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Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 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
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
40 39
41object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
42 42
43short 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,
44 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
45}; 56};
46short 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,
47 -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
48};
49int 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,
50 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
51}; 62};
52int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 68};
56 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
57static void 96static void
58write_uuid (void) 97write_uuid (uval64 skip, bool sync)
59{ 98{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
61 100 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 103 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 104}
77 105
78static void 106static void
79read_uuid (void) 107read_uuid ()
80{ 108{
81 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
82 110
83 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
84 114
85 FILE *fp; 115 FILE *fp;
86 116
87 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
88 { 118 {
89 if (errno == ENOENT) 119 if (errno == ENOENT)
90 { 120 {
91 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 122 UUID::cur.seq = 0;
93 write_uuid (); 123 write_uuid (UUID_GAP, true);
94 return; 124 return;
95 } 125 }
96 126
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 128 _exit (1);
99 } 129 }
100 130
101 int version; 131 char buf [UUID::MAX_LEN];
102 unsigned long long uid; 132 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
104 { 136 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 138 _exit (1);
107 } 139 }
108 140
109 uuid.seq = uid; 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 142
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 143 write_uuid (UUID_GAP, true);
112 fclose (fp); 144 fclose (fp);
113} 145}
114 146
115UUID 147UUID
116gen_uuid () 148UUID::gen ()
117{ 149{
118 UUID uid; 150 UUID uid;
119 151
120 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
121 153
122 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
124 160
125 return uid; 161 return uid;
126} 162}
127 163
128void 164void
129init_uuid () 165UUID::init ()
130{ 166{
131 read_uuid (); 167 read_uuid ();
132} 168}
133 169
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
134/* 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. */
135static int 236static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
137{ 238{
138 key_value *wants_field;
139
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
143 */ 242 */
144 243
145 /* For each field in wants, */ 244 /* For each field in wants, */
146 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)
147 { 246 if (has->kv.get (kv->key) != kv->value)
148 key_value *has_field; 247 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 248
169 /* 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. */
170 return TRUE; 250 return true;
171} 251}
172 252
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 254static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 256{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
179 */ 259 */
180 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);
181} 262}
182 263
183/* 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
184 * they can be merged together. 265 * they can be merged together.
185 * 266 *
190 * Check nrof variable *before* calling can_merge() 271 * Check nrof variable *before* calling can_merge()
191 * 272 *
192 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
193 * check weight 274 * check weight
194 */ 275 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
197{ 277{
198 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
199 if (ob1 == ob2 279 if (ob1 == ob2
200 || ob1->type != ob2->type 280 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 281 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
204 return 0; 285 return 0;
205 286
206 //TODO: this ain't working well, use nicer and correct overflow check
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
208 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
209 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0; 290 return 0;
213 291
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
217 * 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
218 * flags lose any meaning. 296 * flags lose any meaning.
219 */ 297 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
222 300
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
225 303
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 304 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 305 || ob1->name != ob2->name
229 || ob1->title != ob2->title 306 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 307 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 308 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 309 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 310 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 311 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 312 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 313 || ob1->value != ob2->value
239 || 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
240 || ob1->client_type != ob2->client_type 316 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname 317 || ob1->material != ob2->material
242 || ob1->lore != ob2->lore 318 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype 319 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type 320 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block 321 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 322 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 323 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 324 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 325 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 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)))
251 return 0; 329 return 0;
252 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
253 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
255 */ 340 */
256 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
257 { 342 {
258 /* if one object has inventory but the other doesn't, not equiv */ 343 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 344 return 0; /* inventories differ in length */
260 return 0;
261 345
262 /* Now check to see if the two inventory objects could merge */ 346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
263 if (!object::can_merge (ob1->inv, ob2->inv)) 349 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 350 return 0; /* inventory objects differ */
265 351
266 /* 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
267 * if it is valid. 353 * if it is valid.
268 */ 354 */
269 } 355 }
270 356
271 /* 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,
272 * 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
273 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
274 */ 360 */
275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
276 return 0; 362 return 0;
277 363
278 /* 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
279 * 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
280 * check? 366 * check?
281 */ 367 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
283 return 0; 369 return 0;
284 370
285 switch (ob1->type) 371 switch (ob1->type)
286 { 372 {
287 case SCROLL: 373 case SCROLL:
288 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
289 return 0; 375 return 0;
290 break; 376 break;
291 } 377 }
292 378
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
294 { 380 {
295 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
297 /* 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))
298 return 0; 386 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 387 }
302 388
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
305 { 390 {
306 ob1->optimise (); 391 ob1->optimise ();
307 ob2->optimise (); 392 ob2->optimise ();
308 393
309 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)
310 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 }
311 } 408 }
312 409
313 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
314 return 1; 411 return 1;
315} 412}
316 413
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
317/* 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/*
318 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
319 * 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
320 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
321 */ 490 */
322long 491void
323sum_weight (object *op) 492object::update_weight ()
324{ 493{
325 long sum; 494 weight_t sum = 0;
326 object *inv;
327 495
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
329 {
330 if (inv->inv)
331 sum_weight (inv);
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 497 {
498 op->update_weight ();
334 499
335 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
336 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
337 502
338 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
339 op->carrying = sum; 509 carrying = sum;
340 510
341 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 }
342} 515}
343 516
344/** 517/*
345 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 519 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 520char *
363dump_object (object *op) 521dump_object (object *op)
364{ 522{
365 if (!op) 523 if (!op)
366 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
367 525
368 object_freezer freezer; 526 object_freezer freezer;
369 save_object (freezer, op, 3); 527 op->write (freezer);
370 return freezer.as_string (); 528 return freezer.as_string ();
371} 529}
372 530
373/* 531char *
374 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
375 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned.
377 */
378
379object *
380get_nearest_part (object *op, const object *pl)
381{ 533{
382 object *tmp, *closest; 534 return dump_object (this);
383 int last_dist, i;
384
385 if (op->more == NULL)
386 return op;
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i;
390 return closest;
391} 535}
392 536
393/* 537/*
394 * 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.
