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Comparing deliantra/server/common/object.C (file contents):
Revision 1.38 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 24 */
24 25
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> 26#include <global.h>
29#include <stdio.h> 27#include <stdio.h>
30#include <sys/types.h> 28#include <sys/types.h>
31#include <sys/uio.h> 29#include <sys/uio.h>
32#include <object.h> 30#include <object.h>
33#include <funcpoint.h> 31#include <sproto.h>
34#include <loader.h>
35 32
36int nrofallocobjects = 0; 33#include <bitset>
37 34
38object *objects; /* Pointer to the list of used objects */ 35UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 40objectvec objects;
41activevec actives;
42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 56};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 62};
50int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 68};
54 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
96static void
97write_uuid (uval64 skip, bool sync)
98{
99 CALL_BEGIN (2);
100 CALL_ARG_SV (newSVval64 (skip));
101 CALL_ARG_SV (boolSV (sync));
102 CALL_CALL ("cf::write_uuid", G_DISCARD);
103 CALL_END;
104}
105
106static void
107read_uuid ()
108{
109 char filename[MAX_BUF];
110
111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
114
115 FILE *fp;
116
117 if (!(fp = fopen (filename, "r")))
118 {
119 if (errno == ENOENT)
120 {
121 LOG (llevInfo, "RESET uid to 1\n");
122 UUID::cur.seq = 0;
123 write_uuid (UUID_GAP, true);
124 return;
125 }
126
127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
128 _exit (1);
129 }
130
131 char buf [UUID::MAX_LEN];
132 buf[0] = 0;
133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
136 {
137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
138 _exit (1);
139 }
140
141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
144 fclose (fp);
145}
146
147UUID
148UUID::gen ()
149{
150 UUID uid;
151
152 uid.seq = ++cur.seq;
153
154 if (expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
160
161 return uid;
162}
163
164void
165UUID::init ()
166{
167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 236static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
58{ 238{
59 key_value *wants_field;
60
61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
62 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
64 */ 242 */
65 243
66 /* For each field in wants, */ 244 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
68 { 246 if (has->kv.get (kv->key) != kv->value)
69 key_value *has_field; 247 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 248
90 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 250 return true;
92} 251}
93 252
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 254static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 256{
98 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
99 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
100 */ 259 */
101 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
102} 262}
103 263
104/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
105 * they can be merged together. 265 * they can be merged together.
106 * 266 *
107 * Note that this function appears a lot longer than the macro it 267 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
110 * 270 *
111 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
112 * 272 *
113 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
114 * check weight 274 * check weight
115 */ 275 */
116
117bool object::can_merge (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
118{ 277{
119 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 285 return 0;
122 286
123 if (ob1->speed != ob2->speed) 287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 290 return 0;
125 291
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 296 * flags lose any meaning.
138 */ 297 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
141 300
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
144 303
145 304 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 305 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 306 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 307 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 308 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 309 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 310 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 311 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 312 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 313 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 316 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 317 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 318 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 319 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 320 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 321 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 322 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 323 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 324 || ob1->move_off != ob2->move_off
325 || ob1->move_slow != ob2->move_slow
326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
176 return 0; 329 return 0;
177 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
178 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
180 */ 340 */
181 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
182 { 342 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 343 if (!(ob1->inv && ob2->inv))
189 return 0; 344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
190 351
191 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 353 * if it is valid.
193 */ 354 */
194 } 355 }
195 356
196 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
197 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
198 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
199 */ 360 */
200 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
201 return 0; 362 return 0;
202 363
203 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
205 * check? 366 * check?
206 */ 367 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
208 return 0; 369 return 0;
209 370
210 switch (ob1->type) 371 switch (ob1->type)
211 { 372 {
212 case SCROLL: 373 case SCROLL:
213 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
214 return 0; 375 return 0;
215 break; 376 break;
216 } 377 }
217 378
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
219 { 380 {
220 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
222 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
223 return 0; 386 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 387 }
227 388
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
230 { 390 {
231 ob1->optimise (); 391 ob1->optimise ();
232 ob2->optimise (); 392 ob2->optimise ();
233 393
234 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
235 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
236 } 408 }
237 409
238 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
239 return 1; 411 return 1;
240} 412}
241 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
242/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
243 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
246 */ 490 */
247long 491void
248sum_weight (object *op) 492object::update_weight ()
249{ 493{
250 long sum; 494 weight_t sum = 0;
251 object *inv;
252 495
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
254 {
255 if (inv->inv)
256 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 497 {
498 op->update_weight ();
259 499
260 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
261 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
262 502
263 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
264 op->carrying = sum; 509 carrying = sum;
265 510
266 return sum; 511 if (object *pl = visible_to ())
267} 512 if (pl != this) // player is handled lazily
268 513 esrv_update_item (UPD_WEIGHT, pl, this);
269/**
270 * Return the outermost environment object for a given object.
271 */
272
273object *
274object_get_env_recursive (object *op)
275{
276 while (op->env != NULL)
277 op = op->env;
278 return op;
279}
280
281/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array.
300 */
301
302void
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 { 514 }
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350} 515}
351 516
352/* 517/*
353 * Dumps an object. Returns output in the static global errmsg array. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
354 */ 519 */
355 520char *
356void
357dump_object (object *op) 521dump_object (object *op)
358{ 522{
359 if (op == NULL) 523 if (!op)
360 { 524 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 525
368void 526 object_freezer freezer;
369dump_all_objects (void) 527 op->write (freezer);
370{ 528 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 529}
379 530
380/* 531char *
381 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
382 * multi-object 1 which is closest to the second object.
383 * If it's not a multi-object, it is returned.
384 */
385
386object *
387get_nearest_part (object *op, const object *pl)
388{ 533{
389 object *tmp, *closest; 534 return dump_object (this);
390 int last_dist, i;
391
392 if (op->more == NULL)
393 return op;
394 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if ((i = distance (tmp, pl)) < last_dist)
396 closest = tmp, last_dist = i;
397 return closest;
398} 535}
399 536
400/* 537/*
401 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
402 */ 540 */
403
404object * 541object *
405find_object (tag_t i) 542find_object (tag_t i)
406{ 543{
407 object *op; 544 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 545 if (op->count == i)
411 break;
412 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
413} 564}
414 565
415/* 566/*
416 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
419 */ 570 */
420
421object * 571object *
422find_object_name (const char *str) 572find_object_name (const char *str)
423{ 573{
424 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
425 object *op;
426 575
427 for (op = objects; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
428 if (op->name == str_) 578 if (op->name == str_)
429 break; 579 return op;
430 580
431 return op; 581 return 0;
432}
433
434void
435free_all_object_data ()
436{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459} 582}
460 583
461/* 584/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
464 */ 588 */
465void 589void
466object::set_owner (object *owner) 590object::set_owner (object *owner)
467{ 591{
592 // allow objects which own objects
468 if (!owner) 593 if (owner)
469 return;
470
471 /* next line added to allow objects which own objects */
472 /* Add a check for ownercounts in here, as I got into an endless loop
473 * with the fireball owning a poison cloud which then owned the
474 * fireball. I believe that was caused by one of the objects getting
475 * freed and then another object replacing it. Since the ownercounts
476 * didn't match, this check is valid and I believe that cause is valid.
