 2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2752 } 2508 {
2753 /* IF we get here, key doesn't exist */ 2509 key_value *node = head;
2754 2510 head = head->next;
2755 /* No field, we'll have to add it. */ 2511 node->next = prev;
2756 2512 prev = node;
2757 if (!add_key)
2758 { 2513 }
2759 return FALSE;
2760 }
2761 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings,
2765 * should pass in ""
2766 */
2767 if (value == NULL)
2768 return TRUE;
2769 2514
2770 field = new key_value; 2515 first = prev;
2771
2772 field->key = canonical_key;
2773 field->value = value;
2774 /* Usual prepend-addition. */
2775 field->next = op->key_values;
2776 op->key_values = field;
2777
2778 return TRUE;
2779} 2516}
2780 2517
2781/* 2518key_values &
2782 * Updates the key in op to value. 2519key_values::operator =(const key_values &kv)
2783 *
2784 * If add_key is FALSE, this will only update existing keys,
2785 * and not add new ones.
2786 * In general, should be little reason FALSE is ever passed in for add_key
2787 *
2788 * Returns TRUE on success.
2789 */
2790int
2791set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2792{ 2520{
2793 shstr key_ (key); 2521 clear ();
2794 2522
2795 return set_ob_key_value_s (op, key_, value, add_key); 2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2796} 2527}
2797 2528
2798object::depth_iterator::depth_iterator (object *container) 2529object::depth_iterator::depth_iterator (object *container)
2799: iterator_base (container) 2530: iterator_base (container)
2800{ 2531{
2814 } 2545 }
2815 else 2546 else
2816 item = item->env; 2547 item = item->env;
2817} 2548}
2818 2549
2550const char *
2551object::flag_desc (char *desc, int len) const
2552{
2553 char *p = desc;
2554 bool first = true;
2555
2556 *p = 0;
2557
2558 for (int i = 0; i < NUM_FLAGS; i++)
2559 {
2560 if (len <= 10) // magic constant!
2561 {
2562 snprintf (p, len, ",...");
2563 break;
2564 }
2565
2566 if (flag [i])
2567 {
2568 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2569 len -= cnt;
2570 p += cnt;
2571 first = false;
2572 }
2573 }
2574
2575 return desc;
2576}
2577
2819// return a suitable string describing an objetc in enough detail to find it 2578// return a suitable string describing an object in enough detail to find it
2820const char * 2579const char *
2821object::debug_desc (char *info) const 2580object::debug_desc (char *info) const
2822{ 2581{
2582 char flagdesc[512];
2823 char info2[256 * 3]; 2583 char info2[256 * 4];
2824 char *p = info; 2584 char *p = info;
2825 2585
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2586 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2827 count, 2587 count,
2588 uuid.c_str (),
2828 &name, 2589 &name,
2829 title ? " " : "", 2590 title ? ",title:\"" : "",
2830 title ? (const char *)title : ""); 2591 title ? (const char *)title : "",
2592 title ? "\"" : "",
2593 flag_desc (flagdesc, 512), type);
2831 2594
2832 if (env) 2595 if (!flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2596 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2597
2835 if (map) 2598 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2599 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2600
2838 return info; 2601 return info;
2839} 2602}
2840 2603
2841const char * 2604const char *
2842object::debug_desc () const 2605object::debug_desc () const
2843{ 2606{
2844 static char info[256 * 3]; 2607 static char info[3][256 * 4];
2608 static int info_idx;
2609
2845 return debug_desc (info); 2610 return debug_desc (info [++info_idx % 3]);
2846} 2611}
2847 2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619
2620//+GPL
2621
2622void
2623object::open_container (object *new_container)
2624{
2625 if (container == new_container)
2626 return;
2627
2628 object *old_container = container;
2629
2630 if (old_container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 // make sure the container is available
2643 esrv_send_item (this, old_container);
2644
2645 old_container->flag [FLAG_APPLIED] = false;
2646 container = 0;
2647
2648 // client needs item update to make it work, client bug requires this to be separate
2649 esrv_update_item (UPD_FLAGS, this, old_container);
2650
2651 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2652 play_sound (sound_find ("chest_close"));
2653 }
2654
2655 if (new_container)
2656 {
2657 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2658 return;
2659
2660 // TODO: this does not seem to serve any purpose anymore?
