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Comparing deliantra/server/common/object.C (file contents):
Revision 1.57 by root, Sun Dec 3 02:46:33 2006 UTC vs.
Revision 1.347 by root, Wed May 4 07:41:13 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
55static void 95static void
56write_uuid (void) 96write_uuid (uval64 skip, bool sync)
57{ 97{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 98 CALL_BEGIN (2);
59 99 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 100 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 102 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
82 113
83 FILE *fp; 114 FILE *fp;
84 115
85 if (!(fp = fopen (filename, "r"))) 116 if (!(fp = fopen (filename, "r")))
86 { 117 {
87 if (errno == ENOENT) 118 if (errno == ENOENT)
88 { 119 {
89 LOG (llevInfo, "RESET uid to 1\n"); 120 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 121 UUID::cur.seq = 0;
91 write_uuid (); 122 write_uuid (UUID_GAP, true);
92 return; 123 return;
93 } 124 }
94 125
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 127 _exit (1);
97 } 128 }
98 129
99 int version; 130 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 131 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
102 { 135 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 137 _exit (1);
105 } 138 }
106 139
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
110 fclose (fp); 143 fclose (fp);
111} 144}
112 145
113UUID 146UUID
114gen_uuid () 147UUID::gen ()
115{ 148{
116 UUID uid; 149 UUID uid;
117 150
118 uid.seq = ++uuid.seq; 151 uid.seq = ++cur.seq;
119 152
120 if (!(uuid.seq & (UUID_SKIP - 1))) 153 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
122 159
123 return uid; 160 return uid;
124} 161}
125 162
126void 163void
127init_uuid () 164UUID::init ()
128{ 165{
129 read_uuid (); 166 read_uuid ();
130} 167}
131 168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 235static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
135{ 237{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
141 */ 241 */
142 242
143 /* For each field in wants, */ 243 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
145 { 245 if (has->kv.get (kv->key) != kv->value)
146 key_value *has_field; 246 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 247
167 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 249 return true;
169} 250}
170 251
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 253static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 255{
175 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
177 */ 258 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
179} 261}
180 262
181/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 264 * they can be merged together.
183 * 265 *
184 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
187 * 269 *
188 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
189 * 271 *
190 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
191 * check weight 273 * check weight
192 */ 274 */
193
194bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
195{ 276{
196 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 284 return 0;
199 285
200 if (ob1->speed != ob2->speed) 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 289 return 0;
202 290
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 295 * flags lose any meaning.
215 */ 296 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
218 299
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
221 302
222 303 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 304 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 307 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 308 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 328 return 0;
254 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
255 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
257 */ 339 */
258 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
259 { 341 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
266 return 0; 343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
267 350
268 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 352 * if it is valid.
270 */ 353 */
271 } 354 }
272 355
273 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
276 */ 359 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 361 return 0;
279 362
280 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
282 * check? 365 * check?
283 */ 366 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 368 return 0;
286 369
287 switch (ob1->type) 370 switch (ob1->type)
288 { 371 {
289 case SCROLL: 372 case SCROLL:
290 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
291 return 0; 374 return 0;
292 break; 375 break;
293 } 376 }
294 377
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 379 {
297 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 385 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 386 }
304 387
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
307 { 389 {
308 ob1->optimise (); 390 ob1->optimise ();
309 ob2->optimise (); 391 ob2->optimise ();
310 392
311 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
312 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
313 } 407 }
314 408
315 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
316 return 1; 410 return 1;
317} 411}
318 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
319/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
320 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
323 */ 488 */
324long 489void
325sum_weight (object *op) 490object::update_weight ()
326{ 491{
327 long sum; 492 sint32 sum = 0;
328 object *inv;
329 493
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 495 {
496 op->update_weight ();
336 497
337 if (op->type == CONTAINER && op->stats.Str) 498 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 499 }
339 500
340 if (op->carrying != sum) 501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
341 op->carrying = sum; 507 carrying = sum;
342 508
343 return sum; 509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
344} 513}
345 514
346/** 515/*
347 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 517 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 518char *
380dump_object (object *op) 519dump_object (object *op)
381{ 520{
382 if (!op) 521 if (!op)
383 return strdup ("[NULLOBJ]"); 522 return strdup ("[NULLOBJ]");
384 523
385 object_freezer freezer; 524 object_freezer freezer;
386 save_object (freezer, op, 3); 525 op->write (freezer);
387 return freezer.as_string (); 526 return freezer.as_string ();
388} 527}
389 528
390/* 529char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 531{
399 object *tmp, *closest; 532 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 533}
409 534
410/* 535/*
411 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
412 */ 538 */
413
414object * 539object *
415find_object (tag_t i) 540find_object (tag_t i)
416{ 541{
417 for (object *op = object::first; op; op = op->next) 542 for_all_objects (op)
418 if (op->count == i) 543 if (op->count == i)
419 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
420 560
421 return 0; 561 return 0;
422} 562}
423 563
424/* 564/*
425 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
428 */ 568 */
429
430object * 569object *
431find_object_name (const char *str) 570find_object_name (const char *str)
432{ 571{
433 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
434 object *op;
435 573
436 for (op = object::first; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
437 if (op->name == str_) 576 if (op->name == str_)
438 break; 577 return op;
439 578
440 return op; 579 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 580}
448 581
449/* 582/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
452 */ 586 */
453void 587void
454object::set_owner (object *owner) 588object::set_owner (object *owner)
455{ 589{
590 // allow objects which own objects
456 if (!owner) 591 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 592 while (owner->owner)
467 owner = owner->owner; 593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
599 }
468 600
469 this->owner = owner; 601 this->owner = owner;
470} 602}
471 603
472/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links.
474 */
475static void
476free_key_values (object *op)
477{
478 for (key_value *i = op->key_values; i != 0;)
479 {
480 key_value *next = i->next;
481 delete i;
482
483 i = next;
484 }
485
486 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 604/*
541 * copy object first frees everything allocated by the second object, 605 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 609 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 610 * will point at garbage.
547 */ 611 */
548void 612void
549copy_object (object *op2, object *op) 613object::copy_to (object *dst)
550{ 614{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
553 617
554 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
555 620
556 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
557 SET_FLAG (op, FLAG_FREED); 622 dst->activate ();
558 if (is_removed) 623}
559 SET_FLAG (op, FLAG_REMOVED);
560 624
561 if (op2->speed < 0) 625void
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
563 630
564 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
565 if (op2->key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
566 { 633 speed_left = - speed - rndm (); // TODO animation
567 key_value *tail = 0; 634 else
568 key_value *i; 635 speed_left = -1.;
569 636
570 op->key_values = 0; 637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
571 645
572 for (i = op2->key_values; i; i = i->next) 646 attachable::instantiate ();
573 { 647}
574 key_value *new_link = new key_value;
575 648
576 new_link->next = 0; 649object *
577 new_link->key = i->key; 650object::clone ()
578 new_link->value = i->value; 651{
652 object *neu = create ();
653 copy_to (neu);
579 654
580 /* Try and be clever here, too. */ 655 // TODO: unclean state changes, should not be done in clone AND instantiate
581 if (!op->key_values) 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
582 { 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
583 op->key_values = new_link;
584 tail = new_link;
585 }
586 else
587 {
588 tail->next = new_link;
589 tail = new_link;
590 }
591 }
592 }
593 658
594 update_ob_speed (op); 659 neu->map = map; // not copied by copy_to
660 return neu;
595} 661}
596 662
597/* 663/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 665 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
601 */ 667 */
602
603void 668void
604update_turn_face (object *op) 669update_turn_face (object *op)
605{ 670{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
607 return; 672 return;
673
608 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
610} 676}
611 677
612/* 678/*
613 * Updates the speed of an object. If the speed changes from 0 to another 679 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 680 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
616 */ 682 */
617void 683void
618update_ob_speed (object *op) 684object::set_speed (float speed)
619{ 685{
620 extern int arch_init; 686 this->speed = speed;
621 687
622 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
623 * since they never really need to be updated. 689 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 690 else
655 { 691 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 692}
679 693
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 694/*
712 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 697 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 698 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 699 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 700 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
719 * 702 *
720 * action is a hint of what the caller believes need to be done. 703 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 704 * current action are:
726 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 707 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 708 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
731 */ 710 */
732
733void 711void
734update_object (object *op, int action) 712update_object (object *op, int action)
735{ 713{
736 int update_now = 0, flags; 714 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 715 {
741 /* this should never happen */ 716 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 718 return;
744 } 719 }
745 720
746 if (op->env != NULL) 721 if (!op->is_on_map ())
747 { 722 {
748 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
749 * to do in this case. 724 * to do in this case.