477 */
478 while (owner->owner) 594 while (owner->owner)
479 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
480 602
481 this->owner = owner; 603 this->owner = owner;
482} 604}
483 605
484/* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links.
486 */
487static void
488free_key_values (object *op)
489{
490 for (key_value *i = op->key_values; i != 0;)
491 {
492 key_value *next = i->next;
493 delete i;
494
495 i = next;
496 }
497
498 op->key_values = 0;
499}
500
501void object::clear ()
502{
503 attachable_base::clear ();
504
505 free_key_values (this);
506
507 owner = 0;
508 name = 0;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/* 606/*
554 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
559 * will point at garbage. 612 * will point at garbage.
560 */ 613 */
561void 614void
562copy_object (object *op2, object *op) 615object::copy_to (object *dst)
563{ 616{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
566 619
567 op2->clone (op); 620 // maybe move to object_copy?
621 dst->kv = kv;
568 622
569 if (is_freed) 623 dst->flag [FLAG_REMOVED] = true;
570 SET_FLAG (op, FLAG_FREED); 624 dst->activate ();
571 if (is_removed) 625}
572 SET_FLAG (op, FLAG_REMOVED);
573 626
574 if (op2->speed < 0) 627void
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
576 632
577 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
578 if (op2->key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
579 { 635 speed_left = - speed - rndm (); // TODO animation
580 key_value *tail = 0; 636 else
581 key_value *i; 637 speed_left = -1.;
582 638
583 op->key_values = 0; 639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
584 647
585 for (i = op2->key_values; i; i = i->next) 648 attachable::instantiate ();
586 { 649}
587 key_value *new_link = new key_value;
588 650
589 new_link->next = 0; 651object *
590 new_link->key = i->key; 652object::clone ()
591 new_link->value = i->value; 653{
654 object *neu = create ();
655 copy_to (neu);
592 656
593 /* Try and be clever here, too. */ 657 // TODO: unclean state changes, should not be done in clone AND instantiate
594 if (!op->key_values) 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
595 { 659 neu->speed_left = - neu->speed - rndm (); // TODO animation
596 op->key_values = new_link;
597 tail = new_link;
598 }
599 else
600 {
601 tail->next = new_link;
602 tail = new_link;
603 }
604 }
605 }
606 660
607 update_ob_speed (op); 661 neu->map = map; // not copied by copy_to
662 return neu;
608} 663}
609 664
610/* 665/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 667 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 668 * be called to update the face variable, _and_ how it looks on the map.
614 */ 669 */
615
616void 670void
617update_turn_face (object *op) 671update_turn_face (object *op)
618{ 672{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
620 return; 674 return;
675
621 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
623} 678}
624 679
625/* 680/*
626 * Updates the speed of an object. If the speed changes from 0 to another 681 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 682 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 683 * This function needs to be called whenever the speed of an object changes.
629 */ 684 */
630void 685void
631update_ob_speed (object *op) 686object::set_speed (float speed)
632{ 687{
633 extern int arch_init; 688 this->speed = speed;
634 689
635 /* No reason putting the archetypes objects on the speed list, 690 if (has_active_speed ())
636 * since they never really need to be updated. 691 activate ();
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 {
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657
658 /* process_events() expects us to insert the object at the beginning
659 * of the list. */
660 op->active_next = active_objects;
661
662 if (op->active_next != NULL)
663 op->active_next->active_prev = op;
664
665 active_objects = op;
666 }
667 else 692 else
668 { 693 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 694}
692 695
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 696/*
725 * update_object() updates the array which represents the map. 697 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 698 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 699 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 700 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 701 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 702 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 703 * updating that window, though, since update_object() is called _often_)
732 * 704 *
733 * action is a hint of what the caller believes need to be done. 705 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 706 * current action are:
739 * UP_OBJ_INSERT: op was inserted 707 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 708 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 709 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 710 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
744 */ 712 */
745
746void 713void
747update_object (object *op, int action) 714update_object (object *op, int action)
748{ 715{
749 int update_now = 0, flags; 716 if (!op)
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL)
753 { 717 {
754 /* this should never happen */ 718 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
756 return; 720 return;
757 } 721 }
758 722
759 if (op->env != NULL) 723 if (!op->is_on_map ())
760 { 724 {
761 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
762 * to do in this case. 726 * to do in this case.
763 */ 727 */
764 return; 728 return;
765 } 729 }
766 730
767 /* If the map is saving, don't do anything as everything is
768 * going to get freed anyways.
769 */
770 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return;
772
773 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 732 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 733 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 735#ifdef MANY_CORES
778 abort (); 736 abort ();
779#endif 737#endif
780 return; 738 return;
781 } 739 }
782 740
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 741 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 742
743 if (!(m.flags_ & P_UPTODATE))
744 m.update_up (); // nothing to do except copy up
790 if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
791 { 746 {
747#if 0
748 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1; 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
794 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
796 update_now = 1;
797
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
805 update_now = 1; 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
806 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
807 if ((move_on | op->move_on) != move_on) 755 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 756 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 757 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 759 * have move_allow right now.
815 */ 760 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 762 m.invalidate ();
818 763#else
819 if ((move_slow | op->move_slow) != move_slow) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
820 update_now = 1; 765 m.invalidate ();
766#endif
821 } 767 }
822 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 770 * that is being removed.
825 */ 771 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 773 m.invalidate ();
828 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
830 else 776 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 778
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 779 if (op->more)
840 update_object (op->more, action); 780 update_object (op->more, action);
841} 781}
842 782
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860}
861
862object::object () 783object::object ()
863{ 784{
864 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
865 786
866 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
867 face = blank_face; 788 face = blank_face;
868 attacked_by_count = -1; 789 material = MATERIAL_NULL;
869} 790}
870 791
871object::~object () 792object::~object ()
872{ 793{
873 free_key_values (this); 794 unlink ();
795
796 kv.clear ();
874} 797}
875 798
876void object::link () 799void object::link ()
877{ 800{
878 count = ++ob_count; 801 assert (!index);//D
802 uuid = UUID::gen ();
879 803
880 prev = 0; 804 refcnt_inc ();
881 next = objects; 805 objects.insert (this);
882 806
883 if (objects) 807 ++create_count;
884 objects->prev = this;
885 808
886 objects = this;
887} 809}
888 810
889void object::unlink () 811void object::unlink ()
890{ 812{
891 count = 0;
892
893 if (this == objects)
894 objects = next;
895
896 /* Remove this object from the list of used objects */
897 if (prev)
898 {
899 prev->next = next;
900 prev = 0;
901 }
902
903 if (next) 813 if (!index)
904 { 814 return;
905 next->prev = prev; 815
906 next = 0; 816 ++destroy_count;
817
818 objects.erase (this);
819 refcnt_dec ();
820}
821
822void
823object::activate ()
824{
825 /* If already on active list, don't do anything */
826 if (active)
827 return;
828
829 if (has_active_speed ())
907 } 830 {
908} 831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
909 833
910object *object::create () 834 actives.insert (this);
911{ 835 }
912 object *op; 836}
913 837
914 if (freed.empty ()) 838void
915 op = new object; 839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || !map->linkable ()
906 || map->no_drop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 inv->destroy ();
911 }
916 else 912 else
917 { 913 { /* Put objects in inventory onto this space */
918 // highly annoying, but the only way to get it stable right now 914 while (inv)
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link ();
926 return op;
927}
928
929/*
930 * free_object() frees everything allocated by an object, removes
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{
941 if (QUERY_FLAG (this, FLAG_FREED))
942 return;
943
944 if (QUERY_FLAG (this, FLAG_FRIENDLY))
945 remove_friendly_object (this);
946
947 if (!QUERY_FLAG (this, FLAG_REMOVED))
948 remove_ob (this);
949
950 SET_FLAG (this, FLAG_FREED);
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 { 915 {
966 object *op = inv; 916 object *op = inv;
967 917
968 while (op) 918 if (op->flag [FLAG_STARTEQUIP]
969 { 919 || op->flag [FLAG_NO_DROP]
970 object *tmp = op->below; 920 || op->type == RUNE
971 op->free (free_inventory); 921 || op->type == TRAP
972 op = tmp; 922 || op->flag [FLAG_IS_A_TEMPLATE]
973 } 923 || op->flag [FLAG_DESTROY_ON_DEATH])
924 op->destroy ();
925 else
926 map->insert (op, x, y);
974 } 927 }
975 else 928 }
976 { /* Put objects in inventory onto this space */ 929}
977 object *op = inv;
978 930
979 while (op) 931/*
980 { 932 * Remove and free all objects in the inventory of the given object.
