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Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.366 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 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
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h> 31#include <sproto.h>
33#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
40 42
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, 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
55static void 96static void
56write_uuid (void) 97write_uuid (uval64 skip, bool sync)
57{ 98{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
59 100 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 103 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
82 114
83 FILE *fp; 115 FILE *fp;
84 116
85 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
86 { 118 {
87 if (errno == ENOENT) 119 if (errno == ENOENT)
88 { 120 {
89 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 122 UUID::cur.seq = 0;
91 write_uuid (); 123 write_uuid (UUID_GAP, true);
92 return; 124 return;
93 } 125 }
94 126
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 128 _exit (1);
97 } 129 }
98 130
99 int version; 131 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 132 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
102 { 136 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 138 _exit (1);
105 } 139 }
106 140
107 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 142
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
110 fclose (fp); 144 fclose (fp);
111} 145}
112 146
113UUID 147UUID
114gen_uuid () 148UUID::gen ()
115{ 149{
116 UUID uid; 150 UUID uid;
117 151
118 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
119 153
120 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
122 160
123 return uid; 161 return uid;
124} 162}
125 163
126void 164void
127init_uuid () 165UUID::init ()
128{ 166{
129 read_uuid (); 167 read_uuid ();
130} 168}
131 169
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
132/* 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. */
133static int 236static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
135{ 238{
136 key_value *wants_field;
137
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
141 */ 242 */
142 243
143 /* For each field in wants, */ 244 /* For each field in wants, */
144 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)
145 { 246 if (has->kv.get (kv->key) != kv->value)
146 key_value *has_field; 247 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 248
167 /* 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. */
168 return TRUE; 250 return true;
169} 251}
170 252
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 254static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 256{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
177 */ 259 */
178 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);
179} 262}
180 263
181/* 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
182 * they can be merged together. 265 * they can be merged together.
183 * 266 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
187 * 270 *
188 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
189 * 272 *
190 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
191 * check weight 274 * check weight
192 */ 275 */
193
194bool object::can_merge (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
195{ 277{
196 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
197 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)
198 return 0; 285 return 0;
199 286
200 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)
201 return 0; 290 return 0;
202 291
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 296 * flags lose any meaning.
215 */ 297 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
218 300
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
221 303
222 304 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 305 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 306 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 307 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 308 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 309 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 310 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 311 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 312 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 313 || ob1->value != ob2->value
243 (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
244 (ob1->client_type != ob2->client_type) || 316 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 317 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 318 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 319 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 320 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 321 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 322 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 323 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
253 return 0; 329 return 0;
254 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
255 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
257 */ 340 */
258 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
259 { 342 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 343 if (!(ob1->inv && ob2->inv))
266 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 */
267 351
268 /* 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
269 * if it is valid. 353 * if it is valid.
270 */ 354 */
271 } 355 }
272 356
273 /* 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,
274 * 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
275 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
276 */ 360 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 362 return 0;
279 363
280 /* 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
281 * 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
282 * check? 366 * check?
283 */ 367 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 369 return 0;
286 370
287 switch (ob1->type) 371 switch (ob1->type)
288 { 372 {
289 case SCROLL: 373 case SCROLL:
290 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
291 return 0; 375 return 0;
292 break; 376 break;
293 } 377 }
294 378
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 380 {
297 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* 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))
300 return 0; 386 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 387 }
304 388
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
307 { 390 {
308 ob1->optimise (); 391 ob1->optimise ();
309 ob2->optimise (); 392 ob2->optimise ();
310 393
311 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)
312 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 }
313 } 408 }
314 409
315 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
316 return 1; 411 return 1;
317} 412}
318 413
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
323 */ 490 */
324long 491void
325sum_weight (object *op) 492object::update_weight ()
326{ 493{
327 long sum; 494 weight_t sum = 0;
328 object *inv;
329 495
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 497 {
498 op->update_weight ();
336 499
337 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
339 502
340 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
341 op->carrying = sum; 509 carrying = sum;
342 510
343 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
344} 515}
345 516
346/** 517/*
347 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 519 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 520char *
380dump_object (object *op) 521dump_object (object *op)
381{ 522{
382 if (!op) 523 if (!op)
383 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
384 525
385 object_freezer freezer; 526 object_freezer freezer;
386 save_object (freezer, op, 3); 527 op->write (freezer);
387 return freezer.as_string (); 528 return freezer.as_string ();
388} 529}
389 530
390/* 531char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 533{
399 object *tmp, *closest; 534 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 535}
409 536
410/* 537/*
411 * 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.
412 */ 540 */
413
414object * 541object *
415find_object (tag_t i) 542find_object (tag_t i)
416{ 543{
417 for (object *op = object::first; op; op = op->next) 544 for_all_objects (op)
418 if (op->count == i) 545 if (op->count == i)
419 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;
420 562
421 return 0; 563 return 0;
422} 564}
423 565
424/* 566/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
428 */ 570 */
429
430object * 571object *
431find_object_name (const char *str) 572find_object_name (const char *str)
432{ 573{
433 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
434 object *op;
435 575
436 for (op = object::first; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
437 if (op->name == str_) 578 if (op->name == str_)
438 break; 579 return op;
439 580
440 return op; 581 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 582}
448 583
449/* 584/*
450 * 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
451 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
452 */ 588 */
453void 589void
454object::set_owner (object *owner) 590object::set_owner (object *owner)
455{ 591{
592 // allow objects which own objects
456 if (!owner) 593 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 594 while (owner->owner)
467 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 }
468 602
469 this->owner = owner; 603 this->owner = owner;
470} 604}
471 605
472/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links.
474 */
475static void
476free_key_values (object *op)
477{
478 for (key_value *i = op->key_values; i != 0;)
479 {
480 key_value *next = i->next;
481 delete i;
482
483 i = next;
484 }
485
486 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 606/*
541 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
544 * 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,
545 * 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
546 * will point at garbage. 612 * will point at garbage.
547 */ 613 */
548void 614void
549copy_object (object *op2, object *op) 615object::copy_to (object *dst)
550{ 616{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
553 619
554 op2->clone (op); 620 // maybe move to object_copy?
621 dst->kv = kv;
555 622
556 if (is_freed) 623 dst->flag [FLAG_REMOVED] = true;
557 SET_FLAG (op, FLAG_FREED); 624 dst->activate ();
625}
558 626
559 if (is_removed) 627void
560 SET_FLAG (op, FLAG_REMOVED); 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
561 632
562 if (op2->speed < 0) 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
637 speed_left = -1.;
564 638
565 /* Copy over key_values, if any. */ 639 /* copy the body_info to the body_used - this is only really
566 if (op2->key_values) 640 * need for monsters, but doesn't hurt to do it for everything.