750 */ 725 */
751 return; 726 return;
752 } 727 }
753 728
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 731 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 733#ifdef MANY_CORES
765 abort (); 734 abort ();
766#endif 735#endif
767 return; 736 return;
768 } 737 }
769 738
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 739 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 740
741 if (!(m.flags_ & P_UPTODATE))
742 /* nop */;
777 if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
778 { 744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
781 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 update_now = 1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 if ((move_on | op->move_on) != move_on) 753 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 754 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 755 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 757 * have move_allow right now.
802 */ 758 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 760 m.invalidate ();
805 761#else
806 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 763 m.invalidate ();
764#endif
808 } 765 }
809 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 768 * that is being removed.
812 */ 769 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 771 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
817 else 774 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 776
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 777 if (op->more)
827 update_object (op->more, action); 778 update_object (op->more, action);
828} 779}
829 780
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object () 781object::object ()
855{ 782{
856 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
857 784
858 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
859 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
860} 788}
861 789
862object::~object () 790object::~object ()
863{ 791{
864 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
865} 795}
866 796
867void object::link () 797void object::link ()
868{ 798{
869 count = ++ob_count; 799 assert (!index);//D
870 uuid = gen_uuid (); 800 uuid = UUID::gen ();
871 801
872 prev = 0; 802 refcnt_inc ();
873 next = object::first; 803 objects.insert (this);
874 804
875 if (object::first) 805 ++create_count;
876 object::first->prev = this;
877 806
878 object::first = this;
879} 807}
880 808
881void object::unlink () 809void object::unlink ()
882{ 810{
883 if (this == object::first) 811 if (!index)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
900
901/*
902 * free_object() frees everything allocated by an object, removes
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return; 812 return;
915 813
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 814 ++destroy_count;
917 remove_friendly_object (this);
918 815
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 816 objects.erase (this);
920 remove_ob (this); 817 refcnt_dec ();
818}
921 819
922 SET_FLAG (this, FLAG_FREED); 820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
923 826
924 if (more) 827 if (has_active_speed ())
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 } 828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
929 831
832 actives.insert (this);
833 }
834}
835
836void
837object::activate_recursive ()
838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880}
881
882/*
883 * Remove and free all objects in the inventory of the given object.
884 * object.c ?
885 */
886void
887object::destroy_inv (bool drop_to_ground)
888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
930 if (inv) 894 if (!inv)
931 { 895 return;
896
932 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects 898 * if some form of movement is allowed, let objects
934 * drop on that space. 899 * drop on that space.
935 */ 900 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 901 if (!drop_to_ground
902 || !map
903 || !map->linkable ()
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
906 {
907 while (inv)
908 inv->destroy ();
909 }
910 else
911 { /* Put objects in inventory onto this space */
912 while (inv)
937 { 913 {
938 object *op = inv; 914 object *op = inv;
939 915
940 while (op) 916 if (op->flag [FLAG_STARTEQUIP]
941 { 917 || op->flag [FLAG_NO_DROP]
942 object *tmp = op->below; 918 || op->type == RUNE
943 op->destroy (destroy_inventory); 919 || op->type == TRAP
944 op = tmp; 920 || op->flag [FLAG_IS_A_TEMPLATE]
945 } 921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
946 } 925 }
947 else 926 }
948 { /* Put objects in inventory onto this space */ 927}
949 object *op = inv;
950 928
951 while (op) 929/*
952 { 930 * Remove and free all objects in the inventory of the given object.
953 object *tmp = op->below; 931 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 932 * well, so we can (and have to!) take shortcuts.
955 remove_ob (op); 933 */
956 934void
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 935object::destroy_inv_fast ()
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 936{
959 free_object (op); 937 while (object *op = inv)
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 } 938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
966object::create ()
967{
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993}
994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 state = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
1030object::do_destroy ()
1031{
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1043 unlink ();
1044
1045 flag [FLAG_FREED] = 1;
971 1046
972 // hack to ensure that freed objects still have a valid map 1047 // hack to ensure that freed objects still have a valid map
973 {
974 static maptile *freed_map; // freed objects are moved here to avoid crashes
975
976 if (!freed_map)
977 {
978 freed_map = new maptile;
979
980 freed_map->name = "/internal/freed_objects_map";
981 freed_map->width = 3;
982 freed_map->height = 3;
983
984 freed_map->allocate ();
985 }
986
987 map = freed_map; 1048 map = &freed_map;
988 x = 1; 1049 x = 1;
989 y = 1; 1050 y = 1;
1051
1052 if (more)
1053 {
1054 more->destroy ();
1055 more = 0;
990 } 1056 }
991 1057
1058 head = 0;
1059
992 // clear those pointers that likely might have circular references to us 1060 // clear those pointers that likely might cause circular references
993 owner = 0; 1061 owner = 0;
994 enemy = 0; 1062 enemy = 0;
995 attacked_by = 0; 1063 attacked_by = 0;
996 1064 current_weapon = 0;
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 1065}
1008 1066
1009/*
1010 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)).
1012 */
1013
1014void 1067void
1015sub_weight (object *op, signed long weight) 1068object::destroy ()
1016{ 1069{
1017 while (op != NULL) 1070 if (destroyed ())
1018 { 1071 return;
1019 if (op->type == CONTAINER)
1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1021 1072
1022 op->carrying -= weight; 1073 if (!is_head () && !head->destroyed ())
1023 op = op->env;
1024 } 1074 {
1025} 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1026 1079
1027/* remove_ob(op): 1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1087
1088 attachable::destroy ();
1089}
1090
1091/* op->remove ():
1028 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 1096 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 1097 */
1035
1036void 1098void
1037remove_ob (object *op) 1099object::do_remove ()
1038{ 1100{
1039 object *tmp, *last = 0; 1101 if (flag [FLAG_REMOVED])
1040 object *otmp;
1041
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1048 return; 1102 return;
1049 1103
1050 SET_FLAG (op, FLAG_REMOVED); 1104 INVOKE_OBJECT (REMOVE, this);
1051 1105
1052 if (op->more != NULL) 1106 flag [FLAG_REMOVED] = true;
1053 remove_ob (op->more); 1107
1108 if (more)
1109 more->remove ();
1054 1110
1055 /* 1111 /*
1056 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1057 * inventory. 1113 * inventory.