981 object *tmp = op->below; 933 * Unlike destroy_inv, this assumes the *this is destroyed as well
982 934 * well, so we can (and have to!) take shortcuts.
983 remove_ob (op); 935 */
984 936void
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937object::destroy_inv_fast ()
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 938{
987 free_object (op); 939 while (object *op = inv)
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 } 940 {
941 // remove from object the fast way
942 op->flag [FLAG_REMOVED] = true;
943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
999 946
1000 owner = 0; 947 // then destroy
948 op->destroy ();
949 }
950}
1001 951
1002 /* Remove object from the active list */ 952void
1003 speed = 0; 953object::freelist_free (int count)
1004 update_ob_speed (this); 954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
1005 959
960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
968object::create ()
969{
970 object *op;
971
972 if (freelist)
973 {
974 freelist_item li = *freelist;
975 memset (freelist, 0, sizeof (object));
976
977 op = new (freelist) object;
978 op->count = li.count;
979
980 freelist = li.next;
981 --free_count;
982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
986
987 op = new(ni) object;
988
989 op->count = ++object_count;
990 }
991
992 op->link ();
993
994 return op;
995}
996
997void
998object::do_delete ()
999{
1000 uint32_t count = this->count;
1001
1002 this->~object ();
1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010}
1011
1012void
1013object::do_destroy ()
1014{
1015 if (flag [FLAG_IS_LINKED])
1016 remove_link ();
1017
1018 if (flag [FLAG_FRIENDLY])
1019 remove_friendly_object (this);
1020
1021 remove ();
1022
1023 attachable::do_destroy ();
1024
1025 deactivate ();
1006 unlink (); 1026 unlink ();
1007 1027
1008 mortals.push_back (this); 1028 flag [FLAG_FREED] = 1;
1009}
1010 1029
1011/* 1030 // hack to ensure that freed objects still have a valid map
1012 * sub_weight() recursively (outwards) subtracts a number from the 1031 map = &freed_map;
1013 * weight of an object (and what is carried by it's environment(s)). 1032 x = 1;
1014 */ 1033 y = 1;
1015 1034
1016void 1035 if (more)
1017sub_weight (object *op, signed long weight)
1018{
1019 while (op != NULL)
1020 {
1021 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 }
1025 op->carrying -= weight;
1026 op = op->env;
1027 } 1036 {
1028} 1037 more->destroy ();
1038 more = 0;
1039 }
1029 1040
1030/* remove_ob(op): 1041 head = 0;
1042
1043 // clear those pointers that likely might cause circular references
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047 current_weapon = 0;
1048}
1049
1050void
1051object::destroy ()
1052{
1053 if (destroyed ())
1054 return;
1055
1056 if (!is_head () && !head->destroyed ())
1057 {
1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1059 head->destroy ();
1060 return;
1061 }
1062
1063 destroy_inv_fast ();
1064
1065 if (is_head ())
1066 if (sound_destroy)
1067 play_sound (sound_destroy);
1068 else if (flag [FLAG_MONSTER])
1069 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1070
1071 attachable::destroy ();
1072}
1073
1074/* op->remove ():
1031 * This function removes the object op from the linked list of objects 1075 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 1076 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 1077 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 1078 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 1079 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */ 1080 */
1038
1039void 1081void
1040remove_ob (object *op) 1082object::do_remove ()
1041{ 1083{
1042 object * 1084 if (flag [FLAG_REMOVED])
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED))
1060 return; 1085 return;
1061 1086
1062 SET_FLAG (op, FLAG_REMOVED); 1087 INVOKE_OBJECT (REMOVE, this);
1063 1088
1064 if (op->more != NULL) 1089 flag [FLAG_REMOVED] = true;
1065 remove_ob (op->more);
1066 1090
1091 if (more)
1092 more->remove ();
1093
1067 /* 1094 /*
1068 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1069 * inventory. 1096 * inventory.
1070 */ 1097 */
1071 if (op->env != NULL) 1098 if (env)
1072 { 1099 {
1073 if (op->nrof) 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1074 sub_weight (op->env, op->weight * op->nrof); 1101 if (object *pl = visible_to ())
1075 else 1102 esrv_del_item (pl->contr, count);
1076 sub_weight (op->env, op->weight + op->carrying); 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1077 1104
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1105 adjust_weight (env, total_weight (), 0);
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp);
1084 1106
1085 if (op->above != NULL) 1107 object *pl = in_player ();
1086 op->above->below = op->below;
1087 else
1088 op->env->inv = op->below;
1089
1090 if (op->below != NULL)
1091 op->below->above = op->above;
1092 1108
1093 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1096 */ 1112 */
1097 op->x = op->env->x, op->y = op->env->y;
1098 op->map = op->env->map; 1113 map = env->map;
1099 op->above = NULL, op->below = NULL;
1100 op->env = NULL;
1101 }
1102 else if (op->map)
1103 {
1104 x = op->x; 1114 x = env->x;
1105 y = op->y; 1115 y = env->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107 1116
1108 if (!m) 1117 // make sure cmov optimisation is applicable
1118 *(above ? &above->below : &env->inv) = below;
1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1120
1121 above = 0;
1122 below = 0;
1123 env = 0;
1124
1125 if (pl && pl->is_player ())
1109 { 1126 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1127 if (expect_false (pl->contr->combat_ob == this))
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */ 1128 {
1116 abort (); 1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1132 }
1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1117 } 1145 }
1146 }
1147 else if (map)
1148 {
1149 map->dirty = true;
1150 mapspace &ms = this->ms ();
1118 1151
1119 if (op->map != m) 1152 if (object *pl = ms.player ())
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */ 1153 {
1154 if (is_player ())
1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1158
1159 // leaving a spot always closes any open container on the ground
1160 if (container && !container->env)
1161 // this causes spurious floorbox updates, but it ensures
1162 // that the CLOSE event is being sent.
