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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.356 by root, Mon Nov 12 03:48:34 2012 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <skills.h>
35#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 55};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 61};
51int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 67};
55 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
56/* 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. */
57static int 235static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
59{ 237{
60 key_value *wants_field;
61
62 /* 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
63 * 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
64 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
65 */ 241 */
66 242
67 /* For each field in wants, */ 243 /* For each field in wants, */
68 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)
69 { 245 if (has->kv.get (kv->key) != kv->value)
70 key_value *has_field; 246 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 247
91 /* 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. */
92 return TRUE; 249 return true;
93} 250}
94 251
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 253static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 255{
99 /* 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,
100 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
101 */ 258 */
102 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);
103} 261}
104 262
105/* 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
106 * they can be merged together. 264 * they can be merged together.
107 * 265 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
111 * 269 *
112 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
113 * 271 *
114 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
115 * check weight 273 * check weight
116 */ 274 */
117
118bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
119{ 276{
120 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
121 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)
122 return 0; 284 return 0;
123 285
124 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)
125 return 0; 289 return 0;
126 290
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 295 * flags lose any meaning.
139 */ 296 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
142 299
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
145 302
146 303 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 304 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 307 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 308 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
167 (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
168 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
170 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
177 return 0; 328 return 0;
178 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
179 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
181 */ 339 */
182 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
183 { 341 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
190 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 */
191 350
192 /* 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
193 * if it is valid. 352 * if it is valid.
194 */ 353 */
195 } 354 }
196 355
197 /* 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,
198 * 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
199 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
200 */ 359 */
201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
202 return 0; 361 return 0;
203 362
204 /* 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
205 * 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
206 * check? 365 * check?
207 */ 366 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
209 return 0; 368 return 0;
210 369
211 switch (ob1->type) 370 switch (ob1->type)
212 { 371 {
213 case SCROLL: 372 case SCROLL:
214 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
215 return 0; 374 return 0;
216 break; 375 break;
217 } 376 }
218 377
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
220 { 379 {
221 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
223 /* 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))
224 return 0; 385 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 386 }
228 387
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
231 { 389 {
232 ob1->optimise (); 390 ob1->optimise ();
233 ob2->optimise (); 391 ob2->optimise ();
234 392
235 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)
236 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 }
237 } 407 }
238 408
239 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
240 return 1; 410 return 1;
241} 411}
242 412
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 weight_t
452weight_adjust_for (object *op, weight_t weight)
453{
454 if (op->type == CONTAINER)
455 weight -= weight * op->stats.Str / 100;
456
457 return weight;
458}
459
243/* 460/*
461 * subtracts, then adds, the specified weight to an object,
462 * and also updates how much the environment(s) is/are carrying.
463 */
464static void
465adjust_weight (object *op, weight_t sub, weight_t add)
466{
467 while (op)
468 {
469 weight_t carrying = op->carrying
470 - weight_adjust_for (op, sub);
471 + weight_adjust_for (op, add);
472
473 sub = op->carrying;
474 op->carrying = carrying;
475 add = op->carrying;
476
477 if (object *pl = op->visible_to ())
478 if (pl != op) // player is handled lazily
479 esrv_update_item (UPD_WEIGHT, pl, op);
480
481 op = op->env;
482 }
483}
484
485/*
244 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 487 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
247 */ 489 */
248long 490void
249sum_weight (object *op) 491object::update_weight ()
250{ 492{
251 long sum; 493 weight_t sum = 0;
252 object *inv;
253 494
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 495 for (object *op = inv; op; op = op->below)
255 {
256 if (inv->inv)
257 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 496 {
260 if (op->type == CONTAINER && op->stats.Str) 497 op->update_weight ();
261 sum = (sum * (100 - op->stats.Str)) / 100; 498
262 if (op->carrying != sum) 499 sum += weight_adjust_for (this, op->total_weight ());
500 }
501
502 if (sum != carrying)
503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
263 op->carrying = sum; 508 carrying = sum;
264 return sum;
265}
266 509
267/** 510 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 511 if (pl != this) // player is handled lazily
269 */ 512 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 513 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 514}
349 515
350/* 516/*
351 * Dumps an object. Returns output in the static global errmsg array. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 518 */
353 519char *
354void
355dump_object (object *op) 520dump_object (object *op)
356{ 521{
357 if (op == NULL) 522 if (!op)
358 { 523 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 524
366void 525 object_freezer freezer;
367dump_all_objects (void) 526 op->write (freezer);
368{ 527 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 528}
377 529
378/* 530char *
379 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
380 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned.
382 */
383
384object *
385get_nearest_part (object *op, const object *pl)
386{ 532{
387 object *tmp, *closest; 533 return dump_object (this);
388 int last_dist, i;
389
390 if (op->more == NULL)
391 return op;
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i;
395 return closest;
396} 534}
397 535
398/* 536/*
399 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
538 * VERRRY slow.
400 */ 539 */
401
402object * 540object *
403find_object (tag_t i) 541find_object (tag_t i)
404{ 542{
405 object *op; 543 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 544 if (op->count == i)
409 break;
410 return op; 545 return op;
546
547 return 0;
548}
549
550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
411} 563}
412 564
413/* 565/*
414 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
417 */ 569 */
418
419object * 570object *
420find_object_name (const char *str) 571find_object_name (const char *str)
421{ 572{
422 const char *name = shstr::find (str); 573 shstr_cmp str_ (str);
423 object *op;
424 574
425 for (op = objects; op != NULL; op = op->next) 575 if (str_)
576 for_all_objects (op)
426 if (&op->name == name) 577 if (op->name == str_)
427 break; 578 return op;
428 579
429 return op; 580 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 581}
458 582
459/* 583/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 585 * skill and experience objects.
586 * ACTUALLY NO! investigate! TODO
462 */ 587 */
463void 588void
464object::set_owner (object *owner) 589object::set_owner (object *owner)
465{ 590{
591 // allow objects which own objects
466 if (!owner) 592 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 593 while (owner->owner)
477 owner = owner->owner; 594 owner = owner->owner;
595
596 if (flag [FLAG_FREED])
597 {
598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
599 return;
600 }
478 601
479 this->owner = owner; 602 this->owner = owner;
480} 603}
481 604
482/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links.
484 */
485static void
486free_key_values (object *op)
487{
488 for (key_value *i = op->key_values; i != 0;)
489 {
490 key_value *next = i->next;
491 delete i;
492
493 i = next;
494 }
495
496 op->key_values = 0;
497}
498
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 605/*
552 * copy object first frees everything allocated by the second object, 606 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 607 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 608 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 609 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 610 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 611 * will point at garbage.
558 */ 612 */
559void 613void
560copy_object (object *op2, object *op) 614object::copy_to (object *dst)
561{ 615{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 616 dst->remove ();
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 617 *(object_copy *)dst = *this;
564 618
565 op2->clone (op); 619 // maybe move to object_copy?
620 dst->kv = kv;
566 621
567 if (is_freed) 622 dst->flag [FLAG_REMOVED] = true;
568 SET_FLAG (op, FLAG_FREED); 623 dst->activate ();
569 if (is_removed) 624}
570 SET_FLAG (op, FLAG_REMOVED);
571 625
572 if (op2->speed < 0) 626void
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 627object::instantiate ()
628{
629 if (!uuid.seq) // HACK
630 uuid = UUID::gen ();
574 631
575 /* Copy over key_values, if any. */ 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
576 if (op2->key_values) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
577 { 634 speed_left = - speed - rndm (); // TODO animation
578 key_value *tail = 0; 635 else
579 key_value *i; 636 speed_left = -1.;
580 637
581 op->key_values = 0; 638 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped.