395 */ 540 */
396
397object * 541object *
398find_object (tag_t i) 542find_object (tag_t i)
399{ 543{
400 for (object *op = object::first; op; op = op->next) 544 for_all_objects (op)
401 if (op->count == i) 545 if (op->count == i)
402 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;
403 562
404 return 0; 563 return 0;
405} 564}
406 565
407/* 566/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
411 */ 570 */
412
413object * 571object *
414find_object_name (const char *str) 572find_object_name (const char *str)
415{ 573{
416 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
417 object *op;
418 575
419 for (op = object::first; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
420 if (op->name == str_) 578 if (op->name == str_)
421 break; 579 return op;
422 580
423 return op; 581 return 0;
424}
425
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430} 582}
431 583
432/* 584/*
433 * 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
434 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
435 */ 588 */
436void 589void
437object::set_owner (object *owner) 590object::set_owner (object *owner)
438{ 591{
592 // allow objects which own objects
439 if (!owner) 593 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 594 while (owner->owner)
450 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 }
451 602
452 this->owner = owner; 603 this->owner = owner;
453}
454
455/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links.
457 */
458static void
459free_key_values (object *op)
460{
461 for (key_value *i = op->key_values; i != 0;)
462 {
463 key_value *next = i->next;
464 delete i;
465
466 i = next;
467 }
468
469 op->key_values = 0;
470}
471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512} 604}
513 605
514/* 606/*
515 * copy_to first frees everything allocated by the dst object, 607 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 608 * and then copies the contents of itself into the second
520 * will point at garbage. 612 * will point at garbage.
521 */ 613 */
522void 614void
523object::copy_to (object *dst) 615object::copy_to (object *dst)
524{ 616{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 617 dst->remove ();
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 618 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530 619
531 if (self || cb) 620 // maybe move to object_copy?
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 621 dst->kv = kv;
533 622
534 if (is_freed) 623 dst->flag [FLAG_REMOVED] = true;
535 SET_FLAG (dst, FLAG_FREED); 624 dst->activate ();
625}
536 626
537 if (is_removed) 627void
538 SET_FLAG (dst, FLAG_REMOVED); 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
539 632
540 if (speed < 0) 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
541 dst->speed_left = 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.;
542 638
543 /* Copy over key_values, if any. */ 639 /* copy the body_info to the body_used - this is only really
544 if (key_values) 640 * need for monsters, but doesn't hurt to do it for everything.
545 { 641 * by doing so, when a monster is created, it has good starting
546 key_value *tail = 0; 642 * values for the body_used info, so when items are created
547 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;
548 647
549 dst->key_values = 0; 648 attachable::instantiate ();
550
551 for (i = key_values; i; i = i->next)
552 {
553 key_value *new_link = new key_value;
554
555 new_link->next = 0;
556 new_link->key = i->key;
557 new_link->value = i->value;
558
559 /* Try and be clever here, too. */
560 if (!dst->key_values)
561 {
562 dst->key_values = new_link;
563 tail = new_link;
564 }
565 else
566 {
567 tail->next = new_link;
568 tail = new_link;
569 }
570 }
571 }
572
573 update_ob_speed (dst);
574} 649}
575 650
576object * 651object *
577object::clone () 652object::clone ()
578{ 653{
579 object *neu = create (); 654 object *neu = create ();
580 copy_to (neu); 655 copy_to (neu);
656
657 // TODO: unclean state changes, should not be done in clone AND instantiate
658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
660
661 neu->map = map; // not copied by copy_to
581 return neu; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
582} 674}
583 675
584/* 676/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
588 */ 680 */
589
590void 681void
591update_turn_face (object *op) 682update_turn_face (object *op)
592{ 683{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
594 return; 685 return;
595 SET_ANIMATION (op, op->direction); 686
596 update_object (op, UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
597} 688}
598 689
599/* 690/*
600 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
603 */ 694 */
604void 695void
605update_ob_speed (object *op) 696object::set_speed (float speed)
606{ 697{
607 extern int arch_init; 698 this->speed = speed;
608 699
609 /* No reason putting the archetypes objects on the speed list, 700 if (has_active_speed ())
610 * since they never really need to be updated. 701 activate ();
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631
632 /* process_events() expects us to insert the object at the beginning
633 * of the list. */
634 op->active_next = active_objects;
635
636 if (op->active_next != NULL)
637 op->active_next->active_prev = op;
638
639 active_objects = op;
640 }
641 else 702 else
642 { 703 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 704}
666 705
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 706/*
699 * update_object() updates the the map. 707 * update_object() updates the map.
700 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 710 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
713 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
714 */ 722 */
715void 723void
716update_object (object *op, int action) 724update_object (object *op, int action)
717{ 725{
718 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
719
720 if (op == NULL)
721 { 727 {
722 /* this should never happen */ 728 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
724 return; 730 return;
725 } 731 }
726 732
727 if (op->env) 733 if (!op->is_on_map ())
728 { 734 {
729 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
730 * to do in this case. 736 * to do in this case.
731 */ 737 */
732 return; 738 return;
733 } 739 }
734 740
735 /* If the map is saving, don't do anything as everything is
736 * going to get freed anyways.
737 */
738 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return;
740
741 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 743 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 745#ifdef MANY_CORES
746 abort (); 746 abort ();
747#endif 747#endif
748 return; 748 return;
749 } 749 }
750 750
751 mapspace &m = op->map->at (op->x, op->y); 751 mapspace &m = op->ms ();
752 752
753 if (m.flags_ & P_NEED_UPDATE) 753 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 754 m.update_up (); // nothing to do except copy up
755 else if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
756 { 756 {
757#if 0
757 // this is likely overkill, TODO: revisit (schmorp) 758 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
764 || (m.move_on | op->move_on ) != m.move_on 765 || (m.move_on | op->move_on ) != m.move_on
765 || (m.move_off | op->move_off ) != m.move_off 766 || (m.move_off | op->move_off ) != m.move_off
766 || (m.move_slow | op->move_slow) != m.move_slow 767 || (m.move_slow | op->move_slow) != m.move_slow
767 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 769 * have move_allow right now.
769 */ 770 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
772 m.invalidate ();
773#else
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
772 m.flags_ = P_NEED_UPDATE; 775 m.invalidate ();
776#endif
773 } 777 }
774 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 780 * that is being removed.