1163 close_container ();
1164
1165 --map->players;
1166 map->touch ();
1167 }
1168 else if (pl->container_ () == this)
1169 {
1170 // removing a container should close it
1171 close_container ();
1172 }
1173 else
1174 esrv_del_item (pl->contr, count);
1175 }
1126 1176
1127 /* link the object above us */ 1177 /* link the object above us */
1128 if (op->above) 1178 // re-link, make sure compiler can easily use cmove
1129 op->above->below = op->below; 1179 *(above ? &above->below : &ms.top) = below;
1130 else 1180 *(below ? &below->above : &ms.bot) = above;
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1132 1181
1133 /* Relink the object below us, if there is one */ 1182 above = 0;
1134 if (op->below) 1183 below = 0;
1135 op->below->above = op->above; 1184
1136 else 1185 ms.invalidate ();
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1137 { 1190 {
1138 /* Nothing below, which means we need to relink map object for this space 1191 if (pl->container_ () == this)
1139 * use translated coordinates in case some oddness with map tiling is 1192 /* If a container that the player is currently using somehow gets
1140 * evident 1193 * removed (most likely destroyed), update the player view
1194 * appropriately.
1141 */ 1195 */
1142 if (GET_MAP_OB (m, x, y) != op) 1196 pl->close_container ();
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1147 dump_object (GET_MAP_OB (m, x, y));
1148 LOG (llevError, "%s\n", errmsg);
1149 }
1150 1197
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1198 //TODO: the floorbox prev/next might need updating
1199 //esrv_del_item (pl->contr, count);
1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1152 } 1203 }
1153 1204
1154 op->above = 0; 1205 if (check_walk_off)
1155 op->below = 0; 1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1156
1157 if (op->map->in_memory == MAP_SAVING)
1158 return;
1159
1160 tag = op->count;
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1164 { 1207 {
1208 above = tmp->above;
1209
1165 /* No point updating the players look faces if he is the object 1210 /* No point updating the players look faces if he is the object
1166 * being removed. 1211 * being removed.
1167 */
1168
1169 if (tmp->type == PLAYER && tmp != op)
1170 {
1171 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view
1173 * appropriately.
1174 */ 1212 */
1175 if (tmp->container == op)
1176 {
1177 CLEAR_FLAG (op, FLAG_APPLIED);
1178 tmp->container = NULL;
1179 }
1180 1213
1181 tmp->contr->socket.update_look = 1; 1214 /* See if object moving off should effect something */
1215 if ((move_type & tmp->move_off)
1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1217 move_apply (tmp, this, 0);
1182 } 1218 }
1183 1219
1184 /* See if player moving off should effect something */ 1220 if (affects_los ())
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 {
1187 move_apply (tmp, op, NULL);
1188
1189 if (was_destroyed (op, tag))
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1192 }
1193 }
1194
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196
1197 if (tmp->above == tmp)
1198 tmp->above = NULL;
1199
1200 last = tmp;
1201 }
1202
1203 /* last == NULL of there are no objects on this space */
1204 if (last == NULL)
1205 {
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else
1215 update_object (last, UP_OBJ_REMOVE);
1216
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1218 update_all_los (op->map, op->x, op->y); 1221 update_all_los (map, x, y);
1219 } 1222 }
1220} 1223}
1221 1224
1222/* 1225/*
1223 * merge_ob(op,top): 1226 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1232{ 1235{
1233 if (!op->nrof) 1236 if (!op->nrof)
1234 return 0; 1237 return 0;
1235 1238
1236 if (top == NULL) 1239 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1240 for (top = op; top && top->above; top = top->above)
1241 ;
1238 1242
1239 for (; top != NULL; top = top->below) 1243 for (; top; top = top->below)
1240 { 1244 if (object::can_merge (op, top))
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 { 1245 {
1245 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1246 1247
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1248 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1249 remove_ob (op); 1250
1250 free_object (op); 1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1251 return top; 1256 return top;
1252 } 1257 }
1253 }
1254 1258
1255 return NULL; 1259 return 0;
1256} 1260}
1257 1261
1262void
1263object::expand_tail ()
1264{
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = at->instance ();
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283}
1284
1258/* 1285/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1261 */ 1288 */
1262object * 1289object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1291{
1265 object *tmp; 1292 op->remove ();
1266 1293
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1295 {
1272 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1274 } 1298 }
1275 1299
1276 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1277} 1301}
1278 1302
1291 * Passing 0 for flag gives proper default values, so flag really only needs 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1292 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1293 * 1317 *
1294 * Return value: 1318 * Return value:
1295 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1297 * just 'op' otherwise 1321 * just 'op' otherwise
1298 */ 1322 */
1299
1300object * 1323object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1325{
1303 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1304 sint16 x, y;
1305 1327
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1307 { 1329 {//D
1308 LOG (llevError, "Trying to insert freed object!\n"); 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1309 return NULL;
1310 } 1331 }//D
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1332
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1334 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1335 * need extra work
1375 */ 1336 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1377 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1378 y = op->y; 1339 {
1340 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1341 return 0;
1342 }
1343
1344 if (object *more = op->more)
1345 if (!insert_ob_in_map (more, m, originator, flag))
1346 return 0;
1347
1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1351
1352 mapspace &ms = op->ms ();
1379 1353
1380 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1381 */ 1355 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1358 if (object::can_merge (op, tmp))
1385 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1386 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1364 tmp->destroy ();
1388 free_object (tmp);
1389 } 1365 }
1390 1366
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1393 1369
1394 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1395 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1396 1372
1397 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1398 { 1374 {
1399 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1400 { 1376 {
1401 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1402 abort (); 1378 abort ();
1403 } 1379 }
1404 1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1405 op->above = originator; 1388 op->above = originator;
1406 op->below = originator->below; 1389 op->below = originator->below;
1407
1408 if (op->below)
1409 op->below->above = op;
1410 else
1411 SET_MAP_OB (op->map, op->x, op->y, op);
1412
1413 /* since *below* originator, no need to update top */
1414 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1415 } 1393 }
1416 else 1394 else
1417 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1418 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1420 { 1401 {
1421 object *last = NULL;
1422
1423 /* 1402 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1403 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1405 * Generally, we want to put the new object on top. But if
1427 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1428 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1429 * Also, if there are spell objects on this space, we stop processing 1408 * Also, if there are spell objects on this space, we stop processing
1430 * once we get to them. This reduces the need to traverse over all of 1409 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1410 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1411 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1434 */ 1413 */
1435 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1436 while (top != NULL)
1437 { 1415 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1439 floor = top; 1417 floor = tmp;
1440 1418
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1442 { 1420 {
1443 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1444 top = top->below; 1422 top = tmp->below;
1445 break; 1423 break;
1446 } 1424 }
1447 1425
1448 last = top;
1449 top = top->above; 1426 top = tmp;
1450 } 1427 }
1451
1452 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last;
1454 1428
1455 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1456 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1458 */ 1432 */
1459 1433
1460 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1438 * stacking is a bit odd.
1465 */ 1439 */
1466 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1468 { 1443 {
1444 object *last;
1445
1469 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1471 break; 1448 break;
1449
1472 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1451 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1453 * set top to the object below us.