643 */
644 for (int i = NUM_BODY_LOCATIONS; i--; )
645 slot[i].used = slot[i].info;
582 646
583 for (i = op2->key_values; i; i = i->next) 647 attachable::instantiate ();
584 { 648}
585 key_value *new_link = new key_value;
586 649
587 new_link->next = 0; 650object *
588 new_link->key = i->key; 651object::clone ()
589 new_link->value = i->value; 652{
653 object *neu = create ();
654 copy_to (neu);
590 655
591 /* Try and be clever here, too. */ 656 // TODO: unclean state changes, should not be done in clone AND instantiate
592 if (!op->key_values) 657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
593 { 658 neu->speed_left = - neu->speed - rndm (); // TODO animation
594 op->key_values = new_link;
595 tail = new_link;
596 }
597 else
598 {
599 tail->next = new_link;
600 tail = new_link;
601 }
602 }
603 }
604 659
605 update_ob_speed (op); 660 neu->map = map; // not copied by copy_to
661 return neu;
606} 662}
607 663
608/* 664/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 666 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
612 */ 668 */
613
614void 669void
615update_turn_face (object *op) 670update_turn_face (object *op)
616{ 671{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
618 return; 673 return;
674
619 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
621} 677}
622 678
623/* 679/*
624 * Updates the speed of an object. If the speed changes from 0 to another 680 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 681 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
627 */ 683 */
628void 684void
629update_ob_speed (object *op) 685object::set_speed (float speed)
630{ 686{
631 extern int arch_init; 687 this->speed = speed;
632 688
633 /* No reason putting the archetypes objects on the speed list, 689 if (has_active_speed ())
634 * since they never really need to be updated. 690 activate ();
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655
656 /* process_events() expects us to insert the object at the beginning
657 * of the list. */
658 op->active_next = active_objects;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = op;
662
663 active_objects = op;
664 }
665 else 691 else
666 { 692 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 693}
690 694
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 695/*
723 * update_object() updates the array which represents the map. 696 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 697 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 698 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 699 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 700 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 701 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 702 * updating that window, though, since update_object() is called _often_)
730 * 703 *
731 * action is a hint of what the caller believes need to be done. 704 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 705 * current action are:
737 * UP_OBJ_INSERT: op was inserted 706 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 707 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 708 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 709 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
742 */ 711 */
743
744void 712void
745update_object (object *op, int action) 713update_object (object *op, int action)
746{ 714{
747 int update_now = 0, flags; 715 if (!op)
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL)
751 { 716 {
752 /* this should never happen */ 717 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 719 return;
755 } 720 }
756 721
757 if (op->env != NULL) 722 if (!op->is_on_map ())
758 { 723 {
759 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
760 * to do in this case. 725 * to do in this case.
761 */ 726 */
762 return; 727 return;
763 } 728 }
764 729
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770
771 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 732 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 734#ifdef MANY_CORES
776 abort (); 735 abort ();
777#endif 736#endif
778 return; 737 return;
779 } 738 }
780 739
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 740 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 741
742 if (!(m.flags_ & P_UPTODATE))
743 m.update_up (); // nothing to do except copy up
788 if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
789 { 745 {
746#if 0
747 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1; 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
792 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
794 update_now = 1;
795
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
803 update_now = 1; 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
804 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
805 if ((move_on | op->move_on) != move_on) 754 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 755 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 756 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 758 * have move_allow right now.
813 */ 759 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 761 m.invalidate ();
816 762#else
817 if ((move_slow | op->move_slow) != move_slow) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
818 update_now = 1; 764 m.invalidate ();
765#endif
819 } 766 }
820 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 769 * that is being removed.
823 */ 770 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 772 m.invalidate ();
826 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
828 else 775 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 777
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 778 if (op->more)
838 update_object (op->more, action); 779 update_object (op->more, action);
839} 780}
840 781
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859
860object::object () 782object::object ()
861{ 783{
862 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
863 785
864 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
865 face = blank_face; 787 face = blank_face;
866 attacked_by_count = -1; 788 material = MATERIAL_NULL;
867} 789}
868 790
869object::~object () 791object::~object ()
870{ 792{
871 free_key_values (this); 793 unlink ();
794
795 kv.clear ();
872} 796}
873 797
874void object::link () 798void object::link ()
875{ 799{
876 count = ++ob_count; 800 assert (!index);//D
801 uuid = UUID::gen ();
877 802
878 prev = 0; 803 refcnt_inc ();
879 next = objects; 804 objects.insert (this);
880 805
881 if (objects) 806 ++create_count;
882 objects->prev = this;
883 807
884 objects = this;
885} 808}
886 809
887void object::unlink () 810void object::unlink ()
888{ 811{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 812 if (!index)
899 { 813 return;
900 next->prev = prev; 814
901 next = 0; 815 ++destroy_count;
816
817 objects.erase (this);
818 refcnt_dec ();
819}
820
821void
822object::activate ()
823{
824 /* If already on active list, don't do anything */
825 if (active)
826 return;
827
828 if (has_active_speed ())
902 } 829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
903 832
904 if (this == objects) 833 actives.insert (this);
905 objects = next; 834 }
906} 835}
907 836
908object *object::create () 837void
838object::activate_recursive ()
909{ 839{
910 object *op; 840 activate ();
911 841
912 if (freed.empty ()) 842 for (object *op = inv; op; op = op->below)
913 op = new object; 843 op->activate_recursive ();
844}
845
846/* This function removes object 'op' from the list of active
847 * objects.
848 * This should only be used for style maps or other such
849 * reference maps where you don't want an object that isn't
850 * in play chewing up cpu time getting processed.
851 * The reverse of this is to call update_ob_speed, which
852 * will do the right thing based on the speed of the object.
853 */
854void
855object::deactivate ()
856{
857 /* If not on the active list, nothing needs to be done */
858 if (!active)
859 return;
860
861 actives.erase (this);
862}
863
864void
865object::deactivate_recursive ()
866{
867 for (object *op = inv; op; op = op->below)
868 op->deactivate_recursive ();
869
870 deactivate ();
871}
872
873void
874object::set_flag_inv (int flag, int value)
875{
876 for (object *op = inv; op; op = op->below)
877 {
878 op->flag [flag] = value;
879 op->set_flag_inv (flag, value);
880 }
881}
882
883/*
884 * Remove and free all objects in the inventory of the given object.
885 * object.c ?
886 */
887void
888object::destroy_inv (bool drop_to_ground)
889{
890 // need to check first, because the checks below might segfault
891 // as we might be on an invalid mapspace and crossfire code
892 // is too buggy to ensure that the inventory is empty.
893 // corollary: if you create arrows etc. with stuff in its inventory,
894 // cf will crash below with off-map x and y
895 if (!inv)
896 return;
897
898 /* Only if the space blocks everything do we not process -
899 * if some form of movement is allowed, let objects
900 * drop on that space.
901 */
902 if (!drop_to_ground
903 || !map
904 || !map->linkable ()
905 || map->no_drop
906 || ms ().move_block == MOVE_ALL)
907 {
908 while (inv)
909 inv->destroy ();
910 }
914 else 911 else
915 { 912 { /* Put objects in inventory onto this space */
916 // highly annoying, but the only way to get it stable right now 913 while (inv)
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link ();
924 return op;
925}
926
927/*
928 * free_object() frees everything allocated by an object, removes
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{
939 if (QUERY_FLAG (this, FLAG_FREED))
940 return;
941
942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 remove_friendly_object (this);
944
945 if (!QUERY_FLAG (this, FLAG_REMOVED))
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 { 914 {
964 object *op = inv; 915 object *op = inv;
965 916
966 while (op) 917 if (op->flag [FLAG_STARTEQUIP]
967 { 918 || op->flag [FLAG_NO_DROP]
968 object *tmp = op->below; 919 || op->type == RUNE
969 op->free (free_inventory); 920 || op->type == TRAP
970 op = tmp; 921 || op->flag [FLAG_IS_A_TEMPLATE]
971 } 922 || op->flag [FLAG_DESTROY_ON_DEATH])
923 op->destroy ();
924 else
925 map->insert (op, x, y);
972 } 926 }
973 else 927 }
974 { /* Put objects in inventory onto this space */ 928}
975 object *op = inv;
976 929
977 while (op) 930/*
978 { 931 * Remove and free all objects in the inventory of the given object.