2661#if 0
2662 // insert the "Close Container" object.
2663 if (archetype *closer = new_container->other_arch)
2664 {
2665 object *closer = new_container->other_arch->instance ();
2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2667 new_container->insert (closer);
2668 }
2669#endif
2670
2671 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2672
2673 // make sure the container is available, client bug requires this to be separate
2674 esrv_send_item (this, new_container);
2675
2676 new_container->flag [FLAG_APPLIED] = true;
2677 container = new_container;
2678
2679 // client needs flag change
2680 esrv_update_item (UPD_FLAGS, this, new_container);
2681 esrv_send_inventory (this, new_container);
2682 play_sound (sound_find ("chest_open"));
2683 }
2684// else if (!old_container->env && contr && contr->ns)
2685// contr->ns->floorbox_reset ();
2686}
2687
2688//-GPL
2689
2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2699 {
2700 rect->m->touch ();
2701 rect->m->activate ();
2702 }
2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2720object *
2721object::force_find (shstr_tmp name)
2722{
2723 /* cycle through his inventory to look for the MARK we want to
2724 * place
2725 */
2726 for (object *tmp = inv; tmp; tmp = tmp->below)
2727 if (tmp->type == FORCE && tmp->slaying == name)
2728 return splay (tmp);
2729
2730 return 0;
2731}
2732
2733void
2734object::force_set_timer (int duration)
2735{
2736 this->duration = 1;
2737 this->speed_left = -1.f;
2738
2739 this->set_speed (duration ? 1.f / duration : 0.f);
2740}
2741
2742object *
2743object::force_add (shstr_tmp name, int duration)
2744{
2745 if (object *force = force_find (name))
2746 force->destroy ();
2747
2748 object *force = archetype::get (FORCE_NAME);
2749
2750 force->slaying = name;
2751 force->force_set_timer (duration);
2752 force->flag [FLAG_APPLIED] = true;
2753
2754 return insert (force);
2755}
2756
2757void
2758object::play_sound (faceidx sound) const
2759{
2760 if (!sound)
2761 return;
2762
2763 if (is_on_map ())
2764 map->play_sound (sound, x, y);
2765 else if (object *pl = in_player ())
2766 pl->contr->play_sound (sound);
2767}
2768
2769void
2770object::say_msg (const char *msg) const
2771{
2772 if (is_on_map ())
2773 map->say_msg (msg, x, y);
2774 else if (object *pl = in_player ())
2775 pl->contr->play_sound (sound);
2776}
2777
2778void
2779object::make_noise ()
2780{
2781 // we do not model noise in the map, so instead put
2782 // a temporary light into the noise source
2783 // could use the map instead, but that's less reliable for our
2784 // goal, which is to make invisibility a bit harder to exploit
2785
2786 // currently only works sensibly for players
2787 if (!is_player ())
2788 return;
2789
2790 // find old force, or create new one
2791 object *force = force_find (shstr_noise_force);
2792
2793 if (force)
2794 force->speed_left = -1.f; // patch old speed up
2795 else
2796 {
2797 force = archetype::get (shstr_noise_force);
2798
2799 force->slaying = shstr_noise_force;
2800 force->stats.food = 1;
2801 force->speed_left = -1.f;
2802
2803 force->set_speed (1.f / 4.f);
2804 force->flag [FLAG_IS_USED_UP] = true;
2805 force->flag [FLAG_APPLIED] = true;
2806
2807 insert (force);
2808 }
2809}
2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2839 return 0;
2840}
2841
2842// put marked object first in the inventory
2843// this is used by identify-like spells so players can influence
2844// the order a bit.
2845void
2846object::splay_marked ()
2847{
2848 if (object *marked = mark ())
2849 splay (marked);
2850}
2851

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