1476 */ 1454 */
1477 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1478 top = last->below; 1456 top = last->below;
1479 } 1457 }
1480 } /* If objects on this space */ 1458 } /* If objects on this space */
1481 1459
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1461 top = floor;
1487 1462
1488 /* Top is the object that our object (op) is going to get inserted above. 1463 // insert object above top, or bottom-most if top = 0
1489 */
1490
1491 /* First object on this space */
1492 if (!top) 1464 if (!top)
1493 { 1465 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y);
1495
1496 if (op->above)
1497 op->above->below = op;
1498
1499 op->below = NULL; 1466 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1467 op->above = ms.bot;
1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1501 } 1471 }
1502 else 1472 else
1503 { /* get inserted into the stack above top */ 1473 {
1504 op->above = top->above; 1474 op->above = top->above;
1505
1506 if (op->above)
1507 op->above->below = op; 1475 top->above = op;
1508 1476
1509 op->below = top; 1477 op->below = top;
1510 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1479 }
1480 }
1512 1481
1513 if (op->above == NULL) 1482 if (op->is_player ())
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1483 {
1515 } /* else not INS_BELOW_ORIGINATOR */
1516
1517 if (op->type == PLAYER)
1518 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1519 1488
1520 /* If we have a floor, we know the player, if any, will be above 1489 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1490
1522 */ 1491 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1492 //TODO: the floorbox prev/next might need updating
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1493 //esrv_send_item (pl, op);
1525 if (tmp->type == PLAYER) 1494 //TODO: update floorbox to preserve ordering
1526 tmp->contr->socket.update_look = 1; 1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1527 1497
1528 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1499 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1500 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1505 * of effect may be sufficient.
1536 */ 1506 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1538 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1539 1512
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1542 1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1543 /* Don't know if moving this to the end will break anything. However, 1518 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1519 * we want to have floorbox_update called before calling this.
1545 * 1520 *
1546 * check_move_on() must be after this because code called from 1521 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1522 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1524 * update_object().
1550 */ 1525 */
1551 1526
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1554 { 1529 {
1555 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1556 return NULL; 1531 return 0;
1557 1532
1558 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1559 * walk on's. 1534 * walk on's.
1560 */ 1535 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1563 return NULL; 1538 return 0;
1564 } 1539 }
1565 1540
1566 return op; 1541 return op;
1567} 1542}
1568 1543
1569/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1545 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1546 * op is the object to insert it under: supplies x and the map.
1572 */ 1547 */
1573void 1548void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1575{ 1550{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1582 1552
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1586 { 1555 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1556
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1593 1558
1594 tmp1->x = op->x; 1559 tmp->x = op->x;
1595 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1563}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1564
1607object * 1565object *
1608get_split_ob (object *orig_ob, uint32 nr) 1566object::insert_at (object *where, object *originator, int flags)
1609{ 1567{
1610 object * 1568 if (where->env)
1611 newob; 1569 return where->env->insert (this);
1612 int 1570 else
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644} 1572}
1645 1573
1574// check whether we can put this into the map, respect max_volume, max_items
1575bool
1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1579
1580 int items = ms.items ();
1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1585 return true;
1586
1587 if (originator)
1588 originator->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 );
1592
1593 return false;
1594}
1595
1646/* 1596/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1650 * 1600 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1653 1608
1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1615 nrof -= nr;
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1622 return true;
1623 }
1624 else
1625 {
1626 destroy ();
1627 return false;
1628 }
1629}
1630
1631/*
1632 * split(ob,nr) splits up ob into two parts. The part which
1633 * is returned contains nr objects, and the remaining parts contains
1634 * the rest (or is removed and returned if that number is 0).
1635 * On failure, NULL is returned.
1636 */
1654object * 1637object *
1655decrease_ob_nr (object *op, uint32 i) 1638object::split (sint32 nr)
1656{ 1639{
1657 object *tmp; 1640 int have = number_of ();
1658 player *pl;
1659 1641
1660 if (i == 0) /* objects with op->nrof require this check */ 1642 if (have < nr)
1661 return op; 1643 return 0;
1662 1644 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1645 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1646 remove ();
1703 op->nrof = 0; 1647 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1648 }
1710 else 1649 else
1711 { 1650 {
1712 object *above = op->above; 1651 decrease (nr);
1713 1652
1714 if (i < op->nrof) 1653 object *op = deep_clone ();
1715 op->nrof -= i; 1654 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1655 return op;
1735 else
1736 { 1656 }
1737 free_object (op); 1657}
1658
1659object *
1660insert_ob_in_ob (object *op, object *where)
1661{
1662 if (!where)
1663 {
1664 char *dump = dump_object (op);
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump);
1738 return NULL; 1667 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1668 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1669
1755 op->carrying += weight; 1670 if (where->head_ () != where)
1756 op = op->env;
1757 } 1671 {
1758} 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1759 1675
1676 return where->insert (op);
1677}
1678
1760/* 1679/*
1761 * insert_ob_in_ob(op,environment): 1680 * env->insert (op)
1762 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1763 * inside the object environment. 1682 * inside the object environment.
1764 * 1683 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1772 */ 1686 */
1773
1774object * 1687object *
1775insert_ob_in_ob (object *op, object *where) 1688object::insert (object *op)
1776{ 1689{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1690 if (op->more)
1802 { 1691 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1692 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1693 return op;
1805 } 1694 }
1806 1695
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1696 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1699
1809 if (op->nrof) 1700 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1702 if (object::can_merge (tmp, op))
1813 { 1703 {
1814 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1816 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1711
1818 * tmp->nrof, we need to increase the weight. 1712 if (object *pl = tmp->visible_to ())
1819 */ 1713 esrv_update_item (UPD_NROF, pl, tmp);
1820 add_weight (where, op->weight * op->nrof); 1714
1821 SET_FLAG (op, FLAG_REMOVED); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1822 free_object (op); /* free the inserted object */ 1716
1717 op->destroy ();
1823 op = tmp; 1718 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1719 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1720 }
1828 1721
1829 /* I assume combined objects have no inventory 1722 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1723 op->map = 0;
1848 op->env = where; 1724 op->x = 0;
1725 op->y = 0;
1726
1849 op->above = NULL; 1727 op->above = 0;
1850 op->below = NULL; 1728 op->below = inv;
1851 op->x = 0, op->y = 0; 1729 op->env = this;
1852 1730
1731 if (inv)
1732 inv->above = op;
1733
1734 inv = op;
1735
1736 op->flag [FLAG_REMOVED] = 0;
1737
1738 if (object *pl = op->visible_to ())
1739 esrv_send_item (pl, op);
1740
1741 adjust_weight (this, 0, op->total_weight ());
1742
1743inserted:
1853 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1745 if (op->glow_radius && is_on_map ())
1855 {
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 } 1746 {
1862 1747 update_stats ();
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1748 update_all_los (map, x, y);
1864 * It sure simplifies this function...
1865 */
1866 if (where->inv == NULL)
1867 where->inv = op;
1868 else
1869 { 1749 }
1870 op->below = where->inv; 1750 else if (is_player ())
1871 op->below->above = op; 1751 // if this is a player's inventory, update stats
1872 where->inv = op; 1752 contr->queue_stats_update ();
1873 } 1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1874 return op; 1756 return op;
1875} 1757}
1876 1758
1877/* 1759/*
1878 * Checks if any objects has a move_type that matches objects 1760 * Checks if any objects has a move_type that matches objects
1892 * 1774 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1777 * on top.