777 */ 781 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 783 m.invalidate ();
780 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
782 else 786 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 788
785 if (op->more) 789 if (op->more)
786 update_object (op->more, action); 790 update_object (op->more, action);
787} 791}
788 792
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 793object::object ()
806{ 794{
807 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
808 796
809 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
810 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
811} 800}
812 801
813object::~object () 802object::~object ()
814{ 803{
815 free_key_values (this); 804 unlink ();
805
806 kv.clear ();
816} 807}
817 808
818void object::link () 809void object::link ()
819{ 810{
820 count = ++ob_count; 811 assert (!index);//D
821 uuid = gen_uuid (); 812 uuid = UUID::gen ();
822 813
823 prev = 0; 814 refcnt_inc ();
824 next = object::first; 815 objects.insert (this);
825 816
826 if (object::first) 817 ++create_count;
827 object::first->prev = this;
828 818
829 object::first = this;
830} 819}
831 820
832void object::unlink () 821void object::unlink ()
833{ 822{
834 if (this == object::first) 823 if (!index)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
851
852/*
853 * free_object() frees everything allocated by an object, removes
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{
864 if (QUERY_FLAG (this, FLAG_FREED))
865 return; 824 return;
866 825
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 826 ++destroy_count;
868 remove_friendly_object (this);
869 827
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 828 objects.erase (this);
871 remove (); 829 refcnt_dec ();
830}
872 831
873 SET_FLAG (this, FLAG_FREED); 832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
874 838
875 if (more) 839 if (has_active_speed ())
876 {
877 more->destroy (destroy_inventory);
878 more = 0;
879 } 840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
880 843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865void
866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892}
893
894/*
895 * Remove and free all objects in the inventory of the given object.
896 * object.c ?
897 */
898void
899object::destroy_inv (bool drop_to_ground)
900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
881 if (inv) 906 if (!inv)
882 { 907 return;
908
883 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
885 * drop on that space. 911 * drop on that space.
886 */ 912 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 913 if (!drop_to_ground
914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
918 {
919 while (inv)
920 inv->destroy ();
921 }
922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
888 { 925 {
889 object *op = inv; 926 object *op = inv;
890 927
891 while (op) 928 if (op->flag [FLAG_STARTEQUIP]
892 { 929 || op->flag [FLAG_NO_DROP]
893 object *tmp = op->below; 930 || op->type == RUNE
894 op->destroy (destroy_inventory); 931 || op->type == TRAP
895 op = tmp; 932 || op->flag [FLAG_IS_A_TEMPLATE]
896 } 933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
897 } 937 }
898 else 938 }
899 { /* Put objects in inventory onto this space */ 939}
900 object *op = inv;
901 940
902 while (op) 941/*
903 { 942 * Remove and free all objects in the inventory of the given object.
904 object *tmp = op->below; 943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
905 956
906 op->remove (); 957 // then destroy
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy (); 958 op->destroy ();
911 else 959 }
912 { 960}
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917 961
918 op = tmp; 962void
919 } 963object::freelist_free (int count)
920 } 964{
965 while (count-- && freelist)
921 } 966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
978object::create ()
979{
980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
1002 op->link ();
1003
1004 return op;
1005}
1006
1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
1023object::do_destroy ()
1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
922 1039
923 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->allocate ();
936 }
937
938 map = freed_map; 1041 map = &freed_map;
939 x = 1; 1042 x = 1;
940 y = 1; 1043 y = 1;
1044
1045 if (more)
1046 {
1047 more->destroy ();
1048 more = 0;
941 } 1049 }
942 1050
1051 head = 0;
1052
943 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
944 owner = 0; 1054 owner = 0;
945 enemy = 0; 1055 enemy = 0;
946 attacked_by = 0; 1056 attacked_by = 0;
947 1057 current_weapon = 0;
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
950
951 /* Remove object from the active list */
952 speed = 0;
953 update_ob_speed (this);
954
955 unlink ();
956
957 mortals.push_back (this);
958} 1058}
959 1059
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void 1060void
965sub_weight (object *op, signed long weight) 1061object::destroy ()
966{ 1062{
967 while (op != NULL) 1063 if (destroyed ())
968 { 1064 return;
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971 1065
972 op->carrying -= weight; 1066 if (!is_head () && !head->destroyed ())
973 op = op->env;
974 } 1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1072
1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1080
1081 attachable::destroy ();
975} 1082}
976 1083
977/* op->remove (): 1084/* op->remove ():
978 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
982 * the previous environment. 1089 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 1090 */
985void 1091void
986object::remove () 1092object::do_remove ()
987{ 1093{
988 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
989 object *otmp;
990
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 1095 return;
995 1096
996 SET_FLAG (this, FLAG_REMOVED); 1097 INVOKE_OBJECT (REMOVE, this);
1098
1099 flag [FLAG_REMOVED] = true;
997 1100
998 if (more) 1101 if (more)
999 more->remove (); 1102 more->remove ();
1000 1103
1001 /* 1104 /*
1002 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1003 * inventory. 1106 * inventory.
1004 */ 1107 */
1005 if (env) 1108 if (env)
1006 { 1109 {
1007 if (nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1008 sub_weight (env, weight * nrof); 1111 if (object *pl = visible_to ())
1009 else 1112 esrv_del_item (pl->contr, count);
1010 sub_weight (env, weight + carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1011 1114
1012 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1013 * made to players inventory. If set, avoiding the call
1014 * to save cpu time.
1015 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp);
1018 1116
1019 if (above != NULL) 1117 object *pl = in_player ();
1020 above->below = below;
1021 else
1022 env->inv = below;
1023
1024 if (below != NULL)
1025 below->above = above;
1026 1118
1027 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1030 */ 1122 */
1031 x = env->x, y = env->y;
1032 map = env->map; 1123 map = env->map;
1033 above = 0, below = 0; 1124 x = env->x;
1034 env = 0; 1125 y = env->y;
1035 }
1036 else if (map)
1037 {
1038 /* Re did the following section of code - it looks like it had
1039 * lots of logic for things we no longer care about
1040 */
1041 1126
1042 /* link the object above us */ 1127 // make sure cmov optimisation is applicable
1043 if (above) 1128 *(above ? &above->below : &env->inv) = below;
1044 above->below = below; 1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1045 else
1046 map->at (x, y).top = below; /* we were top, set new top */
1047
1048 /* Relink the object below us, if there is one */
1049 if (below)
1050 below->above = above;
1051 else
1052 {
1053 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is
1055 * evident
1056 */
1057 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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);
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070 1130
1071 above = 0; 1131 above = 0;
1072 below = 0; 1132 below = 0;
1133 env = 0;
1073 1134
1074 if (map->in_memory == MAP_SAVING) 1135 if (pl && pl->is_player ())
1075 return;
1076
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1078
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1080 { 1136 {
1081 /* No point updating the players look faces if he is the object 1137 if (expect_false (pl->contr->combat_ob == this))
1082 * being removed.