979 object *tmp = op->below; 932 * Unlike destroy_inv, this assumes the *this is destroyed as well
980 933 * well, so we can (and have to!) take shortcuts.
981 remove_ob (op); 934 */
982 935void
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 936object::destroy_inv_fast ()
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 937{
985 free_object (op); 938 while (object *op = inv)
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 } 939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
997 945
998 owner = 0; 946 // then destroy
947 op->destroy ();
948 }
949}
999 950
1000 /* Remove object from the active list */ 951void
1001 speed = 0; 952object::freelist_free (int count)
1002 update_ob_speed (this); 953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
1003 958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
967object::create ()
968{
969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
991 op->link ();
992
993 return op;
994}
995
996void
997object::do_delete ()
998{
999 uint32_t count = this->count;
1000
1001 this->~object ();
1002
1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
1010
1011void
1012object::do_destroy ()
1013{
1014 if (flag [FLAG_IS_LINKED])
1015 remove_link ();
1016
1017 if (flag [FLAG_FRIENDLY])
1018 remove_friendly_object (this);
1019
1020 remove ();
1021
1022 attachable::do_destroy ();
1023
1024 deactivate ();
1004 unlink (); 1025 unlink ();
1005 1026
1006 mortals.push_back (this); 1027 flag [FLAG_FREED] = 1;
1007}
1008 1028
1009/* 1029 // hack to ensure that freed objects still have a valid map
1010 * sub_weight() recursively (outwards) subtracts a number from the 1030 map = &freed_map;
1011 * weight of an object (and what is carried by it's environment(s)). 1031 x = 1;
1012 */ 1032 y = 1;
1013 1033
1014void 1034 if (more)
1015sub_weight (object *op, signed long weight)
1016{
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 }
1023 op->carrying -= weight;
1024 op = op->env;
1025 } 1035 {
1026} 1036 more->destroy ();
1037 more = 0;
1038 }
1027 1039
1028/* remove_ob(op): 1040 head = 0;
1041
1042 // clear those pointers that likely might cause circular references
1043 owner = 0;
1044 enemy = 0;
1045 attacked_by = 0;
1046 current_weapon = 0;
1047}
1048
1049void
1050object::destroy ()
1051{
1052 if (destroyed ())
1053 return;
1054
1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
1059 return;
1060 }
1061
1062 destroy_inv_fast ();
1063
1064 if (is_head ())
1065 if (sound_destroy)
1066 play_sound (sound_destroy);
1067 else if (flag [FLAG_MONSTER])
1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1069
1070 attachable::destroy ();
1071}
1072
1073/* op->remove ():
1029 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 1076 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 1078 * the previous environment.
1034 * Beware: This function is called from the editor as well!
1035 */ 1079 */
1036
1037void 1080void
1038remove_ob (object *op) 1081object::do_remove ()
1039{ 1082{
1040 object * 1083 if (flag [FLAG_REMOVED])
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED))
1058 return; 1084 return;
1059 1085
1060 SET_FLAG (op, FLAG_REMOVED); 1086 INVOKE_OBJECT (REMOVE, this);
1061 1087
1062 if (op->more != NULL) 1088 flag [FLAG_REMOVED] = true;
1063 remove_ob (op->more); 1089
1090 if (more)
1091 more->remove ();
1064 1092
1065 /* 1093 /*
1066 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1067 * inventory. 1095 * inventory.
1068 */ 1096 */
1069 if (op->env != NULL) 1097 if (env)
1070 { 1098 {
1071 if (op->nrof) 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1072 sub_weight (op->env, op->weight * op->nrof); 1100 if (object *pl = visible_to ())
1073 else 1101 esrv_del_item (pl->contr, count);
1074 sub_weight (op->env, op->weight + op->carrying); 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1075 1103
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1104 adjust_weight (env, total_weight (), 0);
1077 * made to players inventory. If set, avoiding the call
1078 * to save cpu time.
1079 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp);
1082 1105
1083 if (op->above != NULL) 1106 object *pl = in_player ();
1084 op->above->below = op->below;
1085 else
1086 op->env->inv = op->below;
1087
1088 if (op->below != NULL)
1089 op->below->above = op->above;
1090 1107
1091 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1094 */ 1111 */
1095 op->x = op->env->x, op->y = op->env->y;
1096 op->map = op->env->map; 1112 map = env->map;
1097 op->above = NULL, op->below = NULL;
1098 op->env = NULL;
1099 }
1100 else if (op->map)
1101 {
1102 x = op->x; 1113 x = env->x;
1103 y = op->y; 1114 y = env->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105 1115
1106 if (!m) 1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1120 above = 0;
1121 below = 0;
1122 env = 0;
1123
1124 if (pl && pl->is_player ())
1107 { 1125 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1126 if (expect_false (pl->contr->combat_ob == this))
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */ 1127 {
1114 abort (); 1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1115 } 1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1116 1150
1117 if (op->map != m) 1151 if (object *pl = ms.player ())
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1124 1175
1125 /* link the object above us */ 1176 /* link the object above us */
1126 if (op->above) 1177 // re-link, make sure compiler can easily use cmove
1127 op->above->below = op->below; 1178 *(above ? &above->below : &ms.top) = below;
1128 else 1179 *(below ? &below->above : &ms.bot) = above;
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1130 1180
1131 /* Relink the object below us, if there is one */ 1181 above = 0;
1132 if (op->below) 1182 below = 0;
1133 op->below->above = op->above; 1183
1134 else 1184 ms.invalidate ();
1185
1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1187
1188 if (object *pl = ms.player ())
1135 { 1189 {
1136 /* Nothing below, which means we need to relink map object for this space 1190 if (pl->container_ () == this)
1137 * use translated coordinates in case some oddness with map tiling is 1191 /* If a container that the player is currently using somehow gets
1138 * evident 1192 * removed (most likely destroyed), update the player view
1193 * appropriately.
1139 */ 1194 */
1140 if (GET_MAP_OB (m, x, y) != op) 1195 pl->close_container ();
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148 1196
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1150 } 1202 }
1151 1203
1152 op->above = 0; 1204 if (check_walk_off)
1153 op->below = 0; 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1154
1155 if (op->map->in_memory == MAP_SAVING)
1156 return;
1157
1158 tag = op->count;
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1162 { 1206 {
1207 above = tmp->above;
1208
1163 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1164 * being removed. 1210 * being removed.
1165 */
1166
1167 if (tmp->type == PLAYER && tmp != op)
1168 {
1169 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view
1171 * appropriately.