1896 */ 1778 */
1897
1898int 1779int
1899check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1900{ 1781{
1901 object * 1782 if (op->flag [FLAG_NO_APPLY])
1902 tmp;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y;
1909
1910 MoveType
1911 move_on,
1912 move_slow,
1913 move_block;
1914
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1783 return 0;
1917 1784
1918 tag = op->count; 1785 object *tmp;
1786 maptile *m = op->map;
1787 int x = op->x, y = op->y;
1919 1788
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1789 mapspace &ms = m->at (x, y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1790
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1791 ms.update ();
1792
1793 MoveType move_on = ms.move_on;
1794 MoveType move_slow = ms.move_slow;
1795 MoveType move_block = ms.move_block;
1923 1796
1924 /* if nothing on this space will slow op down or be applied, 1797 /* if nothing on this space will slow op down or be applied,
1925 * no need to do checking below. have to make sure move_type 1798 * no need to do checking below. have to make sure move_type
1926 * is set, as lots of objects don't have it set - we treat that 1799 * is set, as lots of objects don't have it set - we treat that
1927 * as walking. 1800 * as walking.
1936 */ 1809 */
1937 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1810 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1938 return 0; 1811 return 0;
1939 1812
1940 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1942 */ 1815 */
1943 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1945 {
1946 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them.
1949 */
1950 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1951 break;
1952 } 1817 {
1818 next = tmp->below;
1953 1819
1954 for (; tmp; tmp = tmp->below)
1955 {
1956 if (tmp == op) 1820 if (tmp == op)
1957 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1958 1822
1959 /* Check to see if one of the movement types should be slowed down. 1823 /* Check to see if one of the movement types should be slowed down.
1960 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1961 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1962 * space doesn't slow down swimming (for example), if you can't actually 1826 * space doesn't slow down swimming (for example), if you can't actually
1963 * swim on that space, can't use it to avoid the penalty. 1827 * swim on that space, can't use it to avoid the penalty.
1964 */ 1828 */
1965 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1966 { 1830 {
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1833 {
1970
1971 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1835
1974 if (op->type == PLAYER) 1836 if (op->is_player ())
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1837 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1839 diff /= 4.0;
1978 1840
1979 op->speed_left -= diff; 1841 op->speed_left -= diff;
1980 } 1842 }
1981 } 1843 }
1982 1844
1983 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1853
1987 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1988 1855
1989 if (was_destroyed (op, tag)) 1856 if (op->destroyed ())
1990 return 1; 1857 return 1;
1991 1858
1992 /* what the person/creature stepped onto has moved the object 1859 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1860 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1861 * have a feeling strange problems would result.
2004/* 1871/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1872 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1873 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
2008 */ 1875 */
2009
2010object * 1876object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1877present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1878{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1879 if (!m || out_of_map (m, x, y))
2017 { 1880 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1882 return NULL;
2020 } 1883 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1884
2022 if (tmp->arch == at) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1886 if (tmp->arch->archname == at->archname)
2023 return tmp; 1887 return tmp;
1888
2024 return NULL; 1889 return NULL;
2025} 1890}
2026 1891
2027/* 1892/*
2028 * present(type, map, x, y) searches for any objects with 1893 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1894 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
2031 */ 1896 */
2032
2033object * 1897object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1898present (unsigned char type, maptile *m, int x, int y)
2035{ 1899{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1900 if (out_of_map (m, x, y))
2040 { 1901 {
2041 LOG (llevError, "Present called outside map.\n"); 1902 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1903 return NULL;
2043 } 1904 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1907 if (tmp->type == type)
2046 return tmp; 1908 return tmp;
1909
2047 return NULL; 1910 return NULL;
2048} 1911}
2049 1912
2050/* 1913/*
2051 * present_in_ob(type, object) searches for any objects with 1914 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1915 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2054 */ 1917 */
2055
2056object * 1918object *
2057present_in_ob (unsigned char type, const object *op) 1919present_in_ob (unsigned char type, const object *op)
2058{ 1920{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1922 if (tmp->type == type)
2064 return tmp; 1923 return tmp;
1924
2065 return NULL; 1925 return NULL;
2066} 1926}
2067 1927
2068/* 1928/*
2069 * present_in_ob (type, str, object) searches for any objects with 1929 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1937 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1938 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1939 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1940 * to be unique.
2081 */ 1941 */
2082
2083object * 1942object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1943present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1944{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1946 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1947 return tmp;
2093 } 1948
2094 return NULL; 1949 return 0;
2095} 1950}
2096 1951
2097/* 1952/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1953 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1954 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
2101 */ 1956 */
2102
2103object * 1957object *
2104present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
2105{ 1959{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
2111 return tmp; 1962 return tmp;
1963
2112 return NULL; 1964 return NULL;
2113} 1965}
2114 1966
2115/* 1967/*
2116 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
2117 */ 1969 */
2118void 1970void
2119flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
2120{ 1972{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1974 {
2127 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
2128 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
2129 } 1977 }
2130} /* 1978}
1979
1980/*
2131 * desactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
2132 */ 1982 */
2133void 1983void
2134unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
2135{ 1985{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 1987 {
2142 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
2143 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
2144 } 1990 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1991}
2160 1992
2161/* 1993/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 1999 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2001 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 2004 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 2005 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 2009 * customized, changed states, etc.
2181 */ 2010 */
2182
2183int 2011int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2013{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2015 int index = 0;
2191 2016
2192 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2193 { 2018 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2196 altern[index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
2197 2038
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2205 */ 2046 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2207 stop = maxfree[i]; 2049 stop = maxfree[i];
2050 continue;
2051 }
2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2208 } 2063 }
2064
2209 if (!index) 2065 if (!index)
2210 return -1; 2066 return -1;
2067
2211 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
2212} 2069}
2213 2070
2214/* 2071/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2074 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2075 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2076 */
2220
2221int 2077int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2079{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2228 { 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2082 return i;
2231 } 2083
2232 return -1; 2084 return -1;
2233} 2085}
2234 2086
2235/* 2087/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2088 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2089 * arr[begin..end-1].
2090 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2091 */
2239static void 2092static void
2240permute (int *arr, int begin, int end) 2093permute (int *arr, int begin, int end)
2241{ 2094{
2242 int 2095 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2096 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2097
2253 tmp = arr[i]; 2098 while (--end)
2254 arr[i] = arr[j]; 2099 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2100}
2258 2101
2259/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2104 * the spaces to find monsters. In this way, it won't always look for
2262 * monsters to the north first. However, the size of the array passed 2105 * monsters to the north first. However, the size of the array passed
2263 * covers all the spaces, so within that size, all the spaces within 2106 * covers all the spaces, so within that size, all the spaces within
2264 * the 3x3 area will be searched, just not in a predictable order. 2107 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2108 */
2266void 2109void
2267get_search_arr (int *search_arr) 2110get_search_arr (int *search_arr)
2268{ 2111{
2269 int 2112 int i;
2270 i;
2271 2113
2272 for (i = 0; i < SIZEOFFREE; i++) 2114 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2115 search_arr[i] = i;
2275 }
2276 2116
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2117 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2118 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2119 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2120}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2129 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2130 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2131 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2132 * there is capable of.
