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Comparing deliantra/server/common/object.C (file contents):
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 26#include <global.h>
28#include <stdio.h> 27#include <stdio.h>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <sys/uio.h> 29#include <sys/uio.h>
31#include <object.h> 30#include <object.h>
32#include <funcpoint.h> 31#include <sproto.h>
33#include <loader.h>
34 32
35int nrofallocobjects = 0; 33#include <bitset>
36static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
38 39
39object *active_objects; /* List of active objects that need to be processed */ 40objectvec objects;
41activevec actives;
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 56};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 62};
50int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 68};
54 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
55static void 96static void
56write_uuid (void) 97write_uuid (uval64 skip, bool sync)
57{ 98{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 99 CALL_BEGIN (2);
59 100 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 101 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 102 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 103 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 104}
75 105
76static void 106static void
77read_uuid (void) 107read_uuid ()
78{ 108{
79 char filename[MAX_BUF]; 109 char filename[MAX_BUF];
80 110
81 sprintf (filename, "%s/uuid", settings.localdir); 111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
82 114
83 FILE *fp; 115 FILE *fp;
84 116
85 if (!(fp = fopen (filename, "r"))) 117 if (!(fp = fopen (filename, "r")))
86 { 118 {
87 if (errno == ENOENT) 119 if (errno == ENOENT)
88 { 120 {
89 LOG (llevInfo, "RESET uid to 1\n"); 121 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 122 UUID::cur.seq = 0;
91 write_uuid (); 123 write_uuid (UUID_GAP, true);
92 return; 124 return;
93 } 125 }
94 126
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 128 _exit (1);
97 } 129 }
98 130
99 int version; 131 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 132 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
102 { 136 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 138 _exit (1);
105 } 139 }
106 140
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
110 fclose (fp); 144 fclose (fp);
111} 145}
112 146
113UUID 147UUID
114gen_uuid () 148UUID::gen ()
115{ 149{
116 UUID uid; 150 UUID uid;
117 151
118 uid.seq = ++uuid.seq; 152 uid.seq = ++cur.seq;
119 153
120 if (!(uuid.seq & (UUID_SKIP - 1))) 154 if (ecb_expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
122 160
123 return uid; 161 return uid;
124} 162}
125 163
126void 164void
127init_uuid () 165UUID::init ()
128{ 166{
129 read_uuid (); 167 read_uuid ();
130} 168}
131 169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 236static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
135{ 238{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
141 */ 242 */
142 243
143 /* For each field in wants, */ 244 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
145 { 246 if (has->kv.get (kv->key) != kv->value)
146 key_value *has_field; 247 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 248
167 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 250 return true;
169} 251}
170 252
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 254static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 256{
175 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
177 */ 259 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
179} 262}
180 263
181/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 265 * they can be merged together.
183 * 266 *
184 * Note that this function appears a lot longer than the macro it 267 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
187 * 270 *
188 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
189 * 272 *
190 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
191 * check weight 274 * check weight
192 */ 275 */
193
194bool object::can_merge (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
195{ 277{
196 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 285 return 0;
199 286
200 if (ob1->speed != ob2->speed) 287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 290 return 0;
202 291
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 296 * flags lose any meaning.
215 */ 297 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
218 300
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
221 303
222 304 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 305 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 306 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 307 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 308 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 309 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 310 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 311 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 312 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 313 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 316 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 317 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 318 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 319 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 320 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 321 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 322 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 323 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 324 || ob1->move_off != ob2->move_off
325 || ob1->move_slow != ob2->move_slow
326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 329 return 0;
254 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
255 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
257 */ 340 */
258 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
259 { 342 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 343 if (!(ob1->inv && ob2->inv))
266 return 0; 344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
267 351
268 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 353 * if it is valid.
270 */ 354 */
271 } 355 }
272 356
273 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
276 */ 360 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 362 return 0;
279 363
280 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
282 * check? 366 * check?