1058 */ 1114 */
1059 if (op->env != NULL) 1115 if (env)
1060 { 1116 {
1061 if (op->nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 sub_weight (op->env, op->weight * op->nrof); 1118 if (object *pl = visible_to ())
1063 else 1119 esrv_del_item (pl->contr, count);
1064 sub_weight (op->env, op->weight + op->carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065 1121
1066 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1067 * made to players inventory. If set, avoiding the call
1068 * to save cpu time.
1069 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp);
1072 1123
1073 if (op->above != NULL) 1124 object *pl = in_player ();
1074 op->above->below = op->below;
1075 else
1076 op->env->inv = op->below;
1077
1078 if (op->below != NULL)
1079 op->below->above = op->above;
1080 1125
1081 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1084 */ 1129 */
1085 op->x = op->env->x, op->y = op->env->y;
1086 op->map = op->env->map; 1130 map = env->map;
1087 op->above = NULL, op->below = NULL;
1088 op->env = NULL;
1089 }
1090 else if (op->map)
1091 {
1092 x = op->x; 1131 x = env->x;
1093 y = op->y; 1132 y = env->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095 1133
1096 if (!m) 1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1097 { 1143 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1144 if (expect_false (pl->contr->combat_ob == this))
1099 op->map->path, op->x, op->y);
1100 /* in old days, we used to set x and y to 0 and continue.
1101 * it seems if we get into this case, something is probablye
1102 * screwed up and should be fixed.
1103 */ 1145 {
1104 abort (); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1105 } 1162 }
1163 }
1164 else if (map)
1165 {
1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1106 1168
1107 if (op->map != m) 1169 if (object *pl = ms.player ())
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */ 1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1114 1193
1115 /* link the object above us */ 1194 /* link the object above us */
1116 if (op->above) 1195 // re-link, make sure compiler can easily use cmove
1117 op->above->below = op->below; 1196 *(above ? &above->below : &ms.top) = below;
1118 else 1197 *(below ? &below->above : &ms.bot) = above;
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1120 1198
1121 /* Relink the object below us, if there is one */ 1199 above = 0;
1122 if (op->below) 1200 below = 0;
1123 op->below->above = op->above; 1201
1124 else 1202 ms.invalidate ();
1203
1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1205
1206 if (object *pl = ms.player ())
1125 { 1207 {
1126 /* Nothing below, which means we need to relink map object for this space 1208 if (pl->container_ () == this)
1127 * use translated coordinates in case some oddness with map tiling is 1209 /* If a container that the player is currently using somehow gets
1128 * evident 1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1129 */ 1212 */
1130 if (GET_MAP_OB (m, x, y) != op) 1213 pl->close_container ();
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "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);
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140 1214
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1218 if (pl->contr->ns)
1219 pl->contr->ns->floorbox_update ();
1142 } 1220 }
1143 1221
1144 op->above = 0; 1222 if (check_walk_off)
1145 op->below = 0; 1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1146
1147 if (op->map->in_memory == MAP_SAVING)
1148 return;
1149
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 { 1224 {
1225 above = tmp->above;
1226
1154 /* No point updating the players look faces if he is the object 1227 /* No point updating the players look faces if he is the object
1155 * being removed. 1228 * being removed.
1156 */
1157
1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1160 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view
1162 * appropriately.
1163 */ 1229 */
1164 if (tmp->container == op)
1165 {
1166 CLEAR_FLAG (op, FLAG_APPLIED);
1167 tmp->container = NULL;
1168 }
1169 1230
1170 tmp->contr->socket.update_look = 1;
1171 }
1172
1173 /* See if player moving off should effect something */ 1231 /* See if object moving off should effect something */
1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1232 if ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1177 {
1178 move_apply (tmp, op, NULL); 1234 move_apply (tmp, this, 0);
1179
1180 if (op->destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1235 }
1183 1236
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1237 if (affects_los ())
1185
1186 if (tmp->above == tmp)
1187 tmp->above = NULL;
1188
1189 last = tmp;
1190 }
1191
1192 /* last == NULL of there are no objects on this space */
1193 if (last == NULL)
1194 {
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else
1204 update_object (last, UP_OBJ_REMOVE);
1205
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1207 update_all_los (op->map, op->x, op->y); 1238 update_all_los (map, x, y);
1208 } 1239 }
1209} 1240}
1210 1241
1211/* 1242/*
1212 * merge_ob(op,top): 1243 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1251merge_ob (object *op, object *top)
1221{ 1252{
1222 if (!op->nrof) 1253 if (!op->nrof)
1223 return 0; 1254 return 0;
1224 1255
1225 if (top == NULL) 1256 if (!top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1257 for (top = op; top && top->above; top = top->above)
1258 ;
1227 1259
1228 for (; top != NULL; top = top->below) 1260 for (; top; top = top->below)
1229 { 1261 if (object::can_merge (op, top))
1230 if (top == op)
1231 continue;
1232 if (CAN_MERGE (op, top))
1233 { 1262 {
1234 top->nrof += op->nrof; 1263 top->nrof += op->nrof;
1235 1264
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1265 if (object *pl = top->visible_to ())
1237 op->weight = 0; /* Don't want any adjustements now */ 1266 esrv_update_item (UPD_NROF, pl, top);
1238 remove_ob (op); 1267
1239 free_object (op); 1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1271 op->destroy ();
1272
1240 return top; 1273 return top;
1241 } 1274 }
1242 }
1243 1275
1244 return 0; 1276 return 0;
1245} 1277}
1246 1278
1279void
1280object::expand_tail ()
1281{
1282 if (more)
1283 return;
1284
1285 object *prev = this;
1286
1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1288 {
1289 object *op = at->instance ();
1290
1291 op->name = name;
1292 op->name_pl = name_pl;
1293 op->title = title;
1294
1295 op->head = this;
1296 prev->more = op;
1297
1298 prev = op;
1299 }
1300}
1301
1247/* 1302/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1303 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1304 * job preparing multi-part monsters.
1250 */ 1305 */
1251object * 1306object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1308{
1254 object *tmp; 1309 op->remove ();
1255 1310
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1312 {
1261 tmp->x = x + tmp->arch->clone.x; 1313 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->clone.y; 1314 tmp->y = y + tmp->arch->y;
1263 } 1315 }
1264 1316
1265 return insert_ob_in_map (op, m, originator, flag); 1317 return insert_ob_in_map (op, m, originator, flag);
1266} 1318}
1267 1319
1280 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1281 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1282 * 1334 *
1283 * Return value: 1335 * Return value:
1284 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1286 * just 'op' otherwise 1338 * just 'op' otherwise
1287 */ 1339 */
1288
1289object * 1340object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1342{
1292 object *tmp, *top, *floor = NULL; 1343 op->remove ();
1293 sint16 x, y;
1294 1344
1295 if (QUERY_FLAG (op, FLAG_FREED)) 1345 if (m == &freed_map)//D TODO: remove soon
1296 { 1346 {//D
1297 LOG (llevError, "Trying to insert freed object!\n"); 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1298 return NULL;
1299 } 1348 }//D
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308
1309 if (out_of_map (m, op->x, op->y))
1310 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1313#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted.