567 { 641 * by doing so, when a monster is created, it has good starting
568 key_value *tail = 0; 642 * values for the body_used info, so when items are created
569 key_value *i; 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;
570 647
571 op->key_values = 0; 648 attachable::instantiate ();
649}
572 650
573 for (i = op2->key_values; i; i = i->next) 651object *
574 { 652object::clone ()
575 key_value *new_link = new key_value; 653{
654 object *neu = create ();
655 copy_to (neu);
576 656
577 new_link->next = 0; 657 // TODO: unclean state changes, should not be done in clone AND instantiate
578 new_link->key = i->key; 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
579 new_link->value = i->value; 659 neu->speed_left = - neu->speed - rndm (); // TODO animation
580 660
581 /* Try and be clever here, too. */ 661 neu->map = map; // not copied by copy_to
582 if (!op->key_values) 662 return neu;
583 {
584 op->key_values = new_link;
585 tail = new_link;
586 }
587 else
588 {
589 tail->next = new_link;
590 tail = new_link;
591 }
592 }
593 }
594
595 update_ob_speed (op);
596} 663}
597 664
598/* 665/*
599 * 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
600 * 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
601 * 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.
602 */ 669 */
603
604void 670void
605update_turn_face (object *op) 671update_turn_face (object *op)
606{ 672{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
608 return; 674 return;
675
609 SET_ANIMATION (op, op->direction); 676 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
611} 678}
612 679
613/* 680/*
614 * 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
615 * 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.
616 * 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.
617 */ 684 */
618void 685void
619update_ob_speed (object *op) 686object::set_speed (float speed)
620{ 687{
621 extern int arch_init; 688 this->speed = speed;
622 689
623 /* No reason putting the archetypes objects on the speed list, 690 if (has_active_speed ())
624 * since they never really need to be updated. 691 activate ();
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645
646 /* process_events() expects us to insert the object at the beginning
647 * of the list. */
648 op->active_next = active_objects;
649
650 if (op->active_next != NULL)
651 op->active_next->active_prev = op;
652
653 active_objects = op;
654 }
655 else 692 else
656 { 693 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 694}
680 695
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 696/*
713 * update_object() updates the array which represents the map. 697 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 698 * It takes into account invisible objects (and represent squares covered
715 * 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
716 * invisible object, etc...) 700 * invisible object, etc...)
717 * 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
718 * 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
719 * updating that window, though, since update_object() is called _often_) 703 * updating that window, though, since update_object() is called _often_)
720 * 704 *
721 * 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.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 706 * current action are:
727 * UP_OBJ_INSERT: op was inserted 707 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 708 * UP_OBJ_REMOVE: op was removed
729 * 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
730 * 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.
731 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
732 */ 712 */
733
734void 713void
735update_object (object *op, int action) 714update_object (object *op, int action)
736{ 715{
737 int update_now = 0, flags; 716 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 717 {
742 /* this should never happen */ 718 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 720 return;
745 } 721 }
746 722
747 if (op->env != NULL) 723 if (!op->is_on_map ())
748 { 724 {
749 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
750 * to do in this case. 726 * to do in this case.
751 */ 727 */
752 return; 728 return;
753 } 729 }
754 730
755 /* If the map is saving, don't do anything as everything is
756 * going to get freed anyways.
757 */
758 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return;
760
761 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
762 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)
763 { 733 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 735#ifdef MANY_CORES
766 abort (); 736 abort ();
767#endif 737#endif
768 return; 738 return;
769 } 739 }
770 740
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 741 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 742
743 if (!(m.flags_ & P_UPTODATE))
744 m.update_up (); // nothing to do except copy up
778 if (action == UP_OBJ_INSERT) 745 else if (action == UP_OBJ_INSERT)
779 { 746 {
747#if 0
748 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1; 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
782 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 update_now = 1; 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
794 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
795 if ((move_on | op->move_on) != move_on) 755 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 756 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 757 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* 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
802 * to have move_allow right now. 759 * have move_allow right now.
803 */ 760 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 762 m.invalidate ();
806 763#else
807 if ((move_slow | op->move_slow) != move_slow) 764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
808 update_now = 1; 765 m.invalidate ();
766#endif
809 } 767 }
810
811 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 770 * that is being removed.
814 */ 771 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 773 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 774 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 775 m.update_up (); // nothing to do for that case, except copy up
819 else 776 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 778
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 779 if (op->more)
829 update_object (op->more, action); 780 update_object (op->more, action);
830} 781}
831 782
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object () 783object::object ()
849{ 784{
850 SET_FLAG (this, FLAG_REMOVED); 785 this->set_flag (FLAG_REMOVED);
851 786
852 expmul = 1.0; 787 //expmul = 1.0; declared const for the time being
853 face = blank_face; 788 face = blank_face;
789 material = MATERIAL_NULL;
854} 790}
855 791
856object::~object () 792object::~object ()
857{ 793{
858 free_key_values (this); 794 unlink ();
795
796 kv.clear ();
859} 797}
860 798
861void object::link () 799void object::link ()
862{ 800{
863 count = ++ob_count; 801 assert (!index);//D
864 uuid = gen_uuid (); 802 uuid = UUID::gen ();
865 803
866 prev = 0; 804 refcnt_inc ();
867 next = object::first; 805 objects.insert (this);
868 806
869 if (object::first) 807 ++create_count;
870 object::first->prev = this;
871 808
872 object::first = this;
873} 809}
874 810
875void object::unlink () 811void object::unlink ()
876{ 812{
877 if (this == object::first) 813 if (!index)
878 object::first = next;
879
880 /* Remove this object from the list of used objects */
881 if (prev) prev->next = next;
882 if (next) next->prev = prev;
883
884 prev = 0;
885 next = 0;
886}
887
888object *object::create ()
889{
890 object *op = new object;
891 op->link ();
892 return op;
893}
894
895/*
896 * free_object() frees everything allocated by an object, removes
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{
907 if (QUERY_FLAG (this, FLAG_FREED))
908 return; 814 return;
909 815
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 816 ++destroy_count;
911 remove_friendly_object (this);
912 817
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 818 objects.erase (this);
914 remove (); 819 refcnt_dec ();
820}
915 821
916 SET_FLAG (this, FLAG_FREED); 822void
823object::activate ()
824{
825 /* If already on active list, don't do anything */
826 if (active)
827 return;
917 828
918 if (more) 829 if (has_active_speed ())
919 {
920 more->destroy (destroy_inventory);
921 more = 0;
922 } 830 {
831 if (flag [FLAG_FREED])
832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
923 833
834 actives.insert (this);
835 }
836}
837
838void
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
924 if (inv) 896 if (!inv)
925 { 897 return;
898
926 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects 900 * if some form of movement is allowed, let objects
928 * drop on that space. 901 * drop on that space.
929 */ 902 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 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 }
912 else
913 { /* Put objects in inventory onto this space */
914 while (inv)
931 { 915 {
932 object *op = inv; 916 object *op = inv;
933 917
934 while (op) 918 if (op->flag [FLAG_STARTEQUIP]
935 { 919 || op->flag [FLAG_NO_DROP]
936 object *tmp = op->below; 920 || op->type == RUNE
937 op->destroy (destroy_inventory); 921 || op->type == TRAP
938 op = tmp; 922 || op->flag [FLAG_IS_A_TEMPLATE]
939 } 923 || op->flag [FLAG_DESTROY_ON_DEATH])
924 op->destroy ();
925 else
926 map->insert (op, x, y);
940 } 927 }
941 else 928 }
942 { /* Put objects in inventory onto this space */ 929}
943 object *op = inv;
944 930
945 while (op) 931/*
946 { 932 * Remove and free all objects in the inventory of the given object.