1083 */
1084
1085 if (tmp->type == PLAYER && tmp != this)
1086 { 1138 {
1087 /* If a container that the player is currently using somehow gets 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1088 * removed (most likely destroyed), update the player view 1140 pl->contr->combat_ob = 0;
1089 * appropriately. 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1090 */
1091 if (tmp->container == this)
1092 {
1093 CLEAR_FLAG (this, FLAG_APPLIED);
1094 tmp->container = 0;
1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 } 1142 }
1099 1143
1100 /* See if player moving off should effect something */ 1144 if (expect_false (pl->contr->ranged_ob == this))
1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1156 }
1157 else if (map)
1158 {
1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1200 {
1201 if (pl->container_ () == this)
1202 /* If a container that the player is currently using somehow gets
1203 * removed (most likely destroyed), update the player view
1204 * appropriately.
1205 */
1206 pl->close_container ();
1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1222 */
1223
1224 /* See if object moving off should effect something */
1225 if ((move_type & tmp->move_off)
1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1105 move_apply (tmp, this, 0); 1227 move_apply (tmp, this, 0);
1106
1107 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1228 }
1110 1229
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp;
1117 }
1118
1119 /* last == NULL of there are no objects on this space */
1120 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else
1123 update_object (last, UP_OBJ_REMOVE);
1124
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1126 update_all_los (map, x, y); 1231 update_all_los (map, x, y);
1127 } 1232 }
1128} 1233}
1129 1234
1130/* 1235/*
1139merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1140{ 1245{
1141 if (!op->nrof) 1246 if (!op->nrof)
1142 return 0; 1247 return 0;
1143 1248
1144 if (top == NULL) 1249 if (!top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1146 1252
1147 for (; top != NULL; top = top->below) 1253 for (; top; top = top->below)
1148 {
1149 if (top == op)
1150 continue;
1151
1152 if (object::can_merge (op, top)) 1254 if (object::can_merge (op, top))
1153 { 1255 {
1154 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1155 1257
1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1157 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1158 op->destroy (); 1264 op->destroy ();
1265
1159 return top; 1266 return top;
1160 } 1267 }
1161 }
1162 1268
1163 return 0; 1269 return 0;
1164} 1270}
1165 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1166/* 1295/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1169 */ 1298 */
1170object * 1299object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1301{
1173 object *tmp; 1302 op->remove ();
1174 1303
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1305 {
1180 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1181 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1182 } 1308 }
1183 1309
1184 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1185} 1311}
1186 1312
1199 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1200 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1201 * 1327 *
1202 * Return value: 1328 * Return value:
1203 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1205 * just 'op' otherwise 1331 * just 'op' otherwise
1206 */ 1332 */
1207
1208object * 1333object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1335{
1211 object *tmp, *top, *floor = NULL; 1336 op->remove ();
1212 sint16 x, y;
1213 1337
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1338 if (m == &freed_map)//D TODO: remove soon
1215 { 1339 {//D
1216 LOG (llevError, "Trying to insert freed object!\n"); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1217 return NULL;
1218 } 1341 }//D
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1342
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1345 * need extra work
1286 */ 1346 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1347 maptile *newmap = m;
1288 x = op->x; 1348 if (!xy_normalise (newmap, op->x, op->y))
1289 y = op->y; 1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1290 1363
1291 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1292 */ 1365 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1368 if (object::can_merge (op, tmp))
1296 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1297 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1374 tmp->destroy ();
1299 } 1375 }
1300 1376
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1303 1379
1304 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1305 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1306 1382
1307 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1308 { 1384 {
1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1310 { 1386 {
1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1312 abort (); 1388 abort ();
1313 } 1389 }
1314 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1315 op->above = originator; 1398 op->above = originator;
1316 op->below = originator->below; 1399 op->below = originator->below;
1317
1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->map->at (op->x, op->y).bottom = op;
1322
1323 /* since *below* originator, no need to update top */
1324 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1325 } 1403 }
1326 else 1404 else
1327 { 1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1328 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1410 if (top)
1330 { 1411 {
1331 object *last = NULL;
1332
1333 /* 1412 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1344 */ 1423 */
1345 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 while (top != NULL)
1347 { 1425 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1349 floor = top; 1427 floor = tmp;
1350 1428
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1352 { 1430 {
1353 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1354 top = top->below; 1432 top = tmp->below;
1355 break; 1433 break;
1356 } 1434 }
1357 1435
1358 last = top;
1359 top = top->above; 1436 top = tmp;
1360 } 1437 }
1361
1362 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last;
1364 1438
1365 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1366 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1368 */ 1442 */
1369 1443
1370 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1448 * stacking is a bit odd.
1375 */ 1449 */
1376 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1378 { 1453 {
1454 object *last;
1455
1379 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1381 break; 1458 break;
1459
1382 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1463 * set top to the object below us.
1386 */ 1464 */
1387 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1388 top = last->below; 1466 top = last->below;
1389 } 1467 }
1390 } /* If objects on this space */ 1468 } /* If objects on this space */
1391 1469
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1471 top = floor;
1397 1472
1398 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1399 */
1400
1401 /* First object on this space */
1402 if (!top) 1474 if (!top)
1403 { 1475 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1405
1406 if (op->above)
1407 op->above->below = op;
1408
1409 op->below = NULL; 1476 op->below = 0;
1410 op->map->at (op->x, op->y).bottom = op; 1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1411 } 1481 }
1412 else 1482 else
1413 { /* get inserted into the stack above top */ 1483 {
1414 op->above = top->above; 1484 op->above = top->above;
1415
1416 if (op->above)
1417 op->above->below = op; 1485 top->above = op;
1418 1486
1419 op->below = top; 1487 op->below = top;
1420 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1421 } 1489 }
1490 }
1422 1491
1423 if (op->above == NULL) 1492 if (op->is_player ())
1424 op->map->at (op->x, op->y).top = op; 1493 {
1425 } /* else not INS_BELOW_ORIGINATOR */
1426
1427 if (op->type == PLAYER)
1428 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1429 1498
1430 /* If we have a floor, we know the player, if any, will be above 1499 op->map->dirty = true;
1431 * it, so save a few ticks and start from there. 1500
1432 */ 1501 if (object *pl = ms.player ())
1433 if (!(flag & INS_MAP_LOAD)) 1502 //TODO: the floorbox prev/next might need updating
1434 if (object *pl = op->map->at (op->x, op->y).player ()) 1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1506 pl->contr->ns->floorbox_update ();
1436 1507
1437 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1515 * of effect may be sufficient.
1445 */ 1516 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1447 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1448 1522
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1525
1526 INVOKE_OBJECT (INSERT, op);
1451 1527
1452 /* Don't know if moving this to the end will break anything. However, 1528 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1529 * we want to have floorbox_update called before calling this.