1317 */
1318 abort ();
1319#endif
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361
1362 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1349
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1352 * need extra work
1367 */ 1353 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1354 maptile *newmap = m;
1369 x = op->x; 1355 if (!xy_normalise (newmap, op->x, op->y))
1370 y = op->y; 1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1358 return 0;
1359 }
1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1367 op->map = newmap;
1368
1369 mapspace &ms = op->ms ();
1371 1370
1372 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1373 */ 1372 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1375 if (object::can_merge (op, tmp))
1377 { 1376 {
1377 // TODO: we actually want to update tmp, not op,
1378 // but some caller surely breaks when we return tmp
1379 // from here :/
1378 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1381 tmp->destroy ();
1380 free_object (tmp);
1381 } 1382 }
1382 1383
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1385 1386
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1388 1389
1389 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1391 {
1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1392 { 1393 {
1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1394 abort (); 1395 abort ();
1395 } 1396 }
1396 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1397 op->above = originator; 1405 op->above = originator;
1398 op->below = originator->below; 1406 op->below = originator->below;
1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1405 /* since *below* originator, no need to update top */
1406 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1407 } 1410 }
1408 else 1411 else
1409 { 1412 {
1413 object *floor = 0;
1414 object *top = ms.top;
1415
1410 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1417 if (top)
1412 { 1418 {
1413 object *last = NULL;
1414
1415 /* 1419 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1422 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1426 */ 1430 */
1427 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1428 while (top != NULL)
1429 { 1432 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1431 floor = top; 1434 floor = tmp;
1432 1435
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1434 { 1437 {
1435 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1436 top = top->below; 1439 top = tmp->below;
1437 break; 1440 break;
1438 } 1441 }
1439 1442
1440 last = top;
1441 top = top->above; 1443 top = tmp;
1442 } 1444 }
1443
1444 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last;
1446 1445
1447 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1448 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1450 */ 1449 */
1451 1450
1452 /* Have object 'fall below' other objects that block view. 1451 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66 1452 * Unless those objects are exits.
1454 * If INS_ON_TOP is used, don't do this processing 1453 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1454 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1455 * stacking is a bit odd.
1457 */ 1456 */
1458 if (!(flag & INS_ON_TOP) && 1457 if (!(flag & INS_ON_TOP)
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1458 && ms.flags () & P_BLOCKSVIEW
1459 && (op->face && !faces [op->face].visibility))
1460 { 1460 {
1461 object *last;
1462
1461 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1463 break; 1465 break;
1466
1464 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1470 * set top to the object below us.
1468 */ 1471 */
1469 if (last && last->below && last != floor) 1472 if (last && last->below && last != floor)
1470 top = last->below; 1473 top = last->below;
1471 } 1474 }
1472 } /* If objects on this space */ 1475 } /* If objects on this space */
1473 1476
1474 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1478 top = floor;
1479 1479
1480 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1481 */
1482
1483 /* First object on this space */
1484 if (!top) 1481 if (!top)
1485 { 1482 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1487
1488 if (op->above)
1489 op->above->below = op;
1490
1491 op->below = NULL; 1483 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1484 op->above = ms.bot;
1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1493 } 1488 }
1494 else 1489 else
1495 { /* get inserted into the stack above top */ 1490 {
1496 op->above = top->above; 1491 op->above = top->above;
1497
1498 if (op->above)
1499 op->above->below = op; 1492 top->above = op;
1500 1493
1501 op->below = top; 1494 op->below = top;
1502 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1503 } 1496 }
1497 }
1504 1498
1505 if (op->above == NULL) 1499 if (op->is_player ())
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1500 {
1507 } /* else not INS_BELOW_ORIGINATOR */
1508
1509 if (op->type == PLAYER)
1510 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1502 ++op->map->players;
1503 op->map->touch ();
1504 }
1511 1505
1512 /* If we have a floor, we know the player, if any, will be above 1506 op->map->dirty = true;
1513 * it, so save a few ticks and start from there. 1507
1514 */ 1508 if (object *pl = ms.player ())
1515 if (!(flag & INS_MAP_LOAD)) 1509 //TODO: the floorbox prev/next might need updating
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 //esrv_send_item (pl, op);
1517 if (tmp->type == PLAYER) 1511 //TODO: update floorbox to preserve ordering
1518 tmp->contr->socket.update_look = 1; 1512 if (pl->contr->ns)
1513 pl->contr->ns->floorbox_update ();
1519 1514
1520 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1516 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players 1517 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well 1518 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1522 * of effect may be sufficient.
1528 */ 1523 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1530 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1531 1529
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1534 1532
1533 INVOKE_OBJECT (INSERT, op);
1534
1535 /* Don't know if moving this to the end will break anything. However, 1535 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this. 1536 * we want to have floorbox_update called before calling this.
1537 * 1537 *
1538 * check_move_on() must be after this because code called from 1538 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1539 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1541 * update_object().
1542 */ 1542 */
1543 1543
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1546 { 1546 {
1547 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1548 return NULL; 1548 return 0;
1549 1549
1550 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1551 * walk on's. 1551 * walk on's.
1552 */ 1552 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1555 return NULL; 1555 return 0;
1556 } 1556 }
1557 1557
1558 return op; 1558 return op;
1559} 1559}
1560 1560
1561/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1564 */ 1564 */
1565void 1565void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1567{ 1567{
1568 object *
1569 tmp;
1570 object *
1571 tmp1;
1572
1573 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1574 1569
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1578 { 1572 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1573
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1585 1575
1586 tmp1->x = op->x; 1576 tmp->x = op->x;
1587 tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1589} 1580}
1590
1591/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array.
1597 */
1598 1581
1599object * 1582object *
1600get_split_ob (object *orig_ob, uint32 nr) 1583object::insert_at (object *where, object *originator, int flags)
1601{ 1584{
1602 object * 1585 if (where->env)
1603 newob; 1586 return where->env->insert (this);
1604 int 1587 else
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1606
1607 if (orig_ob->nrof < nr)
1608 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL;
1611 }
1612
1613 newob = object_create_clone (orig_ob);
1614
1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed)
1622 {
1623 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1627 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1629 return NULL;
1630 }
1631 }
1632
1633 newob->nrof = nr;
1634
1635 return newob;
1636} 1589}
1637 1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1611}
1612
1638/* 1613/*
1639 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1640 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1642 * 1617 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */ 1619 */
1620bool
1621object::decrease (sint32 nr)
1622{
1623 if (!nr)
1624 return true;
1645 1625
1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1646object * 1654object *
1647decrease_ob_nr (object *op, uint32 i) 1655object::split (sint32 nr)
1648{ 1656{
1649 object *tmp; 1657 int have = number_of ();
1650 player *pl;
1651 1658
1652 if (i == 0) /* objects with op->nrof require this check */ 1659 if (have < nr)
1653 return op; 1660 return 0;
1654 1661 else if (have == nr)
1655 if (i > op->nrof)
1656 i = op->nrof;
1657
1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 { 1662 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op); 1663 remove ();
1695 op->nrof = 0; 1664 return this;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1701 } 1665 }
1702 else 1666 else
1703 { 1667 {
1704 object *above = op->above; 1668 decrease (nr);
1705 1669
1706 if (i < op->nrof) 1670 object *op = deep_clone ();
1707 op->nrof -= i; 1671 op->nrof = nr;
1708 else
1709 {
1710 remove_ob (op);
1711 op->nrof = 0;
1712 }
1713
1714 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1716 if (tmp->type == PLAYER)
1717 {
1718 if (op->nrof)
1719 esrv_send_item (tmp, op);
1720 else
1721 esrv_del_item (tmp->contr, op->count);
1722 }
1723 }
1724
1725 if (op->nrof)
1726 return op; 1672 return op;
1727 else
1728 { 1673 }
1729 free_object (op);
1730 return NULL;
1731 }
1732} 1674}
1733
1734/*
1735 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying.