947 object *tmp = op->below; 933 * Unlike destroy_inv, this assumes the *this is destroyed as well
948 934 * well, so we can (and have to!) take shortcuts.
949 op->remove (); 935 */
950 936void
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937object::destroy_inv_fast ()
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 938{
953 op->destroy (0); 939 while (object *op = inv)
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 } 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;
946
947 // then destroy
948 op->destroy ();
949 }
950}
951
952void
953object::freelist_free (int count)
954{
955 while (count-- && freelist)
956 {
957 freelist_item *next = freelist->next;
958 // count is being "destroyed"
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 ();
1026 unlink ();
1027
1028 flag [FLAG_FREED] = 1;
965 1029
966 // hack to ensure that freed objects still have a valid map 1030 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 {
972 freed_map = new maptile;
973
974 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 }
980
981 map = freed_map; 1031 map = &freed_map;
982 x = 1; 1032 x = 1;
983 y = 1; 1033 y = 1;
1034
1035 if (more)
1036 {
1037 more->destroy ();
1038 more = 0;
984 } 1039 }
985 1040
1041 head = 0;
1042
986 // clear those pointers that likely might have circular references to us 1043 // clear those pointers that likely might cause circular references
987 owner = 0; 1044 owner = 0;
988 enemy = 0; 1045 enemy = 0;
989 attacked_by = 0; 1046 attacked_by = 0;
990 1047 current_weapon = 0;
991 // only relevant for players(?), but make sure of it anyways
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 1048}
1002 1049
1003/*
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void 1050void
1008sub_weight (object *op, signed long weight) 1051object::destroy ()
1009{ 1052{
1010 while (op != NULL) 1053 if (destroyed ())
1011 { 1054 return;
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014 1055
1015 op->carrying -= weight; 1056 if (!is_head () && !head->destroyed ())
1016 op = op->env;
1017 } 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 ();
1018} 1072}
1019 1073
1020/* op->remove (): 1074/* op->remove ():
1021 * 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
1022 * 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
1023 * object will have no environment. If the object previously had an 1077 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1078 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1079 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1080 */
1028void 1081void
1029object::remove () 1082object::do_remove ()
1030{ 1083{
1031 object *tmp, *last = 0; 1084 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1085 return;
1038 1086
1039 SET_FLAG (this, FLAG_REMOVED); 1087 INVOKE_OBJECT (REMOVE, this);
1088
1089 flag [FLAG_REMOVED] = true;
1040 1090
1041 if (more) 1091 if (more)
1042 more->remove (); 1092 more->remove ();
1043 1093
1044 /* 1094 /*
1045 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1046 * inventory. 1096 * inventory.
1047 */ 1097 */
1048 if (env) 1098 if (env)
1049 { 1099 {
1050 if (nrof) 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1101 if (object *pl = visible_to ())
1052 else 1102 esrv_del_item (pl->contr, count);
1053 sub_weight (env, weight + carrying); 1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1054 1104
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1105 adjust_weight (env, total_weight (), 0);
1056 * made to players inventory. If set, avoiding the call
1057 * to save cpu time.
1058 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp);
1061 1106
1062 if (above != NULL) 1107 object *pl = in_player ();
1063 above->below = below;
1064 else
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069 1108
1070 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1071 * 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
1072 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1073 */ 1112 */
1074 x = env->x, y = env->y;
1075 map = env->map; 1113 map = env->map;
1076 above = 0, below = 0; 1114 x = env->x;
1077 env = 0; 1115 y = env->y;
1078 }
1079 else if (map)
1080 {
1081 /* Re did the following section of code - it looks like it had
1082 * lots of logic for things we no longer care about
1083 */
1084 1116
1085 /* link the object above us */ 1117 // make sure cmov optimisation is applicable
1086 if (above) 1118 *(above ? &above->below : &env->inv) = below;
1087 above->below = below; 1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1088 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1099 */
1100 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113 1120
1114 above = 0; 1121 above = 0;
1115 below = 0; 1122 below = 0;
1123 env = 0;
1116 1124
1117 if (map->in_memory == MAP_SAVING) 1125 if (pl && pl->is_player ())
1118 return;
1119
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1121
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1123 { 1126 {
1124 /* No point updating the players look faces if he is the object 1127 if (expect_false (pl->contr->combat_ob == this))
1125 * being removed.
1126 */
1127
1128 if (tmp->type == PLAYER && tmp != this)
1129 { 1128 {
1130 /* If a container that the player is currently using somehow gets 1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 if (tmp->container == this)
1135 {
1136 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1; 1130 pl->contr->combat_ob = 0;
1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 } 1132 }
1142 1133
1143 /* See if player moving off should effect something */ 1134 if (expect_false (pl->contr->ranged_ob == this))
1144 if (check_walk_off
1145 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 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);
1145 }
1146 }
1147 else if (map)
1148 {
1149 map->dirty = true;
1150 mapspace &ms = this->ms ();
1151
1152 if (object *pl = ms.player ())
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 }
1176
1177 /* link the object above us */
1178 // re-link, make sure compiler can easily use cmove
1179 *(above ? &above->below : &ms.top) = below;
1180 *(below ? &below->above : &ms.bot) = above;
1181
1182 above = 0;
1183 below = 0;
1184
1185 ms.invalidate ();
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1190 {
1191 if (pl->container_ () == this)
1192 /* If a container that the player is currently using somehow gets
1193 * removed (most likely destroyed), update the player view
1194 * appropriately.