1454 * 1530 *
1455 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1457 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1534 * update_object().
1459 */ 1535 */
1460 1536
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1463 { 1539 {
1464 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1465 return NULL; 1541 return 0;
1466 1542
1467 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1468 * walk on's. 1544 * walk on's.
1469 */ 1545 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1472 return NULL; 1548 return 0;
1473 } 1549 }
1474 1550
1475 return op; 1551 return op;
1476} 1552}
1477 1553
1478/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1481 */ 1557 */
1482void 1558void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1560{
1485 object *tmp, *tmp1;
1486
1487 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1488 1562
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1491 tmp->destroy (); 1565 tmp->destroy ();
1492 1566
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1494 1568
1495 tmp1->x = op->x; 1569 tmp->x = op->x;
1496 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1498} 1573}
1499
1500/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507 1574
1508object * 1575object *
1509get_split_ob (object *orig_ob, uint32 nr) 1576object::insert_at (object *where, object *originator, int flags)
1510{ 1577{
1511 object *newob; 1578 if (where->env)
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1579 return where->env->insert (this);
1513 1580 else
1514 if (orig_ob->nrof < nr) 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1515 {
1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL;
1518 }
1519
1520 newob = object_create_clone (orig_ob);
1521
1522 if ((orig_ob->nrof -= nr) < 1)
1523 orig_ob->destroy (1);
1524 else if (!is_removed)
1525 {
1526 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL;
1533 }
1534 }
1535
1536 newob->nrof = nr;
1537
1538 return newob;
1539} 1582}
1540 1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1541/* 1606/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1545 * 1610 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1548 1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1549object * 1647object *
1550decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1551{ 1649{
1552 object *tmp; 1650 int have = number_of ();
1553 player *pl;
1554 1651
1555 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1556 return op; 1653 return 0;
1557 1654 else if (have == nr)
1558 if (i > op->nrof)
1559 i = op->nrof;
1560
1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 { 1655 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1656 remove ();
1595 op->nrof = 0; 1657 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1658 }
1600 else 1659 else
1601 { 1660 {
1602 object *above = op->above; 1661 decrease (nr);
1603 1662
1604 if (i < op->nrof) 1663 object *op = deep_clone ();
1605 op->nrof -= i; 1664 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1665 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636
1637void
1638add_weight (object *op, signed long weight)
1639{
1640 while (op != NULL)
1641 {
1642 if (op->type == CONTAINER)
1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1644
1645 op->carrying += weight;
1646 op = op->env;
1647 } 1666 }
1648} 1667}
1649 1668
1650object * 1669object *
1651insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump); 1676 free (dump);
1658 return op; 1677 return op;
1659 } 1678 }
1660 1679
1661 if (where->head) 1680 if (where->head_ () != where)
1662 { 1681 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head; 1683 where = where->head;
1665 } 1684 }
1666 1685
1667 return where->insert (op); 1686 return where->insert (op);
1668} 1687}
1670/* 1689/*
1671 * env->insert (op) 1690 * env->insert (op)
1672 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1673 * inside the object environment. 1692 * inside the object environment.
1674 * 1693 *
1675 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1677 */ 1696 */
1678
1679object * 1697object *
1680object::insert (object *op) 1698object::insert (object *op)
1681{ 1699{
1682 object *tmp, *otmp;
1683
1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1685 op->remove ();
1686
1687 if (op->more) 1700 if (op->more)
1688 { 1701 {
1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1690 return op; 1703 return op;
1691 } 1704 }
1692 1705
1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1694 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1695 if (op->nrof) 1710 if (op->nrof)
1696 {
1697 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1698 if (object::can_merge (tmp, op)) 1712 if (object::can_merge (tmp, op))
1699 { 1713 {
1700 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1701 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1702 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1703 /* Weight handling gets pretty funky. Since we are adding to 1721
1704 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1705 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1724
1706 add_weight (this, op->weight * op->nrof); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1707 SET_FLAG (op, FLAG_REMOVED); 1726
1708 op->destroy (); /* free the inserted object */ 1727 op->destroy ();
1709 op = tmp; 1728 op = tmp;
1710 op->remove (); /* and fix old object's links */ 1729 goto inserted;
1711 CLEAR_FLAG (op, FLAG_REMOVED);
1712 break;
1713 } 1730 }
1714 1731
1715 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1716 * We add the weight - this object could have just been removed
1717 * (if it was possible to merge). calling remove_ob will subtract
1718 * the weight, so we need to add it in again, since we actually do
1719 * the linking below
1720 */
1721 add_weight (this, op->weight * op->nrof);
1722 }
1723 else
1724 add_weight (this, (op->weight + op->carrying));
1725
1726 otmp = this->in_player ();
1727 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp);
1730
1731 op->map = 0; 1733 op->map = 0;
1732 op->env = this; 1734 op->x = 0;
1735 op->y = 0;
1736
1733 op->above = 0; 1737 op->above = 0;
1734 op->below = 0; 1738 op->below = inv;
1735 op->x = 0, op->y = 0; 1739 op->env = this;
1736 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1737 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1738 if ((op->glow_radius != 0) && map) 1755 if (op->glow_radius && is_on_map ())
1739 { 1756 {
1740#ifdef DEBUG_LIGHTS 1757 update_stats ();
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y); 1758 update_all_los (map, x, y);
1745 }
1746
1747 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function...
1749 */
1750 if (!inv)
1751 inv = op;
1752 else
1753 { 1759 }
1754 op->below = inv; 1760 else if (is_player ())
1755 op->below->above = op; 1761 // if this is a player's inventory, update stats
1756 inv = op; 1762 contr->queue_stats_update ();
1757 } 1763
1764 INVOKE_OBJECT (INSERT, this);
1758 1765
1759 return op; 1766 return op;
1760} 1767}
1761 1768
1762/* 1769/*
1777 * 1784 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1787 * on top.
1781 */ 1788 */
1782
1783int 1789int
1784check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1785{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1786 object *tmp; 1795 object *tmp;
1787 maptile *m = op->map; 1796 maptile *m = op->map;
1788 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1789 1798
1790 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1791 1800
1792 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1793 return 0;
1794 1802
1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1798 1806
1799 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1800 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1801 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1802 * as walking. 1810 * as walking.
1811 */ 1819 */
1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1813 return 0; 1821 return 0;
1814 1822
1815 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1817 */ 1825 */
1818 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1820 {
1821 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them.