1737 */
1738
1739void
1740add_weight (object *op, signed long weight)
1741{
1742 while (op != NULL)
1743 {
1744 if (op->type == CONTAINER)
1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1746
1747 op->carrying += weight;
1748 op = op->env;
1749 }
1750}
1751
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765 1675
1766object * 1676object *
1767insert_ob_in_ob (object *op, object *where) 1677insert_ob_in_ob (object *op, object *where)
1768{ 1678{
1769 object * 1679 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1680 {
1783 char *dump = dump_object (op); 1681 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1682 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1683 free (dump);
1786 return op; 1684 return op;
1787 } 1685 }
1788 1686
1789 if (where->head) 1687 if (where->head_ () != where)
1790 { 1688 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1689 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1690 where = where->head;
1793 } 1691 }
1794 1692
1693 return where->insert (op);
1694}
1695
1696/*
1697 * env->insert (op)
1698 * This function inserts the object op in the linked list
1699 * inside the object environment.
1700 *
1701 * The function returns now pointer to inserted item, and return value can
1702 * be != op, if items are merged. -Tero
1703 */
1704object *
1705object::insert (object *op)
1706{
1795 if (op->more) 1707 if (op->more)
1796 { 1708 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1710 return op;
1799 } 1711 }
1800 1712
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1713 op->remove ();
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1803 if (op->nrof) 1717 if (op->nrof)
1804 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1719 if (object::can_merge (tmp, op))
1807 { 1720 {
1808 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1810 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1728
1812 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1813 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1731
1814 add_weight (where, op->weight * op->nrof); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1733
1816 free_object (op); /* free the inserted object */ 1734 op->destroy ();
1817 op = tmp; 1735 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1736 goto inserted;
1819 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break;
1821 } 1737 }
1822 1738
1823 /* I assume combined objects have no inventory 1739 op->owner = 0; // it's his/hers now. period.
1824 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do
1827 * the linking below
1828 */
1829 add_weight (where, op->weight * op->nrof);
1830 }
1831 else
1832 add_weight (where, (op->weight + op->carrying));
1833
1834 otmp = is_player_inv (where);
1835 if (otmp && otmp->contr != NULL)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp);
1839 }
1840
1841 op->map = NULL; 1740 op->map = 0;
1842 op->env = where; 1741 op->x = 0;
1742 op->y = 0;
1743
1843 op->above = NULL; 1744 op->above = 0;
1844 op->below = NULL; 1745 op->below = inv;
1845 op->x = 0, op->y = 0; 1746 op->env = this;
1846 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1847 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1762 if (op->glow_radius && is_on_map ())
1849 {
1850#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1854 update_all_los (where->map, where->x, where->y);
1855 } 1763 {
1856 1764 update_stats ();
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1765 update_all_los (map, x, y);
1858 * It sure simplifies this function...
1859 */
1860 if (where->inv == NULL)
1861 where->inv = op;
1862 else
1863 { 1766 }
1864 op->below = where->inv; 1767 else if (is_player ())
1865 op->below->above = op; 1768 // if this is a player's inventory, update stats
1866 where->inv = op; 1769 contr->queue_stats_update ();
1867 } 1770
1771 INVOKE_OBJECT (INSERT, this);
1772
1868 return op; 1773 return op;
1869} 1774}
1870 1775
1871/* 1776/*
1872 * Checks if any objects has a move_type that matches objects 1777 * Checks if any objects has a move_type that matches objects
1886 * 1791 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1794 * on top.
1890 */ 1795 */
1891
1892int 1796int
1893check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1894{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1895 object *tmp; 1802 object *tmp;
1896 maptile *m = op->map; 1803 maptile *m = op->map;
1897 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1898 1805
1899 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1900 1807
1901 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1902 return 0;
1903 1809
1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1810 MoveType move_on = ms.move_on;
1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1811 MoveType move_slow = ms.move_slow;
1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1907 1813
1908 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
1909 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
1910 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
1911 * as walking. 1817 * as walking.
1922 return 0; 1828 return 0;
1923 1829
1924 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
1926 */ 1832 */
1927 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1929 {
1930 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them.
1933 */
1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 } 1834 {
1835 next = tmp->below;
1937 1836
1938 for (; tmp; tmp = tmp->below)
1939 {
1940 if (tmp == op) 1837 if (tmp == op)
1941 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
1942 1839
1943 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
1944 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
1945 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
1946 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
1947 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
1948 */ 1845 */
1949 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
1950 { 1847 {
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1850 {
1954
1955 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1852
1958 if (op->type == PLAYER) 1853 if (op->is_player ())
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1856 diff /= 4.0;
1962 1857
1963 op->speed_left -= diff; 1858 op->speed_left -= diff;
1964 } 1859 }
1965 } 1860 }
1966 1861
1967 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
1968 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1970 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1971 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
1972 1872
1973 if (op->destroyed ()) 1873 if (op->destroyed ())
1974 return 1; 1874 return 1;
1975 1875
1988/* 1888/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1992 */ 1892 */
1993
1994object * 1893object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1895{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
2001 { 1897 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1899 return NULL;
2004 } 1900 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1901
2006 if (tmp->arch == at) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch->archname == at->archname)
2007 return tmp; 1904 return tmp;
1905
2008 return NULL; 1906 return NULL;
2009} 1907}
2010 1908
2011/* 1909/*
2012 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2015 */ 1913 */
2016
2017object * 1914object *
2018present (unsigned char type, maptile *m, int x, int y) 1915present (unsigned char type, maptile *m, int x, int y)
2019{ 1916{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1917 if (out_of_map (m, x, y))
2024 { 1918 {
2025 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1920 return NULL;
2027 } 1921 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1924 if (tmp->type == type)
2030 return tmp; 1925 return tmp;
1926
2031 return NULL; 1927 return NULL;
2032} 1928}
2033 1929
2034/* 1930/*
2035 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2038 */ 1934 */
2039
2040object * 1935object *
2041present_in_ob (unsigned char type, const object *op) 1936present_in_ob (unsigned char type, const object *op)
2042{ 1937{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1939 if (tmp->type == type)
2048 return tmp; 1940 return tmp;
1941
2049 return NULL; 1942 return NULL;
2050} 1943}
2051 1944
2052/* 1945/*
2053 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1954 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the 1955 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name 1956 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1957 * to be unique.
2065 */ 1958 */
2066
2067object * 1959object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1960present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1961{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1964 return tmp;
2077 } 1965
2078 return NULL; 1966 return 0;
2079} 1967}
2080 1968
2081/* 1969/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2085 */ 1973 */
2086
2087object * 1974object *
2088present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
2089{ 1976{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2094 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
2095 return tmp; 1979 return tmp;
1980
2096 return NULL; 1981 return NULL;
2097} 1982}
2098 1983
2099/* 1984/*
2100 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2101 */ 1986 */
2102void 1987void
2103flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
2104{ 1989{
2105 object *
2106 tmp;
2107
2108 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 { 1991 {
2111 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
2112 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
2113 } 1994 }
2114} /* 1995}
1996
1997/*
2115 * desactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
2116 */ 1999 */
2117void 2000void
2118unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
2119{ 2002{
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 { 2004 {
2126 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
2127 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
2128 } 2007 }
2129}
2130
2131/*
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function.