2293 */ 2133 */
2294
2295int 2134int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2136{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2301
2302 sint16 nx, ny;
2303 object *
2304 tmp;
2305 mapstruct *
2306 mp;
2307
2308 MoveType blocked, move_type; 2138 MoveType move_type;
2309 2139
2310 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2311 { 2141 {
2312 exclude = exclude->head; 2142 exclude = exclude->head;
2313 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2314 } 2144 }
2315 else 2145 else
2316 { 2146 {
2317 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2318 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2319 } 2149 }
2320 2150
2321 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2322 { 2152 {
2323 mp = m; 2153 mapxy pos (m, x, y);
2324 nx = x + freearr_x[i]; 2154 pos.move (i);
2325 ny = y + freearr_y[i];
2326 2155
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2328 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2157 max = maxfree[i];
2331 }
2332 else 2158 else
2333 { 2159 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = *pos;
2335 2161
2336 if ((move_type & blocked) == move_type) 2162 if ((move_type & ms.move_block) == move_type)
2163 max = maxfree [i];
2164 else if (ms.flags () & P_IS_ALIVE)
2337 { 2165 {
2338 max = maxfree[i]; 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2339 } 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2340 else if (mflags & P_IS_ALIVE) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2341 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2343 {
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break;
2347 }
2348 }
2349 if (tmp)
2350 {
2351 return freedir[i]; 2169 return freedir [i];
2352 }
2353 } 2170 }
2354 } 2171 }
2355 } 2172 }
2173
2356 return 0; 2174 return 0;
2357} 2175}
2358 2176
2359/* 2177/*
2360 * distance(object 1, object 2) will return the square of the 2178 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2179 * distance between the two given objects.
2362 */ 2180 */
2363
2364int 2181int
2365distance (const object *ob1, const object *ob2) 2182distance (const object *ob1, const object *ob2)
2366{ 2183{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2184 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2185}
2373 2186
2374/* 2187/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * find_dir_2(delta-x,delta-y) will return a direction value
2376 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2377 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2378 */ 2191 */
2379
2380int 2192int
2381find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2382{ 2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2383 int 2238 int q;
2384 q;
2385 2239
2386 if (y) 2240 if (y)
2387 q = x * 100 / y; 2241 q = 128 * x / y;
2388 else if (x) 2242 else if (x)
2389 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2390 else 2244 else
2391 return 0; 2245 return 0;
2392 2246
2393 if (y > 0) 2247 if (y > 0)
2394 { 2248 {
2395 if (q < -242) 2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2396 return 3; 2254 return 3;
2397 if (q < -41) 2255 }
2398 return 2; 2256 else
2399 if (q < 41) 2257 {
2400 return 1; 2258 if (q < -309) return 3;
2401 if (q < 242) 2259 if (q < -52) return 2;
2402 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2403 return 7; 2263 return 7;
2404 } 2264 }
2405 2265#endif
2406 if (q < -242)
2407 return 7;
2408 if (q < -41)
2409 return 6;
2410 if (q < 41)
2411 return 5;
2412 if (q < 242)
2413 return 4;
2414
2415 return 3;
2416}
2417
2418/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432} 2266}
2433 2267
2434/* 2268/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2271 */
2438
2439int 2272int
2440dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2441{ 2274{
2442 int
2443 d;
2444
2445 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2446 if (d > 4) 2276
2447 d = 8 - d; 2277 return d > 4 ? 8 - d : d;
2448 return d;
2449} 2278}
2450 2279
2451/* peterm: 2280/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2453 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2455 * This basically means that if direction is 15, then it could either go 2284 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2285 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2286 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2287 * functions.
2459 */ 2288 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2342 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2343 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2344 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2345 * Modified to be map tile aware -.MSW
2519 */ 2346 */
2520
2521
2522int 2347int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2348can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2349{
2525 sint16 dx, dy; 2350 sint16 dx, dy;
2526 int
2527 mflags; 2351 int mflags;
2528 2352
2529 if (dir < 0) 2353 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2531 2355
2532 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2533 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2534 2358
2535 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2536 2360
2537 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2538 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2545 return 0; 2369 return 0;
2546 2370
2547 /* yes, can see. */ 2371 /* yes, can see. */
2548 if (dir < 9) 2372 if (dir < 9)
2549 return 1; 2373 return 1;
2374
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2375 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2376 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2377 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2378}
2553
2554
2555 2379
2556/* 2380/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2381 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2382 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2383 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2385 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2386 * core dumps if they do.
2563 * 2387 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2389 */
2566
2567int 2390int
2568can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2569{ 2392{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2573} 2396}
2574 2397
2398//-GPL
2575 2399
2576/* 2400/*
2577 * create clone from object to another 2401 * create clone from object to another
2578 */ 2402 */
2579object * 2403object *
2580object_create_clone (object *asrc) 2404object::deep_clone ()
2581{ 2405{
2582 object * 2406 assert (("deep_clone called on non-head object", is_head ()));
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584 2407
2585 if (!asrc) 2408 object *dst = clone ();
2586 return NULL;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590 2409
2591 prev = NULL; 2410 object *prev = dst;
2592 for (part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2593 { 2412 {
2594 tmp = get_object (); 2413 object *tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x;
2597 tmp->y -= src->y;
2598 if (!part->head)
2599 {
2600 dst = tmp;
2601 tmp->head = NULL;
2602 }
2603 else
2604 {
2605 tmp->head = dst; 2414 tmp->head = dst;
2606 }
2607 tmp->more = NULL;
2608 if (prev)
2609 prev->more = tmp; 2415 prev->more = tmp;
2610 prev = tmp; 2416 prev = tmp;
2611 } 2417 }
2612 2418
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2615 { 2420 insert_ob_in_ob (item->deep_clone (), dst);
2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2421
2619 return dst; 2422 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2423}
2676 2424
2677/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2426 * has the same type and subtype match.
2679 * returns NULL if no match. 2427 * returns NULL if no match.
2680 */ 2428 */
2681object * 2429object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2430find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2431{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2432 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2433 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2434 return tmp;
2690 2435
2691 return NULL;
2692}
2693
2694/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL.
2696 *
2697 * key must be a passed in shared string - otherwise, this won't
2698 * do the desired thing.
2699 */
2700key_value *
2701get_ob_key_link (const object *ob, const char *key)
2702{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2708 if (link->key == key)
2709 {
2710 return link;
2711 }
2712 }
2713
2714 return NULL;
2715}
2716
2717/*
2718 * Returns the value of op has an extra_field for key, or NULL.
2719 *
2720 * The argument doesn't need to be a shared string.
2721 *
2722 * The returned string is shared.
2723 */
2724const char *
2725get_ob_key_value (const object *op, const char *const key)
2726{
2727 key_value *link;
2728 shstr_cmp canonical_key (key);
2729
2730 if (!canonical_key)
2731 {
2732 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field.
2736 */
2737 return 0;
2738 }
2739
2740 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead.