1824 */
1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 } 1827 {
1828 next = tmp->below;
1828 1829
1829 for (; tmp; tmp = tmp->below)
1830 {
1831 if (tmp == op) 1830 if (tmp == op)
1832 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1833 1832
1834 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1835 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1836 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1837 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1838 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1839 */ 1838 */
1840 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1841 { 1840 {
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1843 {
1845
1846 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1845
1849 if (op->type == PLAYER) 1846 if (op->is_player ())
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1849 diff /= 4.0;
1853 1850
1854 op->speed_left -= diff; 1851 op->speed_left -= diff;
1855 } 1852 }
1856 } 1853 }
1857 1854
1858 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1861 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1862 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1863 1865
1864 if (op->destroyed ()) 1866 if (op->destroyed ())
1865 return 1; 1867 return 1;
1866 1868
1879/* 1881/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1883 */ 1885 */
1884
1885object * 1886object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1888{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1892 { 1890 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1892 return NULL;
1895 } 1893 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1897 if (tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
1898 return tmp; 1897 return tmp;
1898
1899 return NULL; 1899 return NULL;
1900} 1900}
1901 1901
1902/* 1902/*
1903 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1906 */ 1906 */
1907
1908object * 1907object *
1909present (unsigned char type, maptile *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
1910{ 1909{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
1915 { 1911 {
1916 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1913 return NULL;
1918 } 1914 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1917 if (tmp->type == type)
1921 return tmp; 1918 return tmp;
1919
1922 return NULL; 1920 return NULL;
1923} 1921}
1924 1922
1925/* 1923/*
1926 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1929 */ 1927 */
1930
1931object * 1928object *
1932present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
1933{ 1930{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1932 if (tmp->type == type)
1939 return tmp; 1933 return tmp;
1934
1940 return NULL; 1935 return NULL;
1941} 1936}
1942 1937
1943/* 1938/*
1944 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1950 * to be unique.
1956 */ 1951 */
1957
1958object * 1952object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1954{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1957 return tmp;
1968 } 1958
1969 return NULL; 1959 return 0;
1970} 1960}
1971 1961
1972/* 1962/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1976 */ 1966 */
1977
1978object * 1967object *
1979present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
1980{ 1969{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1985 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1986 return tmp; 1972 return tmp;
1973
1987 return NULL; 1974 return NULL;
1988} 1975}
1989 1976
1990/* 1977/*
1991 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1992 */ 1979 */
1993void 1980void
1994flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
1995{ 1982{
1996 object *
1997 tmp;
1998
1999 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1984 {
2002 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
2003 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
2004 } 1987 }
2005} /* 1988}
1989
1990/*
2006 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
2007 */ 1992 */
2008void 1993void
2009unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
2010{ 1995{
2011 object *
2012 tmp;
2013
2014 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2016 { 1997 {
2017 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
2018 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
2019 } 2000 }
2020}
2021
2022/*
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function.
2027 */
2028
2029void
2030set_cheat (object *op)
2031{
2032 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ);
2034} 2001}
2035 2002
2036/* 2003/*
2037 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
2038 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
2040 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2041 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
2042 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
2043 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
2044 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2045 * Note - this only checks to see if there is space for the head of the
2046 * object - if it is a multispace object, this should be called for all
2047 * pieces.
2048 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
2049 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2050 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2051 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 2019 * customized, changed states, etc.
2056 */ 2020 */
2057
2058int 2021int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2023{
2061 int
2062 i,
2063 index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2066 2026
2067 for (i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2068 { 2028 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2070 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2071 altern[index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2072 2048
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2077 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2078 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2079 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2080 */ 2056 */
2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2082 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2083 } 2073 }
2084 2074
2085 if (!index) 2075 if (!index)
2086 return -1; 2076 return -1;
2087 2077
2088 return altern[RANDOM () % index]; 2078 return altern [rndm (index)];
2089} 2079}
2090 2080
2091/* 2081/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2084 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2086 */
2097
2098int 2087int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2089{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2105 { 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2092 return i;
2108 } 2093
2109 return -1; 2094 return -1;
2110} 2095}
2111 2096
2112/* 2097/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2101 */
2116static void 2102static void
2117permute (int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2118{ 2104{
2119 int 2105 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2106 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2107
2130 tmp = arr[i]; 2108 while (--end)
2131 arr[i] = arr[j]; 2109 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2110}
2135 2111
2136/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2139 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2140 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2141 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2118 */
2143void 2119void
2144get_search_arr (int *search_arr) 2120get_search_arr (int *search_arr)
2145{ 2121{
2146 int 2122 int i;
2147 i;
2148 2123
2149 for (i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2125 search_arr[i] = i;
2152 }
2153 2126
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2130}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2140 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2141 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2142 * there is capable of.
2170 */ 2143 */
2171
2172int 2144int
2173find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2146{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2178
2179 sint16 nx, ny;
2180 object *
2181 tmp;
2182 maptile *
2183 mp;
2184
2185 MoveType blocked, move_type; 2148 MoveType move_type;
2186 2149
2187 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2188 { 2151 {
2189 exclude = exclude->head; 2152 exclude = exclude->head;
2190 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2191 } 2154 }
2192 else 2155 else
2193 { 2156 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2195 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2196 } 2159 }
2197 2160
2198 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2199 { 2162 {
2200 mp = m; 2163 mapxy pos (m, x, y);
2201 nx = x + freearr_x[i]; 2164 pos.move (i);
2202 ny = y + freearr_y[i];
2203 2165
2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2205
2206 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2167 max = maxfree[i];
2208 else 2168 else
2209 { 2169 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2170 mapspace &ms = *pos;
2211 2171
2212 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2213 max = maxfree[i]; 2173 max = maxfree [i];
2214 else if (mflags & P_IS_ALIVE) 2174 else if (ms.flags () & P_IS_ALIVE)
2215 { 2175 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2218 break; 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2219
2220 if (tmp)
2221 return freedir[i]; 2179 return freedir [i];
2222 } 2180 }
2223 } 2181 }
2224 } 2182 }
2225 2183
2226 return 0; 2184 return 0;
2228 2186
2229/* 2187/*
2230 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2189 * distance between the two given objects.