1172 */ 1211 */
1173 if (tmp->container == op)
1174 {
1175 CLEAR_FLAG (op, FLAG_APPLIED);
1176 tmp->container = NULL;
1177 }
1178 1212
1179 tmp->contr->socket.update_look = 1; 1213 /* See if object moving off should effect something */
1214 if ((move_type & tmp->move_off)
1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1216 move_apply (tmp, this, 0);
1180 } 1217 }
1181 1218
1182 /* See if player moving off should effect something */ 1219 if (affects_los ())
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 {
1185 move_apply (tmp, op, NULL);
1186
1187 if (was_destroyed (op, tag))
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1190 }
1191 }
1192
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194
1195 if (tmp->above == tmp)
1196 tmp->above = NULL;
1197
1198 last = tmp;
1199 }
1200
1201 /* last == NULL of there are no objects on this space */
1202 if (last == NULL)
1203 {
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else
1213 update_object (last, UP_OBJ_REMOVE);
1214
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1216 update_all_los (op->map, op->x, op->y); 1220 update_all_los (map, x, y);
1217 } 1221 }
1218} 1222}
1219 1223
1220/* 1224/*
1221 * merge_ob(op,top): 1225 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1227 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1228 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1229 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1230 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1231 */
1228
1229object * 1232object *
1230merge_ob (object *op, object *top) 1233merge_ob (object *op, object *top)
1231{ 1234{
1232 if (!op->nrof) 1235 if (!op->nrof)
1233 return 0; 1236 return 0;
1234 1237
1235 if (top == NULL) 1238 if (!top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1239 for (top = op; top && top->above; top = top->above)
1240 ;
1237 1241
1238 for (; top != NULL; top = top->below) 1242 for (; top; top = top->below)
1239 { 1243 if (object::can_merge (op, top))
1240 if (top == op)
1241 continue;
1242 if (CAN_MERGE (op, top))
1243 { 1244 {
1244 top->nrof += op->nrof; 1245 top->nrof += op->nrof;
1245 1246
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247 if (object *pl = top->visible_to ())
1247 op->weight = 0; /* Don't want any adjustements now */ 1248 esrv_update_item (UPD_NROF, pl, top);
1248 remove_ob (op); 1249
1249 free_object (op); 1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1253 op->destroy ();
1254
1250 return top; 1255 return top;
1251 } 1256 }
1252 }
1253 1257
1254 return NULL; 1258 return 0;
1255} 1259}
1256 1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = at->instance ();
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282}
1283
1257/* 1284/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1259 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1260 */ 1287 */
1261object * 1288object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1290{
1264 object *tmp; 1291 op->remove ();
1265 1292
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1294 {
1271 tmp->x = x + tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1272 tmp->y = y + tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1273 } 1297 }
1274 1298
1275 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1276} 1300}
1277 1301
1290 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1291 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1292 * 1316 *
1293 * Return value: 1317 * Return value:
1294 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1296 * just 'op' otherwise 1320 * just 'op' otherwise
1297 */ 1321 */
1298
1299object * 1322object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1324{
1302 object *tmp, *top, *floor = NULL; 1325 op->remove ();
1303 sint16 x, y;
1304 1326
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1327 if (m == &freed_map)//D TODO: remove soon
1306 { 1328 {//D
1307 LOG (llevError, "Trying to insert freed object!\n"); 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1308 return NULL;
1309 } 1330 }//D
1310
1311 if (m == NULL)
1312 {
1313 dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1315 return op;
1316 }
1317
1318 if (out_of_map (m, op->x, op->y))
1319 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1322#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted.
1326 */
1327 abort ();
1328#endif
1329 return op;
1330 }
1331
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1331
1371 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work 1334 * need extra work
1374 */ 1335 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y); 1336 maptile *newmap = m;
1376 x = op->x; 1337 if (!xy_normalise (newmap, op->x, op->y))
1377 y = op->y; 1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1340 return 0;
1341 }
1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1350
1351 mapspace &ms = op->ms ();
1378 1352
1379 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1380 */ 1354 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1357 if (object::can_merge (op, tmp))
1384 { 1358 {
1359 // TODO: we actually want to update tmp, not op,
1360 // but some caller surely breaks when we return tmp
1361 // from here :/
1385 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1363 tmp->destroy ();
1387 free_object (tmp);
1388 } 1364 }
1389 1365
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1392 1368
1393 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1394 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1395 1371
1396 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1397 { 1373 {
1398 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1399 { 1375 {
1400 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1401 abort (); 1377 abort ();
1402 } 1378 }
1403 1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1404 op->above = originator; 1387 op->above = originator;
1405 op->below = originator->below; 1388 op->below = originator->below;
1406
1407 if (op->below)
1408 op->below->above = op;
1409 else
1410 SET_MAP_OB (op->map, op->x, op->y, op);
1411
1412 /* since *below* originator, no need to update top */
1413 originator->below = op; 1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1414 } 1392 }
1415 else 1393 else
1416 { 1394 {
1395 object *floor = 0;
1396 object *top = ms.top;
1397
1417 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1399 if (top)
1419 { 1400 {
1420 object *last = NULL;
1421
1422 /* 1401 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1429 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1433 */ 1412 */
1434 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1435 while (top != NULL)
1436 { 1414 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1438 floor = top; 1416 floor = tmp;
1439 1417
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1441 { 1419 {
1442 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1443 top = top->below; 1421 top = tmp->below;
1444 break; 1422 break;
1445 } 1423 }
1446 1424
1447 last = top;
1448 top = top->above; 1425 top = tmp;
1449 } 1426 }
1450
1451 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last;
1453 1427
1454 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1455 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1457 */ 1431 */
1458 1432
1459 /* Have object 'fall below' other objects that block view. 1433 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66 1434 * Unless those objects are exits.
1461 * If INS_ON_TOP is used, don't do this processing 1435 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1436 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1437 * stacking is a bit odd.
1464 */ 1438 */
1465 if (!(flag & INS_ON_TOP) && 1439 if (!(flag & INS_ON_TOP)
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1467 { 1442 {
1443 object *last;
1444
1468 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1470 break; 1447 break;
1448
1471 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1474 * set top to the object below us. 1452 * set top to the object below us.
1475 */ 1453 */
1476 if (last && last->below && last != floor) 1454 if (last && last->below && last != floor)
1477 top = last->below; 1455 top = last->below;
1478 } 1456 }
1479 } /* If objects on this space */ 1457 } /* If objects on this space */
1480 1458
1481 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y);
1483
1484 if (flag & INS_ABOVE_FLOOR_ONLY) 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor; 1460 top = floor;
1486 1461
1487 /* Top is the object that our object (op) is going to get inserted above. 1462 // insert object above top, or bottom-most if top = 0
1488 */
1489
1490 /* First object on this space */
1491 if (!top) 1463 if (!top)
1492 { 1464 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494
1495 if (op->above)
1496 op->above->below = op;
1497
1498 op->below = NULL; 1465 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1466 op->above = ms.bot;
1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1500 } 1470 }
1501 else 1471 else
1502 { /* get inserted into the stack above top */ 1472 {
1503 op->above = top->above; 1473 op->above = top->above;
1504
1505 if (op->above)
1506 op->above->below = op; 1474 top->above = op;
1507 1475
1508 op->below = top; 1476 op->below = top;
1509 top->above = op; 1477 *(op->above ? &op->above->below : &ms.top) = op;
1510 } 1478 }
1479 }
1511 1480
1512 if (op->above == NULL) 1481 if (op->is_player ())
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1482 {
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if (op->type == PLAYER)
1517 op->contr->do_los = 1; 1483 op->contr->do_los = 1;
1484 ++op->map->players;
1485 op->map->touch ();
1486 }
1518 1487
1519 /* If we have a floor, we know the player, if any, will be above 1488 op->map->dirty = true;
1520 * it, so save a few ticks and start from there. 1489
1521 */ 1490 if (object *pl = ms.player ())
1522 if (!(flag & INS_MAP_LOAD)) 1491 //TODO: the floorbox prev/next might need updating
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 //esrv_send_item (pl, op);
1524 if (tmp->type == PLAYER) 1493 //TODO: update floorbox to preserve ordering
1525 tmp->contr->socket.update_look = 1; 1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1526 1496
1527 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1504 * of effect may be sufficient.
1535 */ 1505 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1537 update_all_los (op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1538 1511
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1541 1514
1515 INVOKE_OBJECT (INSERT, op);
1516
1542 /* Don't know if moving this to the end will break anything. However, 1517 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1518 * we want to have floorbox_update called before calling this.
1544 * 1519 *
1545 * check_move_on() must be after this because code called from 1520 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1521 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1523 * update_object().
1549 */ 1524 */
1550 1525
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1553 { 1528 {
1554 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1555 return NULL; 1530 return 0;
1556 1531
1557 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1558 * walk on's. 1533 * walk on's.