1195 */
1196 pl->close_container ();
1197
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 ();
1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1212 */
1213
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)
1148 move_apply (tmp, this, 0); 1217 move_apply (tmp, this, 0);
1149
1150 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1218 }
1153 1219
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 if (affects_los ())
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp;
1160 }
1161
1162 /* last == NULL of there are no objects on this space */
1163 if (!last)
1164 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los (map, x, y); 1221 update_all_los (map, x, y);
1178 } 1222 }
1179} 1223}
1180 1224
1181/* 1225/*
1190merge_ob (object *op, object *top) 1234merge_ob (object *op, object *top)
1191{ 1235{
1192 if (!op->nrof) 1236 if (!op->nrof)
1193 return 0; 1237 return 0;
1194 1238
1195 if (top == NULL) 1239 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1240 for (top = op; top && top->above; top = top->above)
1241 ;
1197 1242
1198 for (; top != NULL; top = top->below) 1243 for (; top; top = top->below)
1199 { 1244 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1245 {
1204 top->nrof += op->nrof; 1246 top->nrof += op->nrof;
1205 1247
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1249 esrv_update_item (UPD_NROF, pl, top);
1208 op->remove (); 1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1209 op->destroy (0); 1254 op->destroy ();
1255
1210 return top; 1256 return top;
1211 } 1257 }
1212 }
1213 1258
1214 return 0; 1259 return 0;
1215} 1260}
1216 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
1217/* 1285/*
1218 * 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
1219 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1220 */ 1288 */
1221object * 1289object *
1222insert_ob_in_map_at (object *op, maptile *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)
1223{ 1291{
1224 object *tmp; 1292 op->remove ();
1225 1293
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1295 {
1231 tmp->x = x + tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1233 } 1298 }
1234 1299
1235 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1236} 1301}
1237 1302
1250 * 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
1251 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1252 * 1317 *
1253 * Return value: 1318 * Return value:
1254 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1256 * just 'op' otherwise 1321 * just 'op' otherwise
1257 */ 1322 */
1258
1259object * 1323object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1325{
1262 object *tmp, *top, *floor = NULL; 1326 op->remove ();
1263 sint16 x, y;
1264 1327
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1328 if (m == &freed_map)//D TODO: remove soon
1266 { 1329 {//D
1267 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
1268 return NULL;
1269 } 1331 }//D
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1332
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1333 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * 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
1336 * need extra work 1335 * need extra work
1337 */ 1336 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1337 maptile *newmap = m;
1339 x = op->x; 1338 if (!xy_normalise (newmap, op->x, op->y))
1340 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 ();
1341 1353
1342 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1343 */ 1355 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1358 if (object::can_merge (op, tmp))
1347 { 1359 {
1360 // TODO: we actually want to update tmp, not op,
1361 // but some caller surely breaks when we return tmp
1362 // from here :/
1348 op->nrof += tmp->nrof; 1363 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1364 tmp->destroy ();
1351 } 1365 }
1352 1366
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1368 op->clr_flag (FLAG_INV_LOCKED);
1355 1369
1356 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1370 if (!op->flag [FLAG_ALIVE])
1357 CLEAR_FLAG (op, FLAG_NO_STEAL); 1371 op->clr_flag (FLAG_NO_STEAL);
1358 1372
1359 if (flag & INS_BELOW_ORIGINATOR) 1373 if (flag & INS_BELOW_ORIGINATOR)
1360 { 1374 {
1361 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)
1362 { 1376 {
1363 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");
1364 abort (); 1378 abort ();
1365 } 1379 }
1366 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
1367 op->above = originator; 1388 op->above = originator;
1368 op->below = originator->below; 1389 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1393 }
1378 else 1394 else
1379 { 1395 {
1396 object *floor = 0;
1397 object *top = ms.top;
1398
1380 /* If there are other objects, then */ 1399 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1400 if (top)
1382 { 1401 {
1383 object *last = NULL;
1384
1385 /* 1402 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1404 * We've already dealt with merging if appropriate.
1388 * 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
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further. 1407 * floor, we want to insert above that and no further.
1391 * 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
1392 * 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
1393 * 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
1394 * 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
1395 * that flying non pickable objects are spell objects. 1412 * that flying non pickable objects are spell objects.
1396 */ 1413 */
1397 1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1415 {
1400 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])
1401 floor = top; 1417 floor = tmp;
1402 1418
1403 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])
1404 { 1420 {
1405 /* We insert above top, so we want this object below this */ 1421 /* We insert above top, so we want this object below this */
1406 top = top->below; 1422 top = tmp->below;
1407 break; 1423 break;
1408 } 1424 }
1409 1425
1410 last = top;
1411 top = top->above; 1426 top = tmp;
1412 } 1427 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1428
1417 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1420 */ 1432 */
1421 1433
1422 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1435 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1438 * stacking is a bit odd.
1427 */ 1439 */
1428 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP)
1429 (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))
1430 { 1443 {
1444 object *last;
1445
1431 for (last = top; last != floor; last = last->below) 1446 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1433 break; 1448 break;
1449
1434 /* Check to see if we found the object that blocks view, 1450 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1452 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1453 * set top to the object below us.
1438 */ 1454 */
1439 if (last && last->below && last != floor) 1455 if (last && last->below && last != floor)
1440 top = last->below; 1456 top = last->below;
1441 } 1457 }
1442 } /* If objects on this space */ 1458 } /* If objects on this space */
1443 1459
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1461 top = floor;
1449 1462
1450 /* 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
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1464 if (!top)
1455 { 1465 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1466 op->below = 0;
1462 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;
1463 } 1471 }
1464 else 1472 else
1465 { /* get inserted into the stack above top */ 1473 {
1466 op->above = top->above; 1474 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1475 top->above = op;
1470 1476
1471 op->below = top; 1477 op->below = top;
1472 top->above = op; 1478 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1479 }
1480 }
1474 1481
1475 if (op->above == NULL) 1482 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1483 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1481 1488
1482 /* If we have a floor, we know the player, if any, will be above 1489 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1490
1484 */ 1491 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1492 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1493 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1494 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1489 1497
1490 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1501 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1505 * of effect may be sufficient.
1498 */ 1506 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1501 1512
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1504 1515
1516 INVOKE_OBJECT (INSERT, op);
1517
1505 /* 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,
1506 * we want to have update_look set above before calling this. 1519 * we want to have floorbox_update called before calling this.
1507 * 1520 *
1508 * check_move_on() must be after this because code called from 1521 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1522 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1524 * update_object().
1512 */ 1525 */
1513 1526
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1529 {
1517 if (check_move_on (op, originator)) 1530 if (check_move_on (op, originator, flag))
1518 return NULL; 1531 return 0;
1519 1532
1520 /* 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
1521 * walk on's. 1534 * walk on's.
1522 */ 1535 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1525 return NULL; 1538 return 0;
1526 } 1539 }
1527 1540
1528 return op; 1541 return op;
1529} 1542}
1530 1543
1531/* this function inserts an object in the map, but if it 1544/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1547 */
1535void 1548void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1550{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1544 1552
1545 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)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1554 if (tmp->arch->archname == archname) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1555 tmp->destroy ();
1551 }
1552 }
1553 1556
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1555 1558
1556 tmp1->x = op->x; 1559 tmp->x = op->x;
1557 tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1563}
1560
1561/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1564
1569object * 1565object *
1570get_split_ob (object *orig_ob, uint32 nr) 1566object::insert_at (object *where, object *originator, int flags)
1571{ 1567{
1572 object * 1568 if (where->env)
1573 newob; 1569 return where->env->insert (this);
1574 int 1570 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 orig_ob->destroy (1);
1587 else if (!is_removed)
1588 {
1589 if (orig_ob->env != NULL)
1590 sub_weight (orig_ob->env, orig_ob->weight * nr);
1591 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1592 {
1593 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1594 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1595 return NULL;
1596 }
1597 }
1598
1599 newob->nrof = nr;
1600
1601 return newob;
1602} 1572}
1603 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
1604/* 1596/*
1605 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1606 * 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
1607 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1608 * 1600 *
1609 * 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
1610 */ 1602 */
1603bool
1604object::decrease (sint32 nr)
1605{
1606 if (!nr)
1607 return true;
1611 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 */
1612object * 1637object *
1613decrease_ob_nr (object *op, uint32 i) 1638object::split (sint32 nr)
1614{ 1639{
1615 object *tmp; 1640 int have = number_of ();
1616 player *pl;
1617 1641
1618 if (i == 0) /* objects with op->nrof require this check */ 1642 if (have < nr)
1619 return op; 1643 return 0;
1620 1644 else if (have == nr)
1621 if (i > op->nrof)
1622 i = op->nrof;
1623
1624 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i;
1626 else if (op->env != NULL)
1627 { 1645 {
1628 /* is this object in the players inventory, or sub container
1629 * therein?