2232 */ 2190 */
2233
2234int 2191int
2235distance (const object *ob1, const object *ob2) 2192distance (const object *ob1, const object *ob2)
2236{ 2193{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2195}
2242 2196
2243/* 2197/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2245 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2246 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2247 */ 2201 */
2248
2249int 2202int
2250find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2251{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2252 int q; 2248 int q;
2253 2249
2254 if (y) 2250 if (y)
2255 q = x * 100 / y; 2251 q = 128 * x / y;
2256 else if (x) 2252 else if (x)
2257 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2258 else 2254 else
2259 return 0; 2255 return 0;
2260 2256
2261 if (y > 0) 2257 if (y > 0)
2262 { 2258 {
2263 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2264 return 3; 2264 return 3;
2265 if (q < -41) 2265 }
2266 return 2; 2266 else
2267 if (q < 41) 2267 {
2268 return 1; 2268 if (q < -309) return 3;
2269 if (q < 242) 2269 if (q < -52) return 2;
2270 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2271 return 7; 2273 return 7;
2272 } 2274 }
2273 2275#endif
2274 if (q < -242)
2275 return 7;
2276 if (q < -41)
2277 return 6;
2278 if (q < 41)
2279 return 5;
2280 if (q < 242)
2281 return 4;
2282
2283 return 3;
2284}
2285
2286/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300} 2276}
2301 2277
2302/* 2278/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2281 */
2306
2307int 2282int
2308dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2309{ 2284{
2310 int
2311 d;
2312
2313 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2314 if (d > 4) 2286
2315 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2316 return d;
2317} 2288}
2318 2289
2319/* peterm: 2290/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2321 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2323 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2297 * functions.
2327 */ 2298 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2392 int mflags; 2361 int mflags;
2393 2362
2394 if (dir < 0) 2363 if (dir < 0)
2395 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2396 2365
2397 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2398 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2399 2368
2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2401 2370
2402 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2403 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2426 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2427 * core dumps if they do. 2396 * core dumps if they do.
2428 * 2397 *
2429 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2430 */ 2399 */
2431
2432int 2400int
2433can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2434{ 2402{
2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2438} 2406}
2407
2408//-GPL
2439 2409
2440/* 2410/*
2441 * create clone from object to another 2411 * create clone from object to another
2442 */ 2412 */
2443object * 2413object *
2444object_create_clone (object *asrc) 2414object::deep_clone ()
2445{ 2415{
2446 object *dst = 0, *tmp, *src, *part, *prev, *item; 2416 assert (("deep_clone called on non-head object", is_head ()));
2447 2417
2448 if (!asrc) 2418 object *dst = clone ();
2449 return 0;
2450 2419
2451 src = asrc; 2420 object *prev = dst;
2452 if (src->head)
2453 src = src->head;
2454
2455 prev = 0;
2456 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2457 { 2422 {
2458 tmp = part->clone (); 2423 object *tmp = part->clone ();
2459 tmp->x -= src->x;
2460 tmp->y -= src->y;
2461
2462 if (!part->head)
2463 {
2464 dst = tmp;
2465 tmp->head = 0;
2466 }
2467 else
2468 tmp->head = dst; 2424 tmp->head = dst;
2469
2470 tmp->more = 0;
2471
2472 if (prev)
2473 prev->more = tmp; 2425 prev->more = tmp;
2474
2475 prev = tmp; 2426 prev = tmp;
2476 } 2427 }
2477 2428
2478 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2479 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2480 2431
2481 return dst; 2432 return dst;
2482}
2483
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521} 2433}
2522 2434
2523/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2436 * has the same type and subtype match.
2525 * returns NULL if no match. 2437 * returns NULL if no match.
2526 */ 2438 */
2527object * 2439object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2441{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2443 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2444 return tmp;
2535 2445
2536 return NULL;
2537}
2538
2539/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL.
2541 *
2542 * key must be a passed in shared string - otherwise, this won't
2543 * do the desired thing.
2544 */
2545key_value *
2546get_ob_key_link (const object *ob, const char *key)
2547{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next)
2551 if (link->key == key)
2552 return link;
2553
2554 return NULL;
2555}
2556
2557/*
2558 * Returns the value of op has an extra_field for key, or NULL.
2559 *
2560 * The argument doesn't need to be a shared string.
2561 *
2562 * The returned string is shared.
2563 */
2564const char *
2565get_ob_key_value (const object *op, const char *const key)
2566{
2567 key_value *link;
2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2571 {
2572 /* 1. There being a field named key on any object
2573 * implies there'd be a shared string to find.
2574 * 2. Since there isn't, no object has this field.
2575 * 3. Therefore, *this* object doesn't have this field.
2576 */
2577 return 0;
2578 }
2579
2580 /* This is copied from get_ob_key_link() above -
2581 * only 4 lines, and saves the function call overhead.
2582 */
2583 for (link = op->key_values; link; link = link->next)
2584 if (link->key == canonical_key)
2585 return link->value;
2586
2587 return 0; 2446 return 0;
2588} 2447}
2589 2448
2590 2449/* Zero the key_values on op, decrementing the shared-string
2591/* 2450 * refcounts and freeing the links.
2592 * Updates the canonical_key in op to value.
2593 * 2451 */
2594 * canonical_key is a shared string (value doesn't have to be). 2452void
2595 * 2453key_values::clear ()
2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2597 * keys.
2598 *
2599 * Returns TRUE on success.
2600 */
2601int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2454{
2604 key_value * 2455 for (key_value *kvp = first; kvp; )
2605 field = NULL, *last = NULL; 2456 {
2606 2457 key_value *next = kvp->next;
2607 for (field = op->key_values; field != NULL; field = field->next) 2458 delete kvp;
2459 kvp = next;
2608 { 2460 }
2609 if (field->key != canonical_key) 2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473}
2474
2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2610 { 2492 {
2611 last = field; 2493 kv->value = value;
2612 continue; 2494 return;
2613 } 2495 }
2614 2496
2615 if (value) 2497 add (key, value);
2616 field->value = value; 2498}
2617 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2618 { 2505 {
2619 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2620 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2621 * it, we save the empty value so that when we load, 2508 delete kv;
2622 * we get this value back again. 2509 return;
2623 */
2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2625 field->value = 0;
2626 else
2627 {
2628 if (last)
2629 last->next = field->next;
2630 else
2631 op->key_values = field->next;
2632
2633 delete field;
2634 }
2635 } 2510 }
2636 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2637 } 2520 {
2638 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2639 2522 head = head->next;
2640 /* No field, we'll have to add it. */ 2523 node->next = prev;
2641 2524 prev = node;
2642 if (!add_key)
2643 { 2525 }
2644 return FALSE;
2645 }
2646 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings,
2650 * should pass in ""
2651 */
2652 if (value == NULL)
2653 return TRUE;
2654 2526
2655 field = new key_value; 2527 first = prev;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2664} 2528}
2665 2529
2666/* 2530key_values &
2667 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2668 *
2669 * If add_key is FALSE, this will only update existing keys,
2670 * and not add new ones.