1559 */ 1534 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1562 return NULL; 1537 return 0;
1563 } 1538 }
1564 1539
1565 return op; 1540 return op;
1566} 1541}
1567 1542
1568/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1571 */ 1546 */
1572void 1547void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1574{ 1549{
1575 object *
1576 tmp;
1577 object *
1578 tmp1;
1579
1580 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1581 1551
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1585 { 1554 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1555
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1592 1557
1593 tmp1->x = op->x; 1558 tmp->x = op->x;
1594 tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1596} 1562}
1597
1598/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array.
1604 */
1605 1563
1606object * 1564object *
1607get_split_ob (object *orig_ob, uint32 nr) 1565object::insert_at (object *where, object *originator, int flags)
1608{ 1566{
1609 object * 1567 if (where->env)
1610 newob; 1568 return where->env->insert (this);
1611 int 1569 else
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1613
1614 if (orig_ob->nrof < nr)
1615 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL;
1618 }
1619
1620 newob = object_create_clone (orig_ob);
1621
1622 if ((orig_ob->nrof -= nr) < 1)
1623 {
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed)
1629 {
1630 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1633 {
1634 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1635 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1636 return NULL;
1637 }
1638 }
1639
1640 newob->nrof = nr;
1641
1642 return newob;
1643} 1571}
1644 1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1593}
1594
1645/* 1595/*
1646 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1647 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1648 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1649 * 1599 *
1650 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1651 */ 1601 */
1602bool
1603object::decrease (sint32 nr)
1604{
1605 if (!nr)
1606 return true;
1652 1607
1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1614 nrof -= nr;
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1653object * 1636object *
1654decrease_ob_nr (object *op, uint32 i) 1637object::split (sint32 nr)
1655{ 1638{
1656 object *tmp; 1639 int have = number_of ();
1657 player *pl;
1658 1640
1659 if (i == 0) /* objects with op->nrof require this check */ 1641 if (have < nr)
1660 return op; 1642 return 0;
1661 1643 else if (have == nr)
1662 if (i > op->nrof)
1663 i = op->nrof;
1664
1665 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i;
1667 else if (op->env != NULL)
1668 { 1644 {
1669 /* is this object in the players inventory, or sub container
1670 * therein?
1671 */
1672 tmp = is_player_inv (op->env);
1673 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player.
1678 */
1679 if (!tmp)
1680 {
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env)
1683 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 }
1689
1690 if (i < op->nrof)
1691 {
1692 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i;
1694 if (tmp)
1695 {
1696 esrv_send_item (tmp, op);
1697 }
1698 }
1699 else
1700 {
1701 remove_ob (op); 1645 remove ();
1702 op->nrof = 0; 1646 return this;
1703 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count);
1706 }
1707 }
1708 } 1647 }
1709 else 1648 else
1710 { 1649 {
1711 object *above = op->above; 1650 decrease (nr);
1712 1651
1713 if (i < op->nrof) 1652 object *op = deep_clone ();
1714 op->nrof -= i; 1653 op->nrof = nr;
1715 else
1716 {
1717 remove_ob (op);
1718 op->nrof = 0;
1719 }
1720
1721 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above)
1723 if (tmp->type == PLAYER)
1724 {
1725 if (op->nrof)
1726 esrv_send_item (tmp, op);
1727 else
1728 esrv_del_item (tmp->contr, op->count);
1729 }
1730 }
1731
1732 if (op->nrof)
1733 return op; 1654 return op;
1734 else
1735 { 1655 }
1736 free_object (op); 1656}
1657
1658object *
1659insert_ob_in_ob (object *op, object *where)
1660{
1661 if (!where)
1662 {
1663 char *dump = dump_object (op);
1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1665 free (dump);
1737 return NULL; 1666 return op;
1738 }
1739}
1740
1741/*
1742 * add_weight(object, weight) adds the specified weight to an object,
1743 * and also updates how much the environment(s) is/are carrying.
1744 */
1745
1746void
1747add_weight (object *op, signed long weight)
1748{
1749 while (op != NULL)
1750 { 1667 }
1751 if (op->type == CONTAINER)
1752 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1753 1668
1754 op->carrying += weight; 1669 if (where->head_ () != where)
1755 op = op->env;
1756 } 1670 {
1757} 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1758 1674
1675 return where->insert (op);
1676}
1677
1759/* 1678/*
1760 * insert_ob_in_ob(op,environment): 1679 * env->insert (op)
1761 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1762 * inside the object environment. 1681 * inside the object environment.
1763 * 1682 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1771 */ 1685 */
1772
1773object * 1686object *
1774insert_ob_in_ob (object *op, object *where) 1687object::insert (object *op)
1775{ 1688{
1776 object *
1777 tmp, *
1778 otmp;
1779
1780 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 {
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799
1800 if (op->more) 1689 if (op->more)
1801 { 1690 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1692 return op;
1804 } 1693 }
1805 1694
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 op->remove ();
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1808 if (op->nrof) 1699 if (op->nrof)
1809 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1701 if (object::can_merge (tmp, op))
1812 { 1702 {
1813 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1815 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1710
1817 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1818 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1819 add_weight (where, op->weight * op->nrof); 1713
1820 SET_FLAG (op, FLAG_REMOVED); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1821 free_object (op); /* free the inserted object */ 1715
1716 op->destroy ();
1822 op = tmp; 1717 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1718 goto inserted;
1824 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break;
1826 } 1719 }
1827 1720
1828 /* I assume combined objects have no inventory 1721 op->owner = 0; // it's his/hers now. period.
1829 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do
1832 * the linking below
1833 */
1834 add_weight (where, op->weight * op->nrof);
1835 }
1836 else
1837 add_weight (where, (op->weight + op->carrying));
1838
1839 otmp = is_player_inv (where);
1840 if (otmp && otmp->contr != NULL)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp);
1844 }
1845
1846 op->map = NULL; 1722 op->map = 0;
1847 op->env = where; 1723 op->x = 0;
1724 op->y = 0;
1725
1848 op->above = NULL; 1726 op->above = 0;
1849 op->below = NULL; 1727 op->below = inv;
1850 op->x = 0, op->y = 0; 1728 op->env = this;
1851 1729
1730 if (inv)
1731 inv->above = op;
1732
1733 inv = op;
1734
1735 op->flag [FLAG_REMOVED] = 0;
1736
1737 if (object *pl = op->visible_to ())
1738 esrv_send_item (pl, op);
1739
1740 adjust_weight (this, 0, op->total_weight ());
1741
1742inserted:
1852 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1744 if (op->glow_radius && is_on_map ())
1854 {
1855#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map))
1859 update_all_los (where->map, where->x, where->y);
1860 } 1745 {
1861 1746 update_stats ();
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1747 update_all_los (map, x, y);
1863 * It sure simplifies this function...
1864 */
1865 if (where->inv == NULL)
1866 where->inv = op;
1867 else
1868 { 1748 }
1869 op->below = where->inv; 1749 else if (is_player ())
1870 op->below->above = op; 1750 // if this is a player's inventory, update stats
1871 where->inv = op; 1751 contr->queue_stats_update ();
1872 } 1752
1753 INVOKE_OBJECT (INSERT, this);
1754
1873 return op; 1755 return op;
1874} 1756}
1875 1757
1876/* 1758/*
1877 * Checks if any objects has a move_type that matches objects 1759 * Checks if any objects has a move_type that matches objects
1891 * 1773 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1776 * on top.
1895 */ 1777 */
1896
1897int 1778int
1898check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1899{ 1780{
1900 object * 1781 if (op->flag [FLAG_NO_APPLY])
1901 tmp;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y;
1908
1909 MoveType
1910 move_on,
1911 move_slow,
1912 move_block;
1913
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1782 return 0;
1916 1783
1917 tag = op->count; 1784 object *tmp;
1785 maptile *m = op->map;
1786 int x = op->x, y = op->y;
1918 1787
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 mapspace &ms = m->at (x, y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 ms.update ();
1791
1792 MoveType move_on = ms.move_on;
1793 MoveType move_slow = ms.move_slow;
1794 MoveType move_block = ms.move_block;
1922 1795
1923 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1924 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1925 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1926 * as walking. 1799 * as walking.