1630 */
1631 tmp = is_player_inv (op->env);
1632 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player.
1637 */
1638 if (!tmp)
1639 {
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env)
1642 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 }
1648
1649 if (i < op->nrof)
1650 {
1651 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i;
1653 if (tmp)
1654 {
1655 esrv_send_item (tmp, op);
1656 }
1657 }
1658 else
1659 {
1660 op->remove (); 1646 remove ();
1661 op->nrof = 0; 1647 return this;
1662 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count);
1665 }
1666 }
1667 } 1648 }
1668 else 1649 else
1669 { 1650 {
1670 object *above = op->above; 1651 decrease (nr);
1671 1652
1672 if (i < op->nrof) 1653 object *op = deep_clone ();
1673 op->nrof -= i; 1654 op->nrof = nr;
1674 else
1675 {
1676 op->remove ();
1677 op->nrof = 0;
1678 }
1679
1680 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above)
1682 if (tmp->type == PLAYER)
1683 {
1684 if (op->nrof)
1685 esrv_send_item (tmp, op);
1686 else
1687 esrv_del_item (tmp->contr, op->count);
1688 }
1689 }
1690
1691 if (op->nrof)
1692 return op; 1655 return op;
1693 else
1694 {
1695 op->destroy (0);
1696 return NULL;
1697 }
1698}
1699
1700/*
1701 * add_weight(object, weight) adds the specified weight to an object,
1702 * and also updates how much the environment(s) is/are carrying.
1703 */
1704
1705void
1706add_weight (object *op, signed long weight)
1707{
1708 while (op != NULL)
1709 {
1710 if (op->type == CONTAINER)
1711 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1712
1713 op->carrying += weight;
1714 op = op->env;
1715 } 1656 }
1716} 1657}
1717 1658
1718object * 1659object *
1719insert_ob_in_ob (object *op, object *where) 1660insert_ob_in_ob (object *op, object *where)
1724 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725 free (dump); 1666 free (dump);
1726 return op; 1667 return op;
1727 } 1668 }
1728 1669
1729 if (where->head) 1670 if (where->head_ () != where)
1730 { 1671 {
1731 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 where = where->head; 1673 where = where->head;
1733 } 1674 }
1734 1675
1735 return where->insert (op); 1676 return where->insert (op);
1736} 1677}
1738/* 1679/*
1739 * env->insert (op) 1680 * env->insert (op)
1740 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1741 * inside the object environment. 1682 * inside the object environment.
1742 * 1683 *
1743 * 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
1744 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1745 */ 1686 */
1746
1747object * 1687object *
1748object::insert (object *op) 1688object::insert (object *op)
1749{ 1689{
1750 object *tmp, *otmp;
1751
1752 if (!QUERY_FLAG (op, FLAG_REMOVED))
1753 op->remove ();
1754
1755 if (op->more) 1690 if (op->more)
1756 { 1691 {
1757 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);
1758 return op; 1693 return op;
1759 } 1694 }
1760 1695
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1696 op->remove ();
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1699
1763 if (op->nrof) 1700 if (op->nrof)
1764 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1702 if (object::can_merge (tmp, op))
1767 { 1703 {
1768 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1769 (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
1770 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1711
1772 * tmp->nrof, we need to increase the weight. 1712 if (object *pl = tmp->visible_to ())
1773 */ 1713 esrv_update_item (UPD_NROF, pl, tmp);
1714
1774 add_weight (this, op->weight * op->nrof); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1775 SET_FLAG (op, FLAG_REMOVED); 1716
1776 op->destroy (); /* free the inserted object */ 1717 op->destroy ();
1777 op = tmp; 1718 op = tmp;
1778 op->remove (); /* and fix old object's links */ 1719 goto inserted;
1779 CLEAR_FLAG (op, FLAG_REMOVED);
1780 break;
1781 } 1720 }
1782 1721
1783 /* I assume combined objects have no inventory 1722 op->owner = 0; // it's his/hers now. period.
1784 * We add the weight - this object could have just been removed
1785 * (if it was possible to merge). calling remove_ob will subtract
1786 * the weight, so we need to add it in again, since we actually do
1787 * the linking below
1788 */
1789 add_weight (this, op->weight * op->nrof);
1790 }
1791 else
1792 add_weight (this, (op->weight + op->carrying));
1793
1794 otmp = is_player_inv (this);
1795 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp);
1798
1799 op->map = NULL; 1723 op->map = 0;
1724 op->x = 0;
1725 op->y = 0;
1726
1727 op->above = 0;
1728 op->below = inv;
1800 op->env = this; 1729 op->env = this;
1801 op->above = NULL;
1802 op->below = NULL;
1803 op->x = 0, op->y = 0;
1804 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:
1805 /* 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 */
1806 if ((op->glow_radius != 0) && map) 1745 if (op->glow_radius && is_on_map ())
1807 { 1746 {
1808#ifdef DEBUG_LIGHTS 1747 update_stats ();
1809 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1810#endif /* DEBUG_LIGHTS */
1811 if (MAP_DARKNESS (map))
1812 update_all_los (map, x, y); 1748 update_all_los (map, x, y);
1813 }
1814
1815 /* Client has no idea of ordering so lets not bother ordering it here.
1816 * It sure simplifies this function...
1817 */
1818 if (!inv)
1819 inv = op;
1820 else
1821 { 1749 }
1822 op->below = inv; 1750 else if (is_player ())
1823 op->below->above = op; 1751 // if this is a player's inventory, update stats
1824 inv = op; 1752 contr->queue_stats_update ();
1825 } 1753
1754 INVOKE_OBJECT (INSERT, this);
1826 1755
1827 return op; 1756 return op;
1828} 1757}
1829 1758
1830/* 1759/*
1845 * 1774 *
1846 * 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
1847 * 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
1848 * on top. 1777 * on top.
1849 */ 1778 */
1850
1851int 1779int
1852check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1853{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1854 object *tmp; 1785 object *tmp;
1855 maptile *m = op->map; 1786 maptile *m = op->map;
1856 int x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1857 1788
1858 MoveType move_on, move_slow, move_block; 1789 mapspace &ms = m->at (x, y);
1859 1790
1860 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 ms.update ();
1861 return 0;
1862 1792
1863 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1865 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1866 1796
1867 /* 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,
1868 * 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
1869 * 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
1870 * as walking. 1800 * as walking.