2136 */
2137
2138void
2139set_cheat (object *op)
2140{
2141 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ);
2143} 2008}
2144 2009
2145/* 2010/*
2146 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * find_free_spot(object, map, x, y, start, stop) will search for
2147 * a spot at the given map and coordinates which will be able to contain 2012 * a spot at the given map and coordinates which will be able to contain
2149 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
2150 * It returns a random choice among the alternatives found. 2015 * It returns a random choice among the alternatives found.
2151 * start and stop are where to start relative to the free_arr array (1,9 2016 * start and stop are where to start relative to the free_arr array (1,9
2152 * does all 4 immediate directions). This returns the index into the 2017 * does all 4 immediate directions). This returns the index into the
2153 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2018 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2154 * Note - this only checks to see if there is space for the head of the
2155 * object - if it is a multispace object, this should be called for all
2156 * pieces.
2157 * Note2: This function does correctly handle tiled maps, but does not 2019 * Note: This function does correctly handle tiled maps, but does not
2158 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
2159 * necessary, so the caller shouldn't need to do any special work. 2021 * necessary, so the caller shouldn't need to do any special work.
2160 * Note - updated to take an object instead of archetype - this is necessary 2022 * Note - updated to take an object instead of archetype - this is necessary
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 2023 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use 2024 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been 2025 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 2026 * customized, changed states, etc.
2165 */ 2027 */
2166
2167int 2028int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 2030{
2170 int
2171 i,
2172 index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2032 int index = 0, flag;
2175 2033
2176 for (i = start; i < stop; i++) 2034 for (int i = start; i < stop; i++)
2177 { 2035 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2036 mapxy pos (m, x, y); pos.move (i);
2179 if (!flag) 2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2180 altern[index++] = i; 2052 altern [index++] = i;
2053 continue;
2054 }
2181 2055
2182 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall. 2057 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions - 2058 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty 2059 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space 2060 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2189 */ 2063 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2191 stop = maxfree[i]; 2066 stop = maxfree[i];
2067 continue;
2068 }
2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2192 } 2080 }
2081
2193 if (!index) 2082 if (!index)
2194 return -1; 2083 return -1;
2084
2195 return altern[RANDOM () % index]; 2085 return altern [rndm (index)];
2196} 2086}
2197 2087
2198/* 2088/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2089 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 2090 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 2091 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2092 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 2093 */
2204
2205int 2094int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2096{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2097 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2099 return i;
2215 } 2100
2216 return -1; 2101 return -1;
2217} 2102}
2218 2103
2219/* 2104/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2105 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2106 * arr[begin..end-1].
2107 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2108 */
2223static void 2109static void
2224permute (int *arr, int begin, int end) 2110permute (int *arr, int begin, int end)
2225{ 2111{
2226 int 2112 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2113 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2114
2237 tmp = arr[i]; 2115 while (--end)
2238 arr[i] = arr[j]; 2116 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2117}
2242 2118
2243/* new function to make monster searching more efficient, and effective! 2119/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2120 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for 2121 * the spaces to find monsters. In this way, it won't always look for
2248 * the 3x3 area will be searched, just not in a predictable order. 2124 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2125 */
2250void 2126void
2251get_search_arr (int *search_arr) 2127get_search_arr (int *search_arr)
2252{ 2128{
2253 int 2129 int i;
2254 i;
2255 2130
2256 for (i = 0; i < SIZEOFFREE; i++) 2131 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2132 search_arr[i] = i;
2259 }
2260 2133
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2134 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2135 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2136 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2137}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2146 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info 2147 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move 2148 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2149 * there is capable of.
2277 */ 2150 */
2278
2279int 2151int
2280find_dir (maptile *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2153{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2285
2286 sint16 nx, ny;
2287 object *
2288 tmp;
2289 maptile *
2290 mp;
2291
2292 MoveType blocked, move_type; 2155 MoveType move_type;
2293 2156
2294 if (exclude && exclude->head) 2157 if (exclude && exclude->head_ () != exclude)
2295 { 2158 {
2296 exclude = exclude->head; 2159 exclude = exclude->head;
2297 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2298 } 2161 }
2299 else 2162 else
2300 { 2163 {
2301 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2302 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2303 } 2166 }
2304 2167
2305 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2306 { 2169 {
2307 mp = m; 2170 mapxy pos (m, x, y);
2308 nx = x + freearr_x[i]; 2171 pos.move (i);
2309 ny = y + freearr_y[i];
2310 2172
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2312 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2174 max = maxfree[i];
2315 }
2316 else 2175 else
2317 { 2176 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2177 mapspace &ms = *pos;
2319 2178
2320 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2180 max = maxfree [i];
2181 else if (ms.flags () & P_IS_ALIVE)
2321 { 2182 {
2322 max = maxfree[i]; 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2323 } 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2324 else if (mflags & P_IS_ALIVE) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2327 {
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break;
2331 }
2332 }
2333 if (tmp)
2334 {
2335 return freedir[i]; 2186 return freedir [i];
2336 }
2337 } 2187 }
2338 } 2188 }
2339 } 2189 }
2190
2340 return 0; 2191 return 0;
2341} 2192}
2342 2193
2343/* 2194/*
2344 * distance(object 1, object 2) will return the square of the 2195 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2196 * distance between the two given objects.
2346 */ 2197 */
2347
2348int 2198int
2349distance (const object *ob1, const object *ob2) 2199distance (const object *ob1, const object *ob2)
2350{ 2200{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2202}
2357 2203
2358/* 2204/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2360 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2361 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2362 */ 2208 */
2363
2364int 2209int
2365find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2366{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2367 int 2255 int q;
2368 q;
2369 2256
2370 if (y) 2257 if (y)
2371 q = x * 100 / y; 2258 q = 128 * x / y;
2372 else if (x) 2259 else if (x)
2373 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2374 else 2261 else
2375 return 0; 2262 return 0;
2376 2263
2377 if (y > 0) 2264 if (y > 0)
2378 { 2265 {
2379 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2380 return 3; 2271 return 3;
2381 if (q < -41) 2272 }
2382 return 2; 2273 else
2383 if (q < 41) 2274 {
2384 return 1; 2275 if (q < -309) return 3;
2385 if (q < 242) 2276 if (q < -52) return 2;
2386 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2387 return 7; 2280 return 7;
2388 } 2281 }
2389 2282#endif
2390 if (q < -242)
2391 return 7;
2392 if (q < -41)
2393 return 6;
2394 if (q < 41)
2395 return 5;
2396 if (q < 242)
2397 return 4;
2398
2399 return 3;
2400}
2401
2402/*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408int
2409absdir (int d)
2410{
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416} 2283}
2417 2284
2418/* 2285/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2288 */
2422
2423int 2289int
2424dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2425{ 2291{
2426 int
2427 d;
2428
2429 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2430 if (d > 4) 2293
2431 d = 8 - d; 2294 return d > 4 ? 8 - d : d;
2432 return d;
2433} 2295}
2434 2296
2435/* peterm: 2297/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2437 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2439 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2304 * functions.
2443 */ 2305 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2359 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2360 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2361 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2362 * Modified to be map tile aware -.MSW
2503 */ 2363 */
2504
2505
2506int 2364int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2365can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2366{
2509 sint16 dx, dy; 2367 sint16 dx, dy;
2510 int
2511 mflags; 2368 int mflags;
2512 2369
2513 if (dir < 0) 2370 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2371 return 0; /* exit condition: invalid direction */
2515 2372
2516 dx = x + freearr_x[dir]; 2373 dx = x + freearr_x[dir];
2529 return 0; 2386 return 0;
2530 2387
2531 /* yes, can see. */ 2388 /* yes, can see. */
2532 if (dir < 9) 2389 if (dir < 9)
2533 return 1; 2390 return 1;
2391
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2392 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2393 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2394 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2395}
2537
2538
2539 2396
2540/* 2397/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2398 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be 2399 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2400 * picked up, otherwise 0.