2742 */
2743 for (link = op->key_values; link; link = link->next)
2744 if (link->key == canonical_key)
2745 return link->value;
2746
2747 return 0; 2436 return 0;
2748} 2437}
2749 2438
2750 2439/* Zero the key_values on op, decrementing the shared-string
2751/* 2440 * refcounts and freeing the links.
2752 * Updates the canonical_key in op to value.
2753 * 2441 */
2754 * canonical_key is a shared string (value doesn't have to be). 2442void
2755 * 2443key_values::clear ()
2756 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2757 * keys.
2758 *
2759 * Returns TRUE on success.
2760 */
2761int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2444{
2764 key_value * 2445 for (key_value *kvp = first; kvp; )
2765 field = NULL, *last = NULL; 2446 {
2766 2447 key_value *next = kvp->next;
2767 for (field = op->key_values; field != NULL; field = field->next) 2448 delete kvp;
2449 kvp = next;
2768 { 2450 }
2769 if (field->key != canonical_key) 2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2458 for (key_value *kv = first; kv; kv = kv->next)
2459 if (kv->key == key)
2460 return kv->value;
2461
2462 return shstr ();
2463}
2464
2465void
2466key_values::add (shstr_tmp key, shstr_tmp value)
2467{
2468 key_value *kv = new key_value;
2469
2470 kv->next = first;
2471 kv->key = key;
2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2770 { 2482 {
2771 last = field; 2483 kv->value = value;
2772 continue; 2484 return;
2773 } 2485 }
2774 2486
2775 if (value) 2487 add (key, value);
2776 field->value = value; 2488}
2777 else 2489
2490void
2491key_values::del (shstr_tmp key)
2492{
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2778 { 2495 {
2779 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2780 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2781 * it, we save the empty value so that when we load, 2498 delete kv;
2782 * we get this value back again. 2499 return;
2783 */
2784 if (get_ob_key_link (&op->arch->clone, canonical_key))
2785 field->value = 0;
2786 else
2787 {
2788 if (last)
2789 last->next = field->next;
2790 else
2791 op->key_values = field->next;
2792
2793 delete field;
2794 }
2795 } 2500 }
2796 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2797 } 2510 {
2798 /* IF we get here, key doesn't exist */ 2511 key_value *node = head;
2799 2512 head = head->next;
2800 /* No field, we'll have to add it. */ 2513 node->next = prev;
2801 2514 prev = node;
2802 if (!add_key)
2803 { 2515 }
2804 return FALSE;
2805 }
2806 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings,
2810 * should pass in ""
2811 */
2812 if (value == NULL)
2813 return TRUE;
2814 2516
2815 field = new key_value; 2517 first = prev;
2816
2817 field->key = canonical_key;
2818 field->value = value;
2819 /* Usual prepend-addition. */
2820 field->next = op->key_values;
2821 op->key_values = field;
2822
2823 return TRUE;
2824} 2518}
2825 2519
2826/* 2520key_values &
2827 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2828 *
2829 * If add_key is FALSE, this will only update existing keys,
2830 * and not add new ones.
2831 * In general, should be little reason FALSE is ever passed in for add_key
2832 *
2833 * Returns TRUE on success.
2834 */
2835int
2836set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2837{ 2522{
2838 shstr key_ (key); 2523 clear ();
2839 2524
2840 return set_ob_key_value_s (op, key_, value, add_key); 2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2841} 2529}
2842 2530
2843object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2844: iterator_base (container) 2532: iterator_base (container)
2845{ 2533{
2859 } 2547 }
2860 else 2548 else
2861 item = item->env; 2549 item = item->env;
2862} 2550}
2863 2551
2552const char *
2553object::flag_desc (char *desc, int len) const
2554{
2555 char *p = desc;
2556 bool first = true;
2557
2558 *p = 0;
2559
2560 for (int i = 0; i < NUM_FLAGS; i++)
2561 {
2562 if (len <= 10) // magic constant!
2563 {
2564 snprintf (p, len, ",...");
2565 break;
2566 }
2567
2568 if (flag [i])
2569 {
2570 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2571 len -= cnt;
2572 p += cnt;
2573 first = false;
2574 }
2575 }
2576
2577 return desc;
2578}
2579
2864// return a suitable string describing an objetc in enough detail to find it 2580// return a suitable string describing an object in enough detail to find it
2865const char * 2581const char *
2866object::debug_desc (char *info) const 2582object::debug_desc (char *info) const
2867{ 2583{
2584 char flagdesc[512];
2868 char info2[256 * 3]; 2585 char info2[256 * 4];
2869 char *p = info; 2586 char *p = info;
2870 2587
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2872 count, 2589 count,
2590 uuid.c_str (),
2873 &name, 2591 &name,
2874 title ? " " : "", 2592 title ? ",title:\"" : "",
2875 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2595 flag_desc (flagdesc, 512), type);
2876 2596
2877 if (env) 2597 if (!flag[FLAG_REMOVED] && env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2599
2880 if (map) 2600 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2602
2883 return info; 2603 return info;
2884} 2604}
2885 2605
2886const char * 2606const char *
2887object::debug_desc () const 2607object::debug_desc () const
2888{ 2608{
2889 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2890 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2891} 2613}
2892 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622//+GPL
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 object *old_container = container;
2631
2632 if (old_container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2647 old_container->flag [FLAG_APPLIED] = false;
2648 container = 0;
2649
2650 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = new_container->other_arch->instance ();
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2678 new_container->flag [FLAG_APPLIED] = true;
2679 container = new_container;
2680
2681 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 play_sound (sound_find ("chest_open"));
2685 }
2686// else if (!old_container->env && contr && contr->ns)
2687// contr->ns->floorbox_reset ();
2688}
2689
2690//-GPL
2691
2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2701 {
2702 rect->m->touch ();
2703 rect->m->activate ();
2704 }
2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2722object *
2723object::force_find (shstr_tmp name)
2724{
2725 /* cycle through his inventory to look for the MARK we want to
2726 * place
2727 */
2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2729 if (tmp->type == FORCE && tmp->slaying == name)
2730 return splay (tmp);
2731
2732 return 0;
2733}
2734
2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2744object *
2745object::force_add (shstr_tmp name, int duration)
2746{
2747 if (object *force = force_find (name))
2748 force->destroy ();
2749
2750 object *force = archetype::get (FORCE_NAME);
2751
2752 force->slaying = name;
2753 force->force_set_timer (duration);
2754 force->flag [FLAG_APPLIED] = true;
2755
2756 return insert (force);
2757}
2758
2759void
2760object::play_sound (faceidx sound) const
2761{
2762 if (!sound)
2763 return;
2764
2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778}
2779
2780void
2781object::make_noise ()
2782{
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2790 return;
2791
2792 // find old force, or create new one
2793 object *force = force_find (shstr_noise_force);
2794
2795 if (force)
2796 force->speed_left = -1.f; // patch old speed up
2797 else
2798 {
2799 force = archetype::get (shstr_noise_force);
2800
2801 force->slaying = shstr_noise_force;
2802 force->stats.food = 1;
2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2841 return 0;
2842}
2843
2844// put marked object first in the inventory
2845// this is used by identify-like spells so players can influence
2846// the order a bit.
2847void
2848object::splay_marked ()
2849{
2850 if (object *marked = mark ())
2851 splay (marked);
2852}
2853

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