1879 */ 1809 */
1880 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)
1881 return 0; 1811 return 0;
1882 1812
1883 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1885 */ 1815 */
1886 1816 for (object *next, *tmp = ms.top; tmp; tmp = next)
1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1888 {
1889 /* Trim the search when we find the first other spell effect
1890 * this helps performance so that if a space has 50 spell objects,
1891 * we don't need to check all of them.
1892 */
1893 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1894 break;
1895 } 1817 {
1818 next = tmp->below;
1896 1819
1897 for (; tmp; tmp = tmp->below)
1898 {
1899 if (tmp == op) 1820 if (tmp == op)
1900 continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1901 1822
1902 /* 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.
1903 * Second check makes sure that the movement types not being slowed 1824 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1825 * (~slow_move) is not blocked on this space - just because the
1905 * 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
1906 * 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.
1907 */ 1828 */
1908 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1829 if (!op->flag [FLAG_WIZPASS])
1909 { 1830 {
1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1911 ((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))
1912 { 1833 {
1913
1914 float
1915 diff = tmp->move_slow_penalty * FABS (op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1916 1835
1917 if (op->type == PLAYER) 1836 if (op->is_player ())
1918 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)) ||
1919 (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)))
1920 diff /= 4.0; 1839 diff /= 4.0;
1921 1840
1922 op->speed_left -= diff; 1841 op->speed_left -= diff;
1923 } 1842 }
1924 } 1843 }
1925 1844
1926 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((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))
1929 { 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
1930 move_apply (tmp, op, originator); 1854 move_apply (tmp, op, originator);
1931 1855
1932 if (op->destroyed ()) 1856 if (op->destroyed ())
1933 return 1; 1857 return 1;
1934 1858
1947/* 1871/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1872 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1873 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1951 */ 1875 */
1952
1953object * 1876object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1877present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1878{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1879 if (!m || out_of_map (m, x, y))
1960 { 1880 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1882 return NULL;
1963 } 1883 }
1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1884
1965 if (tmp->arch == at) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1886 if (tmp->arch->archname == at->archname)
1966 return tmp; 1887 return tmp;
1888
1967 return NULL; 1889 return NULL;
1968} 1890}
1969 1891
1970/* 1892/*
1971 * present(type, map, x, y) searches for any objects with 1893 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1894 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
1974 */ 1896 */
1975
1976object * 1897object *
1977present (unsigned char type, maptile *m, int x, int y) 1898present (unsigned char type, maptile *m, int x, int y)
1978{ 1899{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1900 if (out_of_map (m, x, y))
1983 { 1901 {
1984 LOG (llevError, "Present called outside map.\n"); 1902 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1903 return NULL;
1986 } 1904 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->type == type) 1907 if (tmp->type == type)
1989 return tmp; 1908 return tmp;
1909
1990 return NULL; 1910 return NULL;
1991} 1911}
1992 1912
1993/* 1913/*
1994 * present_in_ob(type, object) searches for any objects with 1914 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1915 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1997 */ 1917 */
1998
1999object * 1918object *
2000present_in_ob (unsigned char type, const object *op) 1919present_in_ob (unsigned char type, const object *op)
2001{ 1920{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1922 if (tmp->type == type)
2007 return tmp; 1923 return tmp;
1924
2008 return NULL; 1925 return NULL;
2009} 1926}
2010 1927
2011/* 1928/*
2012 * present_in_ob (type, str, object) searches for any objects with 1929 * present_in_ob (type, str, object) searches for any objects with
2020 * 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
2021 * 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
2022 * 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
2023 * to be unique. 1940 * to be unique.
2024 */ 1941 */
2025
2026object * 1942object *
2027present_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)
2028{ 1944{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1946 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1947 return tmp;
2036 } 1948
2037 return NULL; 1949 return 0;
2038} 1950}
2039 1951
2040/* 1952/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1953 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1954 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
2044 */ 1956 */
2045
2046object * 1957object *
2047present_arch_in_ob (const archetype *at, const object *op) 1958present_arch_in_ob (const archetype *at, const object *op)
2048{ 1959{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2053 if (tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
2054 return tmp; 1962 return tmp;
1963
2055 return NULL; 1964 return NULL;
2056} 1965}
2057 1966
2058/* 1967/*
2059 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
2060 */ 1969 */
2061void 1970void
2062flag_inv (object *op, int flag) 1971flag_inv (object *op, int flag)
2063{ 1972{
2064 object *
2065 tmp;
2066
2067 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2069 { 1974 {
2070 SET_FLAG (tmp, flag); 1975 tmp->set_flag (flag);
2071 flag_inv (tmp, flag); 1976 flag_inv (tmp, flag);
2072 } 1977 }
2073} /* 1978}
1979
1980/*
2074 * desactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
2075 */ 1982 */
2076void 1983void
2077unflag_inv (object *op, int flag) 1984unflag_inv (object *op, int flag)
2078{ 1985{
2079 object *
2080 tmp;
2081
2082 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2084 { 1987 {
2085 CLEAR_FLAG (tmp, flag); 1988 tmp->clr_flag (flag);
2086 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
2087 } 1990 }
2088}
2089
2090/*
2091 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2092 * all it's inventory (recursively).
2093 * If checksums are used, a player will get set_cheat called for
2094 * him/her-self and all object carried by a call to this function.
2095 */
2096
2097void
2098set_cheat (object *op)
2099{
2100 SET_FLAG (op, FLAG_WAS_WIZ);
2101 flag_inv (op, FLAG_WAS_WIZ);
2102} 1991}
2103 1992
2104/* 1993/*
2105 * 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
2106 * 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
2108 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
2109 * It returns a random choice among the alternatives found. 1998 * It returns a random choice among the alternatives found.
2110 * 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
2111 * does all 4 immediate directions). This returns the index into the 2000 * does all 4 immediate directions). This returns the index into the
2112 * 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)
2113 * Note - this only checks to see if there is space for the head of the
2114 * object - if it is a multispace object, this should be called for all
2115 * pieces.
2116 * Note2: This function does correctly handle tiled maps, but does not 2002 * Note: This function does correctly handle tiled maps, but does not
2117 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
2118 * 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.
2119 * 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
2120 * 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
2121 * 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
2122 * 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
2123 * customized, changed states, etc. 2009 * customized, changed states, etc.
2124 */ 2010 */
2125
2126int 2011int
2127find_free_spot (const object *ob, maptile *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)
2128{ 2013{
2129 int
2130 i,
2131 index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2015 int index = 0;
2134 2016
2135 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2136 { 2018 {
2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 mapxy pos (m, x, y); pos.move (i);
2138 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 {
2139 altern[index++] = i; 2035 altern [index++] = i;
2036 continue;
2037 }
2140 2038
2141 /* 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.
2142 * 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.
2143 * 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 -
2144 * 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
2145 * 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
2146 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2148 */ 2046 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2150 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;
2151 } 2063 }
2064
2152 if (!index) 2065 if (!index)
2153 return -1; 2066 return -1;
2067
2154 return altern[RANDOM () % index]; 2068 return altern [rndm (index)];
2155} 2069}
2156 2070
2157/* 2071/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2160 * 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.