2545 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2402 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2546 * core dumps if they do. 2403 * core dumps if they do.
2547 * 2404 *
2548 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2549 */ 2406 */
2550
2551int 2407int
2552can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2553{ 2409{
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2557} 2413}
2558
2559 2414
2560/* 2415/*
2561 * create clone from object to another 2416 * create clone from object to another
2562 */ 2417 */
2563object * 2418object *
2564object_create_clone (object *asrc) 2419object::deep_clone ()
2565{ 2420{
2566 object * 2421 assert (("deep_clone called on non-head object", is_head ()));
2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2568 2422
2569 if (!asrc) 2423 object *dst = clone ();
2570 return NULL;
2571 src = asrc;
2572 if (src->head)
2573 src = src->head;
2574 2424
2575 prev = NULL; 2425 object *prev = dst;
2576 for (part = src; part; part = part->more) 2426 for (object *part = this->more; part; part = part->more)
2577 { 2427 {
2578 tmp = get_object (); 2428 object *tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x;
2581 tmp->y -= src->y;
2582 if (!part->head)
2583 {
2584 dst = tmp;
2585 tmp->head = NULL;
2586 }
2587 else
2588 {
2589 tmp->head = dst; 2429 tmp->head = dst;
2590 }
2591 tmp->more = NULL;
2592 if (prev)
2593 prev->more = tmp; 2430 prev->more = tmp;
2594 prev = tmp; 2431 prev = tmp;
2595 } 2432 }
2596 2433
2597 for (item = src->inv; item; item = item->below) 2434 for (object *item = inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2435 insert_ob_in_ob (item->deep_clone (), dst);
2599 2436
2600 return dst; 2437 return dst;
2601}
2602
2603/* GROS - Creates an object using a string representing its content. */
2604/* Basically, we save the content of the string to a temp file, then call */
2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2606/* but it was simple to make and allows reusing the load_object function. */
2607/* Remember not to use load_object_str in a time-critical situation. */
2608/* Also remember that multiparts objects are not supported for now. */
2609
2610object *
2611load_object_str (const char *obstr)
2612{
2613 object *op;
2614 char filename[MAX_BUF];
2615
2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2618 FILE *tempfile = fopen (filename, "w");
2619
2620 if (tempfile == NULL)
2621 {
2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2623 return NULL;
2624 }
2625
2626 fprintf (tempfile, obstr);
2627 fclose (tempfile);
2628
2629 op = get_object ();
2630
2631 object_thawer thawer (filename);
2632
2633 if (thawer)
2634 load_object (thawer, op, 0);
2635
2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2637 CLEAR_FLAG (op, FLAG_REMOVED);
2638
2639 return op;
2640} 2438}
2641 2439
2642/* This returns the first object in who's inventory that 2440/* This returns the first object in who's inventory that
2643 * has the same type and subtype match. 2441 * has the same type and subtype match.
2644 * returns NULL if no match. 2442 * returns NULL if no match.
2645 */ 2443 */
2646object * 2444object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2446{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2449 return tmp;
2654 2450
2655 return NULL;
2656}
2657
2658/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL.
2660 *
2661 * key must be a passed in shared string - otherwise, this won't
2662 * do the desired thing.
2663 */
2664key_value *
2665get_ob_key_link (const object *ob, const char *key)
2666{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next)
2670 if (link->key == key)
2671 return link;
2672
2673 return NULL;
2674}
2675
2676/*
2677 * Returns the value of op has an extra_field for key, or NULL.
2678 *
2679 * The argument doesn't need to be a shared string.
2680 *
2681 * The returned string is shared.
2682 */
2683const char *
2684get_ob_key_value (const object *op, const char *const key)
2685{
2686 key_value *link;
2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2690 {
2691 /* 1. There being a field named key on any object
2692 * implies there'd be a shared string to find.
2693 * 2. Since there isn't, no object has this field.
2694 * 3. Therefore, *this* object doesn't have this field.
2695 */
2696 return 0;
2697 }
2698
2699 /* This is copied from get_ob_key_link() above -
2700 * only 4 lines, and saves the function call overhead.
2701 */
2702 for (link = op->key_values; link; link = link->next)
2703 if (link->key == canonical_key)
2704 return link->value;
2705
2706 return 0; 2451 return 0;
2707} 2452}
2708 2453
2709 2454/* Zero the key_values on op, decrementing the shared-string
2710/* 2455 * refcounts and freeing the links.
2711 * Updates the canonical_key in op to value.
2712 * 2456 */
2713 * canonical_key is a shared string (value doesn't have to be). 2457void
2714 * 2458key_values::clear ()
2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2716 * keys.
2717 *
2718 * Returns TRUE on success.
2719 */
2720int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2459{
2723 key_value * 2460 for (key_value *kvp = first; kvp; )
2724 field = NULL, *last = NULL; 2461 {
2725 2462 key_value *next = kvp->next;
2726 for (field = op->key_values; field != NULL; field = field->next) 2463 delete kvp;
2464 kvp = next;
2727 { 2465 }
2728 if (field->key != canonical_key) 2466
2467 first = 0;
2468}
2469
2470shstr_tmp
2471key_values::get (shstr_tmp key) const
2472{
2473 for (key_value *kv = first; kv; kv = kv->next)
2474 if (kv->key == key)
2475 return kv->value;
2476
2477 return shstr ();
2478}
2479
2480void
2481key_values::add (shstr_tmp key, shstr_tmp value)
2482{
2483 key_value *kv = new key_value;
2484
2485 kv->next = first;
2486 kv->key = key;
2487 kv->value = value;
2488
2489 first = kv;
2490}
2491
2492void
2493key_values::set (shstr_tmp key, shstr_tmp value)
2494{
2495 for (key_value *kv = first; kv; kv = kv->next)
2496 if (kv->key == key)
2729 { 2497 {
2730 last = field; 2498 kv->value = value;
2731 continue; 2499 return;
2732 } 2500 }
2733 2501
2734 if (value) 2502 add (key, value);
2735 field->value = value; 2503}
2736 else 2504
2505void
2506key_values::del (shstr_tmp key)
2507{
2508 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2509 if ((*kvp)->key == key)
2737 { 2510 {
2738 /* Basically, if the archetype has this key set, 2511 key_value *kv = *kvp;
2739 * we need to store the null value so when we save 2512 *kvp = (*kvp)->next;
2740 * it, we save the empty value so that when we load, 2513 delete kv;
2741 * we get this value back again. 2514 return;
2742 */
2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2744 field->value = 0;
2745 else
2746 {
2747 if (last)
2748 last->next = field->next;
2749 else
2750 op->key_values = field->next;
2751
2752 delete field;
2753 }
2754 } 2515 }
2755 return TRUE; 2516}
2517
2518void
2519key_values::reverse ()
2520{
2521 key_value *prev = 0;
2522 key_value *head = first;
2523
2524 while (head)
2756 } 2525 {
2757 /* IF we get here, key doesn't exist */ 2526 key_value *node = head;
2758 2527 head = head->next;
2759 /* No field, we'll have to add it. */ 2528 node->next = prev;
2760 2529 prev = node;
2761 if (!add_key)
2762 { 2530 }
2763 return FALSE;
2764 }
2765 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings,
2769 * should pass in ""
2770 */
2771 if (value == NULL)
2772 return TRUE;
2773 2531
2774 field = new key_value; 2532 first = prev;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2783} 2533}
2784 2534
2785/* 2535key_values &
2786 * Updates the key in op to value. 2536key_values::operator =(const key_values &kv)
2787 *
2788 * If add_key is FALSE, this will only update existing keys,
2789 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key
2791 *
2792 * Returns TRUE on success.