1937 return 0; 1810 return 0;
1938 1811
1939 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1941 */ 1814 */
1942 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1944 {
1945 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them.
1948 */
1949 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1950 break;
1951 } 1816 {
1817 next = tmp->below;
1952 1818
1953 for (; tmp; tmp = tmp->below)
1954 {
1955 if (tmp == op) 1819 if (tmp == op)
1956 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1957 1821
1958 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1959 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1960 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1961 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1962 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1963 */ 1827 */
1964 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1965 { 1829 {
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 { 1832 {
1969
1970 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1972 1834
1973 if (op->type == PLAYER) 1835 if (op->is_player ())
1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1976 diff /= 4.0; 1838 diff /= 4.0;
1977 1839
1978 op->speed_left -= diff; 1840 op->speed_left -= diff;
1979 } 1841 }
1980 } 1842 }
1981 1843
1982 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1986 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1987 1854
1988 if (was_destroyed (op, tag)) 1855 if (op->destroyed ())
1989 return 1; 1856 return 1;
1990 1857
1991 /* what the person/creature stepped onto has moved the object 1858 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1859 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1860 * have a feeling strange problems would result.
2003/* 1870/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1871 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1872 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
2007 */ 1874 */
2008
2009object * 1875object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1876present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1877{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1878 if (!m || out_of_map (m, x, y))
2016 { 1879 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1881 return NULL;
2019 } 1882 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1883
2021 if (tmp->arch == at) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if (tmp->arch->archname == at->archname)
2022 return tmp; 1886 return tmp;
1887
2023 return NULL; 1888 return NULL;
2024} 1889}
2025 1890
2026/* 1891/*
2027 * present(type, map, x, y) searches for any objects with 1892 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1893 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2030 */ 1895 */
2031
2032object * 1896object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1897present (unsigned char type, maptile *m, int x, int y)
2034{ 1898{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1899 if (out_of_map (m, x, y))
2039 { 1900 {
2040 LOG (llevError, "Present called outside map.\n"); 1901 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1902 return NULL;
2042 } 1903 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1904
1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1906 if (tmp->type == type)
2045 return tmp; 1907 return tmp;
1908
2046 return NULL; 1909 return NULL;
2047} 1910}
2048 1911
2049/* 1912/*
2050 * present_in_ob(type, object) searches for any objects with 1913 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1914 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2053 */ 1916 */
2054
2055object * 1917object *
2056present_in_ob (unsigned char type, const object *op) 1918present_in_ob (unsigned char type, const object *op)
2057{ 1919{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1921 if (tmp->type == type)
2063 return tmp; 1922 return tmp;
1923
2064 return NULL; 1924 return NULL;
2065} 1925}
2066 1926
2067/* 1927/*
2068 * present_in_ob (type, str, object) searches for any objects with 1928 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1936 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1937 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1938 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1939 * to be unique.
2080 */ 1940 */
2081
2082object * 1941object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1942present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1943{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1945 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1946 return tmp;
2092 } 1947
2093 return NULL; 1948 return 0;
2094} 1949}
2095 1950
2096/* 1951/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1952 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1953 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
2100 */ 1955 */
2101
2102object * 1956object *
2103present_arch_in_ob (const archetype *at, const object *op) 1957present_arch_in_ob (const archetype *at, const object *op)
2104{ 1958{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2109 if (tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
2110 return tmp; 1961 return tmp;
1962
2111 return NULL; 1963 return NULL;
2112} 1964}
2113 1965
2114/* 1966/*
2115 * activate recursively a flag on an object inventory 1967 * activate recursively a flag on an object inventory
2116 */ 1968 */
2117void 1969void
2118flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
2119{ 1971{
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 { 1973 {
2126 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
2127 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
2128 } 1976 }
2129} /* 1977}
1978
1979/*
2130 * desactivate recursively a flag on an object inventory 1980 * deactivate recursively a flag on an object inventory
2131 */ 1981 */
2132void 1982void
2133unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
2134{ 1984{
2135 object *
2136 tmp;
2137
2138 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2140 { 1986 {
2141 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
2142 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
2143 } 1989 }
2144}
2145
2146/*
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function.
2151 */
2152
2153void
2154set_cheat (object *op)
2155{
2156 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ);
2158} 1990}
2159 1991
2160/* 1992/*
2161 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * find_free_spot(object, map, x, y, start, stop) will search for
2162 * a spot at the given map and coordinates which will be able to contain 1994 * a spot at the given map and coordinates which will be able to contain
2164 * to search (see the freearr_x/y[] definition). 1996 * to search (see the freearr_x/y[] definition).
2165 * It returns a random choice among the alternatives found. 1997 * It returns a random choice among the alternatives found.
2166 * start and stop are where to start relative to the free_arr array (1,9 1998 * start and stop are where to start relative to the free_arr array (1,9
2167 * does all 4 immediate directions). This returns the index into the 1999 * does all 4 immediate directions). This returns the index into the
2168 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2000 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2169 * Note - this only checks to see if there is space for the head of the
2170 * object - if it is a multispace object, this should be called for all
2171 * pieces.
2172 * Note2: This function does correctly handle tiled maps, but does not 2001 * Note: This function does correctly handle tiled maps, but does not
2173 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
2174 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
2175 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 2008 * customized, changed states, etc.
2180 */ 2009 */
2181
2182int 2010int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 2012{
2185 int
2186 i,
2187 index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2014 int index = 0;
2190 2015
2191 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2192 { 2017 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 mapxy pos (m, x, y); pos.move (i);
2194 if (!flag) 2019
2020 if (!pos.normalise ())
2021 continue;
2022
2023 mapspace &ms = *pos;
2024
2025 if (ms.flags () & P_IS_ALIVE)
2026 continue;
2027
2028 /* However, often
2029 * ob doesn't have any move type (when used to place exits)
2030 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2031 */
2032 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2033 {
2195 altern[index++] = i; 2034 altern [index++] = i;
2035 continue;
2036 }
2196 2037
2197 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2204 */ 2045 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
2206 stop = maxfree[i]; 2048 stop = maxfree[i];
2049 continue;
2050 }
2051
2052 /* Note it is intentional that we check ob - the movement type of the
2053 * head of the object should correspond for the entire object.
2054 */
2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2056 continue;
2057
2058 if (ob->blocked (pos.m, pos.x, pos.y))
2059 continue;
2060
2061 altern [index++] = i;
2207 } 2062 }
2063
2208 if (!index) 2064 if (!index)
2209 return -1; 2065 return -1;
2066
2210 return altern[RANDOM () % index]; 2067 return altern [rndm (index)];
2211} 2068}
2212 2069
2213/* 2070/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2071 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2072 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2073 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2074 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2075 */
2219
2220int 2076int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2078{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2081 return i;
2230 } 2082
2231 return -1; 2083 return -1;
2232} 2084}
2233 2085
2234/* 2086/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2087 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2088 * arr[begin..end-1].
2089 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2090 */
2238static void 2091static void
2239permute (int *arr, int begin, int end) 2092permute (int *arr, int begin, int end)
2240{ 2093{
2241 int 2094 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2095 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2096
2252 tmp = arr[i]; 2097 while (--end)
2253 arr[i] = arr[j]; 2098 swap (arr [end], arr [rndm (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2099}
2257 2100
2258/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2107 */
2265void 2108void
2266get_search_arr (int *search_arr) 2109get_search_arr (int *search_arr)
2267{ 2110{
2268 int 2111 int i;
2269 i;
2270 2112
2271 for (i = 0; i < SIZEOFFREE; i++) 2113 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2114 search_arr[i] = i;
2274 }
2275 2115
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2116 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2117 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2118 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2119}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2128 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2129 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2130 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2131 * there is capable of.