2161 * 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.
2162 */ 2076 */
2163
2164int 2077int
2165find_first_free_spot (const object *ob, maptile *m, int x, int y) 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{ 2079{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2080 for (int i = 0; i < SIZEOFFREE; i++)
2171 { 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2173 return i; 2082 return i;
2174 } 2083
2175 return -1; 2084 return -1;
2176} 2085}
2177 2086
2178/* 2087/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2088 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2089 * arr[begin..end-1].
2090 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2091 */
2182static void 2092static void
2183permute (int *arr, int begin, int end) 2093permute (int *arr, int begin, int end)
2184{ 2094{
2185 int 2095 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2096 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2097
2196 tmp = arr[i]; 2098 while (--end)
2197 arr[i] = arr[j]; 2099 swap (arr [end], arr [rndm (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2100}
2201 2101
2202/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2103 * This basically returns a randomized array (in the passed pointer) of
2204 * 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
2205 * 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
2206 * 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
2207 * 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.
2208 */ 2108 */
2209void 2109void
2210get_search_arr (int *search_arr) 2110get_search_arr (int *search_arr)
2211{ 2111{
2212 int 2112 int i;
2213 i;
2214 2113
2215 for (i = 0; i < SIZEOFFREE; i++) 2114 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2115 search_arr[i] = i;
2218 }
2219 2116
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2117 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2118 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2119 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2120}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2129 * Perhaps incorrectly, but I'm making the assumption that exclude
2233 * 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
2234 * 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
2235 * there is capable of. 2132 * there is capable of.
2236 */ 2133 */
2237
2238int 2134int
2239find_dir (maptile *m, int x, int y, object *exclude) 2135find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2136{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2244
2245 sint16 nx, ny;
2246 object *
2247 tmp;
2248 maptile *
2249 mp;
2250
2251 MoveType blocked, move_type; 2138 MoveType move_type;
2252 2139
2253 if (exclude && exclude->head) 2140 if (exclude && exclude->head_ () != exclude)
2254 { 2141 {
2255 exclude = exclude->head; 2142 exclude = exclude->head;
2256 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2257 } 2144 }
2258 else 2145 else
2259 { 2146 {
2260 /* 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. */
2261 move_type = MOVE_ALL; 2148 move_type = MOVE_ALL;
2262 } 2149 }
2263 2150
2264 for (i = 1; i < max; i++) 2151 for (int i = 1; i < max; i++)
2265 { 2152 {
2266 mp = m; 2153 mapxy pos (m, x, y);
2267 nx = x + freearr_x[i]; 2154 pos.move (i);
2268 ny = y + freearr_y[i];
2269 2155
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2156 if (!pos.normalise ())
2271 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2157 max = maxfree[i];
2274 }
2275 else 2158 else
2276 { 2159 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = *pos;
2278 2161
2279 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)
2280 { 2165 {
2281 max = maxfree[i]; 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2282 } 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2283 else if (mflags & P_IS_ALIVE) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2284 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2286 {
2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288 {
2289 break;
2290 }
2291 }
2292 if (tmp)
2293 {
2294 return freedir[i]; 2169 return freedir [i];
2295 }
2296 } 2170 }
2297 } 2171 }
2298 } 2172 }
2173
2299 return 0; 2174 return 0;
2300} 2175}
2301 2176
2302/* 2177/*
2303 * distance(object 1, object 2) will return the square of the 2178 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2179 * distance between the two given objects.
2305 */ 2180 */
2306
2307int 2181int
2308distance (const object *ob1, const object *ob2) 2182distance (const object *ob1, const object *ob2)
2309{ 2183{
2310 int
2311 i;
2312
2313 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);
2314 return i;
2315} 2185}
2316 2186
2317/* 2187/*
2318 * 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
2319 * an object which has subtracted the x and y coordinates of another 2189 * for running into direct [dx, dy].
2320 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2321 */ 2191 */
2322
2323int 2192int
2324find_dir_2 (int x, int y) 2193find_dir_2 (int x, int y)
2325{ 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
2326 int 2238 int q;
2327 q;
2328 2239
2329 if (y) 2240 if (y)
2330 q = x * 100 / y; 2241 q = 128 * x / y;
2331 else if (x) 2242 else if (x)
2332 q = -300 * x; 2243 q = -512 * x; // to make it > 309
2333 else 2244 else
2334 return 0; 2245 return 0;
2335 2246
2336 if (y > 0) 2247 if (y > 0)
2337 { 2248 {
2338 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
2339 return 3; 2254 return 3;
2340 if (q < -41) 2255 }
2341 return 2; 2256 else
2342 if (q < 41) 2257 {
2343 return 1; 2258 if (q < -309) return 3;
2344 if (q < 242) 2259 if (q < -52) return 2;
2345 return 8; 2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2346 return 7; 2263 return 7;
2347 } 2264 }
2348 2265#endif
2349 if (q < -242)
2350 return 7;
2351 if (q < -41)
2352 return 6;
2353 if (q < 41)
2354 return 5;
2355 if (q < 242)
2356 return 4;
2357
2358 return 3;
2359}
2360
2361/*
2362 * absdir(int): Returns a number between 1 and 8, which represent
2363 * the "absolute" direction of a number (it actually takes care of
2364 * "overflow" in previous calculations of a direction).
2365 */
2366
2367int
2368absdir (int d)
2369{
2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2374 return d;
2375} 2266}
2376 2267
2377/* 2268/*
2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2380 */ 2271 */
2381
2382int 2272int
2383dirdiff (int dir1, int dir2) 2273dirdiff (int dir1, int dir2)
2384{ 2274{
2385 int
2386 d;
2387
2388 d = abs (dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2389 if (d > 4) 2276
2390 d = 8 - d; 2277 return d > 4 ? 8 - d : d;
2391 return d;
2392} 2278}
2393 2279
2394/* peterm: 2280/* peterm:
2395 * 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.
2396 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2398 * 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
2399 * 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.
2400 * 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
2401 * functions. 2287 * functions.
2402 */ 2288 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2342 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2343 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2344 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2345 * Modified to be map tile aware -.MSW
2462 */ 2346 */
2463
2464
2465int 2347int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2348can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2349{
2468 sint16 dx, dy; 2350 sint16 dx, dy;
2469 int
2470 mflags; 2351 int mflags;
2471 2352
2472 if (dir < 0) 2353 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2474 2355
2475 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2476 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2477 2358
2478 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2479 2360
2480 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2481 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2488 return 0; 2369 return 0;
2489 2370
2490 /* yes, can see. */ 2371 /* yes, can see. */
2491 if (dir < 9) 2372 if (dir < 9)
2492 return 1; 2373 return 1;
2374
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2375 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2494 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]);
2495} 2378}
2496
2497
2498 2379
2499/* 2380/*
2500 * 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
2501 * picked up by the picker. Returnes 1 if it can be 2382 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2383 * picked up, otherwise 0.
2504 * 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
2505 * core dumps if they do. 2386 * core dumps if they do.