2671 * In general, should be little reason FALSE is ever passed in for add_key
2672 *
2673 * Returns TRUE on success.
2674 */
2675int
2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2677{ 2532{
2678 shstr key_ (key); 2533 clear ();
2679 2534
2680 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2681} 2539}
2682 2540
2683object::depth_iterator::depth_iterator (object *container) 2541object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container) 2542: iterator_base (container)
2685{ 2543{
2699 } 2557 }
2700 else 2558 else
2701 item = item->env; 2559 item = item->env;
2702} 2560}
2703 2561
2562const char *
2563object::flag_desc (char *desc, int len) const
2564{
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2576 }
2577
2578 if (flag [i])
2579 {
2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2581 len -= cnt;
2582 p += cnt;
2583 first = false;
2584 }
2585 }
2586
2587 return desc;
2588}
2589
2704// return a suitable string describing an objetc in enough detail to find it 2590// return a suitable string describing an object in enough detail to find it
2705const char * 2591const char *
2706object::debug_desc (char *info) const 2592object::debug_desc (char *info) const
2707{ 2593{
2594 char flagdesc[512];
2708 char info2[256 * 3]; 2595 char info2[256 * 4];
2709 char *p = info; 2596 char *p = info;
2710 2597
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2712 count, 2599 count,
2600 uuid.c_str (),
2713 &name, 2601 &name,
2714 title ? " " : "", 2602 title ? ",title:\"" : "",
2715 title ? (const char *)title : ""); 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2605 flag_desc (flagdesc, 512), type);
2716 2606
2717 if (env) 2607 if (!flag[FLAG_REMOVED] && env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2609
2720 if (map) 2610 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2612
2723 return info; 2613 return info;
2724} 2614}
2725 2615
2726const char * 2616const char *
2727object::debug_desc () const 2617object::debug_desc () const
2728{ 2618{
2729 static char info[256 * 3]; 2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2730 return debug_desc (info); 2622 return debug_desc (info [++info_idx % 3]);
2731} 2623}
2732 2624
2625struct region *
2626object::region () const
2627{
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630}
2631
2632//+GPL
2633
2634void
2635object::open_container (object *new_container)
2636{
2637 if (container == new_container)
2638 return;
2639
2640 object *old_container = container;
2641
2642 if (old_container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 // make sure the container is available
2655 esrv_send_item (this, old_container);
2656
2657 old_container->flag [FLAG_APPLIED] = false;
2658 container = 0;
2659
2660 // client needs item update to make it work, client bug requires this to be separate
2661 esrv_update_item (UPD_FLAGS, this, old_container);
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2664 play_sound (sound_find ("chest_close"));
2665 }
2666
2667 if (new_container)
2668 {
2669 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2670 return;
2671
2672 // TODO: this does not seem to serve any purpose anymore?
2673#if 0
2674 // insert the "Close Container" object.
2675 if (archetype *closer = new_container->other_arch)
2676 {
2677 object *closer = new_container->other_arch->instance ();
2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2679 new_container->insert (closer);
2680 }
2681#endif
2682
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2688 new_container->flag [FLAG_APPLIED] = true;
2689 container = new_container;
2690
2691 // client needs flag change
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696// else if (!old_container->env && contr && contr->ns)
2697// contr->ns->floorbox_reset ();
2698}
2699
2700//-GPL
2701
2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2711 {
2712 rect->m->touch ();
2713 rect->m->activate ();
2714 }
2715}
2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2732object *
2733object::force_find (shstr_tmp name)
2734{
2735 /* cycle through his inventory to look for the MARK we want to
2736 * place
2737 */
2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2739 if (tmp->type == FORCE && tmp->slaying == name)
2740 return splay (tmp);
2741
2742 return 0;
2743}
2744
2745void
2746object::force_set_timer (int duration)
2747{
2748 this->duration = 1;
2749 this->speed_left = -1.f;
2750
2751 this->set_speed (duration ? 1.f / duration : 0.f);
2752}
2753
2754object *
2755object::force_add (shstr_tmp name, int duration)
2756{
2757 if (object *force = force_find (name))
2758 force->destroy ();
2759
2760 object *force = archetype::get (FORCE_NAME);
2761
2762 force->slaying = name;
2763 force->force_set_timer (duration);
2764 force->flag [FLAG_APPLIED] = true;
2765
2766 return insert (force);
2767}
2768
2769void
2770object::play_sound (faceidx sound) const
2771{
2772 if (!sound)
2773 return;
2774
2775 if (is_on_map ())
2776 map->play_sound (sound, x, y);
2777 else if (object *pl = in_player ())
2778 pl->contr->play_sound (sound);
2779}
2780
2781void
2782object::say_msg (const char *msg) const
2783{
2784 if (is_on_map ())
2785 map->say_msg (msg, x, y);
2786 else if (object *pl = in_player ())
2787 pl->contr->play_sound (sound);
2788}
2789
2790void
2791object::make_noise ()
2792{
2793 // we do not model noise in the map, so instead put
2794 // a temporary light into the noise source
2795 // could use the map instead, but that's less reliable for our
2796 // goal, which is to make invisibility a bit harder to exploit
2797
2798 // currently only works sensibly for players
2799 if (!is_player ())
2800 return;
2801
2802 // find old force, or create new one
2803 object *force = force_find (shstr_noise_force);
2804
2805 if (force)
2806 force->speed_left = -1.f; // patch old speed up
2807 else
2808 {
2809 force = archetype::get (shstr_noise_force);
2810
2811 force->slaying = shstr_noise_force;
2812 force->stats.food = 1;
2813 force->speed_left = -1.f;
2814
2815 force->set_speed (1.f / 4.f);
2816 force->flag [FLAG_IS_USED_UP] = true;
2817 force->flag [FLAG_APPLIED] = true;
2818
2819 insert (force);
2820 }
2821}
2822
2823void object::change_move_type (MoveType mt)
2824{
2825 if (move_type == mt)
2826 return;
2827
2828 if (is_on_map ())
2829 {
2830 // we are on the map, so handle move_on/off effects
2831 remove ();
2832 move_type = mt;
2833 map->insert (this, x, y, this);
2834 }
2835 else
2836 move_type = mt;
2837}
2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2851 return 0;
2852}
2853
2854// put marked object first in the inventory
2855// this is used by identify-like spells so players can influence
2856// the order a bit.
2857void
2858object::splay_marked ()
2859{
2860 if (object *marked = mark ())
2861 splay (marked);
2862}
2863

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