2292 */ 2132 */
2293
2294int 2133int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2135{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2300
2301 sint16 nx, ny;
2302 object *
2303 tmp;
2304 mapstruct *
2305 mp;
2306
2307 MoveType blocked, move_type; 2137 MoveType move_type;
2308 2138
2309 if (exclude && exclude->head) 2139 if (exclude && exclude->head_ () != exclude)
2310 { 2140 {
2311 exclude = exclude->head; 2141 exclude = exclude->head;
2312 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2313 } 2143 }
2314 else 2144 else
2315 { 2145 {
2316 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2317 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2318 } 2148 }
2319 2149
2320 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2321 { 2151 {
2322 mp = m; 2152 mapxy pos (m, x, y);
2323 nx = x + freearr_x[i]; 2153 pos.move (i);
2324 ny = y + freearr_y[i];
2325 2154
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2327 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2156 max = maxfree[i];
2330 }
2331 else 2157 else
2332 { 2158 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2159 mapspace &ms = *pos;
2334 2160
2335 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2162 max = maxfree [i];
2163 else if (ms.flags () & P_IS_ALIVE)
2336 { 2164 {
2337 max = maxfree[i]; 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2338 } 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2339 else if (mflags & P_IS_ALIVE) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2340 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2342 {
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break;
2346 }
2347 }
2348 if (tmp)
2349 {
2350 return freedir[i]; 2168 return freedir [i];
2351 }
2352 } 2169 }
2353 } 2170 }
2354 } 2171 }
2172
2355 return 0; 2173 return 0;
2356} 2174}
2357 2175
2358/* 2176/*
2359 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2178 * distance between the two given objects.
2361 */ 2179 */
2362
2363int 2180int
2364distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2365{ 2182{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2184}
2372 2185
2373/* 2186/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2375 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2376 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2377 */ 2190 */
2378
2379int 2191int
2380find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2381{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2382 int 2237 int q;
2383 q;
2384 2238
2385 if (y) 2239 if (y)
2386 q = x * 100 / y; 2240 q = 128 * x / y;
2387 else if (x) 2241 else if (x)
2388 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2389 else 2243 else
2390 return 0; 2244 return 0;
2391 2245
2392 if (y > 0) 2246 if (y > 0)
2393 { 2247 {
2394 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2395 return 3; 2253 return 3;
2396 if (q < -41) 2254 }
2397 return 2; 2255 else
2398 if (q < 41) 2256 {
2399 return 1; 2257 if (q < -309) return 3;
2400 if (q < 242) 2258 if (q < -52) return 2;
2401 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2402 return 7; 2262 return 7;
2403 } 2263 }
2404 2264#endif
2405 if (q < -242)
2406 return 7;
2407 if (q < -41)
2408 return 6;
2409 if (q < 41)
2410 return 5;
2411 if (q < 242)
2412 return 4;
2413
2414 return 3;
2415}
2416
2417/*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423int
2424absdir (int d)
2425{
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431} 2265}
2432 2266
2433/* 2267/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2436 */ 2270 */
2437
2438int 2271int
2439dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2440{ 2273{
2441 int
2442 d;
2443
2444 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2445 if (d > 4) 2275
2446 d = 8 - d; 2276 return d > 4 ? 8 - d : d;
2447 return d;
2448} 2277}
2449 2278
2450/* peterm: 2279/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2452 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2454 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2286 * functions.
2458 */ 2287 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2343 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2518 */ 2345 */
2519
2520
2521int 2346int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2348{
2524 sint16 dx, dy; 2349 sint16 dx, dy;
2525 int
2526 mflags; 2350 int mflags;
2527 2351
2528 if (dir < 0) 2352 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2530 2354
2531 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2544 return 0; 2368 return 0;
2545 2369
2546 /* yes, can see. */ 2370 /* yes, can see. */
2547 if (dir < 9) 2371 if (dir < 9)
2548 return 1; 2372 return 1;
2373
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2377}
2552
2553
2554 2378
2555/* 2379/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2380 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2560 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2561 * core dumps if they do. 2385 * core dumps if they do.
2562 * 2386 *
2563 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2564 */ 2388 */
2565
2566int 2389int
2567can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2568{ 2391{
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2572} 2395}
2573 2396
2397//-GPL
2574 2398
2575/* 2399/*
2576 * create clone from object to another 2400 * create clone from object to another
2577 */ 2401 */
2578object * 2402object *
2579object_create_clone (object *asrc) 2403object::deep_clone ()
2580{ 2404{
2581 object * 2405 assert (("deep_clone called on non-head object", is_head ()));
2582 dst = NULL, *tmp, *src, *part, *prev, *item;
2583 2406
2584 if (!asrc) 2407 object *dst = clone ();
2585 return NULL;
2586 src = asrc;
2587 if (src->head)
2588 src = src->head;
2589 2408
2590 prev = NULL; 2409 object *prev = dst;
2591 for (part = src; part; part = part->more) 2410 for (object *part = this->more; part; part = part->more)
2592 { 2411 {
2593 tmp = get_object (); 2412 object *tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x;
2596 tmp->y -= src->y;
2597 if (!part->head)
2598 {
2599 dst = tmp;
2600 tmp->head = NULL;
2601 }
2602 else
2603 {
2604 tmp->head = dst; 2413 tmp->head = dst;
2605 }
2606 tmp->more = NULL;
2607 if (prev)
2608 prev->more = tmp; 2414 prev->more = tmp;
2609 prev = tmp; 2415 prev = tmp;
2610 } 2416 }
2611 2417
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2418 for (object *item = inv; item; item = item->below)
2614 { 2419 insert_ob_in_ob (item->deep_clone (), dst);
2615 (void) insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2420
2618 return dst; 2421 return dst;
2619}
2620
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */
2641
2642object *
2643load_object_str (const char *obstr)
2644{
2645 object *
2646 op;
2647 char
2648 filename[MAX_BUF];
2649
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651
2652 FILE *
2653 tempfile = fopen (filename, "w");
2654
2655 if (tempfile == NULL)
2656 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL;
2659 };
2660 fprintf (tempfile, obstr);
2661 fclose (tempfile);
2662
2663 op = get_object ();
2664
2665 object_thawer thawer (filename);
2666
2667 if (thawer)
2668 load_object (thawer, op, 0);
2669
2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2671 CLEAR_FLAG (op, FLAG_REMOVED);
2672
2673 return op;
2674} 2422}
2675 2423
2676/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2677 * has the same type and subtype match. 2425 * has the same type and subtype match.
2678 * returns NULL if no match. 2426 * returns NULL if no match.
2679 */ 2427 */
2680object * 2428object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2430{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2432 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2433 return tmp;
2689 2434
2690 return NULL; 2435 return 0;
2691} 2436}
2692 2437
2693/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2694 * otherwise return NULL. 2439 * refcounts and freeing the links.
2695 * 2440 */
2696 * key must be a passed in shared string - otherwise, this won't 2441void
2697 * do the desired thing. 2442key_values::clear ()
2698 */
2699key_value *
2700get_ob_key_link (const object *ob, const char *key)
2701{ 2443{
2702 key_value * 2444 for (key_value *kvp = first; kvp; )
2703 link; 2445 {
2704 2446 key_value *next = kvp->next;
2705 for (link = ob->key_values; link != NULL; link = link->next) 2447 delete kvp;
2448 kvp = next;
2706 { 2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2707 if (link->key == key) 2458 if (kv->key == key)
2459 return kv->value;
2460
2461 return shstr ();
2462}
2463
2464void
2465key_values::add (shstr_tmp key, shstr_tmp value)
2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2481 {
2482 kv->value = value;
2483 return;
2484 }
2485
2486 add (key, value);
2487}
2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2494 {
2495 key_value *kv = *kvp;
2496 *kvp = (*kvp)->next;
2497 delete kv;
2498 return;
2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2528}
2529
2530object::depth_iterator::depth_iterator (object *container)
2531: iterator_base (container)
2532{
2533 while (item->inv)
2534 item = item->inv;
2535}
2536
2537void
2538object::depth_iterator::next ()
2539{
2540 if (item->below)
2541 {
2542 item = item->below;
2543
2544 while (item->inv)
2545 item = item->inv;
2546 }
2547 else
2548 item = item->env;
2549}
2550
2551const char *
2552object::flag_desc (char *desc, int len) const
2553{
2554 char *p = desc;
2555 bool first = true;
2556
2557 *p = 0;
2558
2559 for (int i = 0; i < NUM_FLAGS; i++)
2560 {
2561 if (len <= 10) // magic constant!