2793 */
2794int
2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2796{ 2537{
2797 shstr key_ (key); 2538 clear ();
2798 2539
2799 return set_ob_key_value_s (op, key_, value, add_key); 2540 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2541 add (kvp->key, kvp->value);
2542
2543 reverse ();
2800} 2544}
2801 2545
2802object::depth_iterator::depth_iterator (object *container) 2546object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container) 2547: iterator_base (container)
2804{ 2548{
2818 } 2562 }
2819 else 2563 else
2820 item = item->env; 2564 item = item->env;
2821} 2565}
2822 2566
2567const char *
2568object::flag_desc (char *desc, int len) const
2569{
2570 char *p = desc;
2571 bool first = true;
2572
2573 *p = 0;
2574
2575 for (int i = 0; i < NUM_FLAGS; i++)
2576 {
2577 if (len <= 10) // magic constant!
2578 {
2579 snprintf (p, len, ",...");
2580 break;
2581 }
2582
2583 if (flag [i])
2584 {
2585 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2586 len -= cnt;
2587 p += cnt;
2588 first = false;
2589 }
2590 }
2591
2592 return desc;
2593}
2594
2823// return a suitable string describing an objetc in enough detail to find it 2595// return a suitable string describing an object in enough detail to find it
2824const char * 2596const char *
2825object::debug_desc (char *info) const 2597object::debug_desc (char *info) const
2826{ 2598{
2599 char flagdesc[512];
2827 char info2[256 * 3]; 2600 char info2[256 * 4];
2828 char *p = info; 2601 char *p = info;
2829 2602
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2603 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2831 count, 2604 count,
2605 uuid.c_str (),
2832 &name, 2606 &name,
2833 title ? " " : "", 2607 title ? ",title:\"" : "",
2834 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 title ? "\"" : "",
2610 flag_desc (flagdesc, 512), type);
2835 2611
2836 if (env) 2612 if (!flag[FLAG_REMOVED] && env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2613 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2614
2839 if (map) 2615 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2616 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2841 2617
2842 return info; 2618 return info;
2843} 2619}
2844 2620
2845const char * 2621const char *
2846object::debug_desc () const 2622object::debug_desc () const
2847{ 2623{
2848 static char info[256 * 3]; 2624 static char info[3][256 * 4];
2625 static int info_idx;
2626
2849 return debug_desc (info); 2627 return debug_desc (info [++info_idx % 3]);
2850} 2628}
2851 2629
2630struct region *
2631object::region () const
2632{
2633 return map ? map->region (x, y)
2634 : region::default_region ();
2635}
2636
2637void
2638object::open_container (object *new_container)
2639{
2640 if (container == new_container)
2641 return;
2642
2643 object *old_container = container;
2644
2645 if (old_container)
2646 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return;
2649
2650#if 0
2651 // remove the "Close old_container" object.
2652 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON)
2654 closer->destroy ();
2655#endif
2656
2657 // make sure the container is available
2658 esrv_send_item (this, old_container);
2659
2660 old_container->flag [FLAG_APPLIED] = false;
2661 container = 0;
2662
2663 // client needs item update to make it work, client bug requires this to be separate
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2667 play_sound (sound_find ("chest_close"));
2668 }
2669
2670 if (new_container)
2671 {
2672 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2673 return;
2674
2675 // TODO: this does not seem to serve any purpose anymore?
2676#if 0
2677 // insert the "Close Container" object.
2678 if (archetype *closer = new_container->other_arch)
2679 {
2680 object *closer = new_container->other_arch->instance ();
2681 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2682 new_container->insert (closer);
2683 }
2684#endif
2685
2686 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2687
2688 // make sure the container is available, client bug requires this to be separate
2689 esrv_send_item (this, new_container);
2690
2691 new_container->flag [FLAG_APPLIED] = true;
2692 container = new_container;
2693
2694 // client needs flag change
2695 esrv_update_item (UPD_FLAGS, this, new_container);
2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699// else if (!old_container->env && contr && contr->ns)
2700// contr->ns->floorbox_reset ();
2701}
2702
2703object *
2704object::force_find (shstr_tmp name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716//-GPL
2717
2718void
2719object::force_set_timer (int duration)
2720{
2721 this->duration = 1;
2722 this->speed_left = -1.f;
2723
2724 this->set_speed (duration ? 1.f / duration : 0.f);
2725}
2726
2727object *
2728object::force_add (shstr_tmp name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = archetype::get (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->force_set_timer (duration);
2737 force->flag [FLAG_APPLIED] = true;
2738
2739 return insert (force);
2740}
2741
2742void
2743object::play_sound (faceidx sound) const
2744{
2745 if (!sound)
2746 return;
2747
2748 if (is_on_map ())
2749 map->play_sound (sound, x, y);
2750 else if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752}
2753
2754void
2755object::say_msg (const char *msg) const
2756{
2757 if (is_on_map ())
2758 map->say_msg (msg, x, y);
2759 else if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761}
2762
2763void
2764object::make_noise ()
2765{
2766 // we do not model noise in the map, so instead put
2767 // a temporary light into the noise source
2768 // could use the map instead, but that's less reliable for our
2769 // goal, which is to make invisibility a bit harder to exploit
2770
2771 // currently only works sensibly for players
2772 if (!is_player ())
2773 return;
2774
2775 // find old force, or create new one
2776 object *force = force_find (shstr_noise_force);
2777
2778 if (force)
2779 force->speed_left = -1.f; // patch old speed up
2780 else
2781 {
2782 force = archetype::get (shstr_noise_force);
2783
2784 force->slaying = shstr_noise_force;
2785 force->stats.food = 1;
2786 force->speed_left = -1.f;
2787
2788 force->set_speed (1.f / 4.f);
2789 force->flag [FLAG_IS_USED_UP] = true;
2790 force->flag [FLAG_APPLIED] = true;
2791
2792 insert (force);
2793 }
2794}
2795
2796void object::change_move_type (MoveType mt)
2797{
2798 if (move_type == mt)
2799 return;
2800
2801 if (is_on_map ())
2802 {
2803 // we are on the map, so handle move_on/off effects
2804 remove ();
2805 move_type = mt;
2806 map->insert (this, x, y, this);
2807 }
2808 else
2809 move_type = mt;
2810}
2811
2812/* object should be a player.
2813 * we return the object the player has marked with the 'mark' command
2814 * below. If no match is found (or object has changed), we return
2815 * NULL. We leave it up to the calling function to print messages if
2816 * nothing is found.
2817 */
2818object *
2819object::mark () const
2820{
2821 if (contr && contr->mark && contr->mark->env == this)
2822 return contr->mark;
2823 else
2824 return 0;
2825}
2826
2827// put marked object first in the inventory
2828// this is used by identify-like spells so players can influence
2829// the order a bit.
2830void
2831object::splay_marked ()
2832{
2833 if (object *marked = mark ())
2834 splay (marked);
2835}
2836

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