2506 * 2387 *
2507 * 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)
2508 */ 2389 */
2509
2510int 2390int
2511can_pick (const object *who, const object *item) 2391can_pick (const object *who, const object *item)
2512{ 2392{
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*who->flag [FLAG_WIZ]|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2515 !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));
2516} 2396}
2517 2397
2398//-GPL
2518 2399
2519/* 2400/*
2520 * create clone from object to another 2401 * create clone from object to another
2521 */ 2402 */
2522object * 2403object *
2523object_create_clone (object *asrc) 2404object::deep_clone ()
2524{ 2405{
2525 object *dst = 0, *tmp, *src, *part, *prev, *item; 2406 assert (("deep_clone called on non-head object", is_head ()));
2526 2407
2527 if (!asrc) 2408 object *dst = clone ();
2528 return 0;
2529 2409
2530 src = asrc; 2410 object *prev = dst;
2531 if (src->head)
2532 src = src->head;
2533
2534 prev = 0;
2535 for (part = src; part; part = part->more) 2411 for (object *part = this->more; part; part = part->more)
2536 { 2412 {
2537 tmp = get_object (); 2413 object *tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x;
2540 tmp->y -= src->y;
2541
2542 if (!part->head)
2543 {
2544 dst = tmp;
2545 tmp->head = 0;
2546 }
2547 else
2548 {
2549 tmp->head = dst; 2414 tmp->head = dst;
2550 }
2551
2552 tmp->more = 0;
2553
2554 if (prev)
2555 prev->more = tmp; 2415 prev->more = tmp;
2556
2557 prev = tmp; 2416 prev = tmp;
2558 } 2417 }
2559 2418
2560 for (item = src->inv; item; item = item->below) 2419 for (object *item = inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2562 2421
2563 return dst; 2422 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2423}
2604 2424
2605/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2426 * has the same type and subtype match.
2607 * returns NULL if no match. 2427 * returns NULL if no match.
2608 */ 2428 */
2609object * 2429object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2430find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2431{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2432 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2433 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2434 return tmp;
2617 2435
2618 return NULL;
2619}
2620
2621/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL.
2623 *
2624 * key must be a passed in shared string - otherwise, this won't
2625 * do the desired thing.
2626 */
2627key_value *
2628get_ob_key_link (const object *ob, const char *key)
2629{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next)
2633 if (link->key == key)
2634 return link;
2635
2636 return NULL;
2637}
2638
2639/*
2640 * Returns the value of op has an extra_field for key, or NULL.
2641 *
2642 * The argument doesn't need to be a shared string.
2643 *
2644 * The returned string is shared.
2645 */
2646const char *
2647get_ob_key_value (const object *op, const char *const key)
2648{
2649 key_value *link;
2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2653 {
2654 /* 1. There being a field named key on any object
2655 * implies there'd be a shared string to find.
2656 * 2. Since there isn't, no object has this field.
2657 * 3. Therefore, *this* object doesn't have this field.
2658 */
2659 return 0;
2660 }
2661
2662 /* This is copied from get_ob_key_link() above -
2663 * only 4 lines, and saves the function call overhead.
2664 */
2665 for (link = op->key_values; link; link = link->next)
2666 if (link->key == canonical_key)
2667 return link->value;
2668
2669 return 0; 2436 return 0;
2670} 2437}
2671 2438
2672 2439/* Zero the key_values on op, decrementing the shared-string
2673/* 2440 * refcounts and freeing the links.
2674 * Updates the canonical_key in op to value.
2675 * 2441 */
2676 * canonical_key is a shared string (value doesn't have to be). 2442void
2677 * 2443key_values::clear ()
2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2679 * keys.
2680 *
2681 * Returns TRUE on success.
2682 */
2683int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2444{
2686 key_value * 2445 for (key_value *kvp = first; kvp; )
2687 field = NULL, *last = NULL; 2446 {
2688 2447 key_value *next = kvp->next;
2689 for (field = op->key_values; field != NULL; field = field->next) 2448 delete kvp;
2449 kvp = next;
2690 { 2450 }
2691 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)
2692 { 2482 {
2693 last = field; 2483 kv->value = value;
2694 continue; 2484 return;
2695 } 2485 }
2696 2486
2697 if (value) 2487 add (key, value);
2698 field->value = value; 2488}
2699 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)
2700 { 2495 {
2701 /* Basically, if the archetype has this key set, 2496 key_value *kv = *kvp;
2702 * we need to store the null value so when we save 2497 *kvp = (*kvp)->next;
2703 * it, we save the empty value so that when we load, 2498 delete kv;
2704 * we get this value back again. 2499 return;
2705 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2712 else
2713 op->key_values = field->next;
2714
2715 delete field;
2716 }
2717 } 2500 }
2718 return TRUE; 2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2719 } 2510 {
2720 /* IF we get here, key doesn't exist */ 2511 key_value *node = head;
2721 2512 head = head->next;
2722 /* No field, we'll have to add it. */ 2513 node->next = prev;
2723 2514 prev = node;
2724 if (!add_key)
2725 { 2515 }
2726 return FALSE;
2727 }
2728 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings,
2732 * should pass in ""
2733 */
2734 if (value == NULL)
2735 return TRUE;
2736 2516
2737 field = new key_value; 2517 first = prev;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2746} 2518}
2747 2519
2748/* 2520key_values &
2749 * Updates the key in op to value. 2521key_values::operator =(const key_values &kv)
2750 *
2751 * If add_key is FALSE, this will only update existing keys,
2752 * and not add new ones.
2753 * In general, should be little reason FALSE is ever passed in for add_key
2754 *
2755 * Returns TRUE on success.
2756 */
2757int
2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2759{ 2522{
2760 shstr key_ (key); 2523 clear ();
2761 2524
2762 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 ();
2763} 2529}
2764 2530
2765object::depth_iterator::depth_iterator (object *container) 2531object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container) 2532: iterator_base (container)
2767{ 2533{
2781 } 2547 }
2782 else 2548 else
2783 item = item->env; 2549 item = item->env;
2784} 2550}
2785 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
2786// 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
2787const char * 2581const char *
2788object::debug_desc (char *info) const 2582object::debug_desc (char *info) const
2789{ 2583{
2584 char flagdesc[512];
2790 char info2[256 * 3]; 2585 char info2[256 * 4];
2791 char *p = info; 2586 char *p = info;
2792 2587
2793 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}",
2794 count, 2589 count,
2590 uuid.c_str (),
2795 &name, 2591 &name,
2796 title ? " " : "", 2592 title ? ",title:\"" : "",
2797 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2595 flag_desc (flagdesc, 512), type);
2798 2596
2799 if (env) 2597 if (!flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2599
2802 if (map) 2600 if (map)
2803 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);
2804 2602
2805 return info; 2603 return info;
2806} 2604}
2807 2605
2808const char * 2606const char *
2809object::debug_desc () const 2607object::debug_desc () const
2810{ 2608{
2811 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2812 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2813} 2613}
2814 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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