2708 { 2562 {
2709 return link; 2563 snprintf (p, len, ",...");
2564 break;
2710 } 2565 }
2711 }
2712 2566
2713 return NULL; 2567 if (flag [i])
2714} 2568 {
2569 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2570 len -= cnt;
2571 p += cnt;
2572 first = false;
2573 }
2574 }
2715 2575
2716/* 2576 return desc;
2717 * Returns the value of op has an extra_field for key, or NULL. 2577}
2718 * 2578
2719 * The argument doesn't need to be a shared string. 2579// return a suitable string describing an object in enough detail to find it
2720 *
2721 * The returned string is shared.
2722 */
2723const char * 2580const char *
2724get_ob_key_value (const object *op, const char *const key) 2581object::debug_desc (char *info) const
2725{ 2582{
2726 key_value * 2583 char flagdesc[512];
2727 link; 2584 char info2[256 * 4];
2585 char *p = info;
2586
2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2588 count,
2589 uuid.c_str (),
2590 &name,
2591 title ? ",title:\"" : "",
2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type);
2595
2596 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598
2599 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601
2602 return info;
2603}
2604
2728 const char * 2605const char *
2729 canonical_key; 2606object::debug_desc () const
2607{
2608 static char info[3][256 * 4];
2609 static int info_idx;
2730 2610
2731 canonical_key = shstr::find (key); 2611 return debug_desc (info [++info_idx % 3]);
2612}
2732 2613
2733 if (canonical_key == NULL) 2614struct region *
2734 { 2615object::region () const
2735 /* 1. There being a field named key on any object 2616{
2736 * implies there'd be a shared string to find. 2617 return map ? map->region (x, y)
2737 * 2. Since there isn't, no object has this field. 2618 : region::default_region ();
2738 * 3. Therefore, *this* object doesn't have this field. 2619}
2739 */ 2620
2621//+GPL
2622
2623void
2624object::open_container (object *new_container)
2625{
2626 if (container == new_container)
2740 return NULL; 2627 return;
2628
2629 object *old_container = container;
2630
2631 if (old_container)
2741 } 2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2742 2635
2743 /* This is copied from get_ob_key_link() above - 2636#if 0
2744 * only 4 lines, and saves the function call overhead. 2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2646 old_container->flag [FLAG_APPLIED] = false;
2647 container = 0;
2648
2649 // client needs item update to make it work, client bug requires this to be separate
2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2677 new_container->flag [FLAG_APPLIED] = true;
2678 container = new_container;
2679
2680 // client needs flag change
2681 esrv_update_item (UPD_FLAGS, this, new_container);
2682 esrv_send_inventory (this, new_container);
2683 play_sound (sound_find ("chest_open"));
2684 }
2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2687}
2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2721object *
2722object::force_find (shstr_tmp name)
2723{
2724 /* cycle through his inventory to look for the MARK we want to
2725 * place
2745 */ 2726 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2747 { 2728 if (tmp->type == FORCE && tmp->slaying == name)
2748 if (link->key == canonical_key) 2729 return splay (tmp);
2749 { 2730
2750 return link->value;
2751 }
2752 }
2753 return NULL; 2731 return 0;
2754} 2732}
2755 2733
2756 2734void
2757/* 2735object::force_set_timer (int duration)
2758 * Updates the canonical_key in op to value.
2759 *
2760 * canonical_key is a shared string (value doesn't have to be).
2761 *
2762 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2763 * keys.
2764 *
2765 * Returns TRUE on success.
2766 */
2767int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2736{
2770 key_value * 2737 this->duration = 1;
2771 field = NULL, *last = NULL; 2738 this->speed_left = -1.f;
2772 2739
2773 for (field = op->key_values; field != NULL; field = field->next) 2740 this->set_speed (duration ? 1.f / duration : 0.f);
2774 { 2741}
2775 if (field->key != canonical_key)
2776 {
2777 last = field;
2778 continue;
2779 }
2780 2742
2781 if (value) 2743object *
2782 field->value = value; 2744object::force_add (shstr_tmp name, int duration)
2783 else 2745{
2784 { 2746 if (object *force = force_find (name))
2785 /* Basically, if the archetype has this key set, 2747 force->destroy ();
2786 * we need to store the null value so when we save
2787 * it, we save the empty value so that when we load,
2788 * we get this value back again.
2789 */
2790 if (get_ob_key_link (&op->arch->clone, canonical_key))
2791 field->value = 0;
2792 else
2793 {
2794 if (last)
2795 last->next = field->next;
2796 else
2797 op->key_values = field->next;
2798 2748
2799 delete field; 2749 object *force = archetype::get (FORCE_NAME);
2800 }
2801 }
2802 return TRUE;
2803 }
2804 /* IF we get here, key doesn't exist */
2805 2750
2806 /* No field, we'll have to add it. */ 2751 force->slaying = name;
2752 force->force_set_timer (duration);
2753 force->flag [FLAG_APPLIED] = true;
2807 2754
2808 if (!add_key) 2755 return insert (force);
2809 { 2756}
2810 return FALSE; 2757
2811 } 2758void
2812 /* There isn't any good reason to store a null 2759object::play_sound (faceidx sound) const
2813 * value in the key/value list. If the archetype has 2760{
2814 * this key, then we should also have it, so shouldn't 2761 if (!sound)
2815 * be here. If user wants to store empty strings,
2816 * should pass in ""
2817 */
2818 if (value == NULL)
2819 return TRUE; 2762 return;
2820 2763
2821 field = new key_value; 2764 if (is_on_map ())
2822 2765 map->play_sound (sound, x, y);
2823 field->key = canonical_key; 2766 else if (object *pl = in_player ())
2824 field->value = value; 2767 pl->contr->play_sound (sound);
2825 /* Usual prepend-addition. */
2826 field->next = op->key_values;
2827 op->key_values = field;
2828
2829 return TRUE;
2830} 2768}
2831 2769
2832/*
2833 * Updates the key in op to value.
2834 *
2835 * If add_key is FALSE, this will only update existing keys,
2836 * and not add new ones.
2837 * In general, should be little reason FALSE is ever passed in for add_key
2838 *
2839 * Returns TRUE on success.
2840 */
2841int
2842set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2843{
2844 shstr key_ (key);
2845
2846 return set_ob_key_value_s (op, key_, value, add_key);
2847}
2848
2849void 2770void
2850object::deep_iterator::next () 2771object::say_msg (const char *msg) const
2851{ 2772{
2852 if (item->inv) 2773 if (is_on_map ())
2853 item = item->inv; 2774 map->say_msg (msg, x, y);
2854 else if (item->below) 2775 else if (object *pl = in_player ())
2855 item = item->below; 2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2789 return;
2790
2791 // find old force, or create new one
2792 object *force = force_find (shstr_noise_force);
2793
2794 if (force)
2795 force->speed_left = -1.f; // patch old speed up
2856 else 2796 else
2857 item = item->env->below; 2797 {
2798 force = archetype::get (shstr_noise_force);
2799
2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2809 }
2858} 2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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