283 */ 367 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 369 return 0;
286 370
287 switch (ob1->type) 371 switch (ob1->type)
288 { 372 {
289 case SCROLL: 373 case SCROLL:
290 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
291 return 0; 375 return 0;
292 break; 376 break;
293 } 377 }
294 378
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
296 { 380 {
297 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
299 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 386 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 387 }
304 388
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
307 { 390 {
308 ob1->optimise (); 391 ob1->optimise ();
309 ob2->optimise (); 392 ob2->optimise ();
310 393
311 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
312 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
313 } 408 }
314 409
315 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
316 return 1; 411 return 1;
317} 412}
318 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
319/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
320 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
323 */ 490 */
324long 491void
325sum_weight (object *op) 492object::update_weight ()
326{ 493{
327 long sum; 494 weight_t sum = 0;
328 object *inv;
329 495
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 497 {
498 op->update_weight ();
336 499
337 if (op->type == CONTAINER && op->stats.Str) 500 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 501 }
339 502
340 if (op->carrying != sum) 503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
341 op->carrying = sum; 509 carrying = sum;
342 510
343 return sum; 511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
344} 515}
345 516
346/** 517/*
347 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 519 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 520char *
380dump_object (object *op) 521dump_object (object *op)
381{ 522{
382 if (!op) 523 if (!op)
383 return strdup ("[NULLOBJ]"); 524 return strdup ("[NULLOBJ]");
384 525
385 object_freezer freezer; 526 object_freezer freezer;
386 save_object (freezer, op, 3); 527 op->write (freezer);
387 return freezer.as_string (); 528 return freezer.as_string ();
388} 529}
389 530
390/* 531char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 533{
399 object *tmp, *closest; 534 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 535}
409 536
410/* 537/*
411 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
412 */ 540 */
413
414object * 541object *
415find_object (tag_t i) 542find_object (tag_t i)
416{ 543{
417 for (object *op = object::first; op; op = op->next) 544 for_all_objects (op)
418 if (op->count == i) 545 if (op->count == i)
419 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
420 562
421 return 0; 563 return 0;
422} 564}
423 565
424/* 566/*
425 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
428 */ 570 */
429
430object * 571object *
431find_object_name (const char *str) 572find_object_name (const char *str)
432{ 573{
433 shstr_cmp str_ (str); 574 shstr_cmp str_ (str);
434 object *op;
435 575
436 for (op = object::first; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
437 if (op->name == str_) 578 if (op->name == str_)
438 break; 579 return op;
439 580
440 return op; 581 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 582}
448 583
449/* 584/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
452 */ 588 */
453void 589void
454object::set_owner (object *owner) 590object::set_owner (object *owner)
455{ 591{
592 // allow objects which own objects
456 if (!owner) 593 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 594 while (owner->owner)
467 owner = owner->owner; 595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
601 }
468 602
469 this->owner = owner; 603 this->owner = owner;
470} 604}
471 605
472/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links.
474 */
475static void
476free_key_values (object *op)
477{
478 for (key_value *i = op->key_values; i != 0;)
479 {
480 key_value *next = i->next;
481 delete i;
482
483 i = next;
484 }
485
486 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 606/*
541 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 612 * will point at garbage.
547 */ 613 */
548void 614void
549copy_object (object *op2, object *op) 615object::copy_to (object *dst)
550{ 616{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
553 619
554 op2->clone (op); 620 // maybe move to object_copy?
621 dst->kv = kv;
555 622
556 if (is_freed) 623 dst->flag [FLAG_REMOVED] = true;
557 SET_FLAG (op, FLAG_FREED); 624 dst->activate ();
558 if (is_removed) 625}
559 SET_FLAG (op, FLAG_REMOVED);
560 626
561 if (op2->speed < 0) 627void
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
563 632
564 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
565 if (op2->key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
566 { 635 speed_left = - speed - rndm (); // TODO animation
567 key_value *tail = 0; 636 else
568 key_value *i; 637 speed_left = -1.;
569 638
570 op->key_values = 0; 639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
571 647
572 for (i = op2->key_values; i; i = i->next) 648 attachable::instantiate ();
573 { 649}
574 key_value *new_link = new key_value;
575 650
576 new_link->next = 0; 651object *
577 new_link->key = i->key; 652object::clone ()
578 new_link->value = i->value; 653{
654 object *neu = create ();
655 copy_to (neu);
579 656
580 /* Try and be clever here, too. */ 657 // TODO: unclean state changes, should not be done in clone AND instantiate
581 if (!op->key_values) 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
582 { 659 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 }
593 660
594 update_ob_speed (op); 661 neu->map = map; // not copied by copy_to
662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
595} 674}
596 675
597/* 676/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
601 */ 680 */
602
603void 681void
604update_turn_face (object *op) 682update_turn_face (object *op)
605{ 683{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
607 return; 685 return;
608 SET_ANIMATION (op, op->direction); 686
609 update_object (op, UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
610} 688}
611 689
612/* 690/*
613 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
616 */ 694 */
617void 695void
618update_ob_speed (object *op) 696object::set_speed (float speed)
619{ 697{
620 extern int arch_init; 698 this->speed = speed;
621 699
622 /* No reason putting the archetypes objects on the speed list, 700 if (has_active_speed ())
623 * since they never really need to be updated. 701 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 702 else
655 { 703 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} 704}
679 705
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/* 706/*
712 * update_object() updates the array which represents the map. 707 * update_object() updates the map.
713 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 710 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 713 * updating that window, though, since update_object() is called _often_)
719 * 714 *
720 * action is a hint of what the caller believes need to be done. 715 * 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: 716 * current action are:
726 * UP_OBJ_INSERT: op was inserted 717 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 718 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 719 * 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. 720 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
731 */ 722 */
732
733void 723void
734update_object (object *op, int action) 724update_object (object *op, int action)
735{ 725{
736 int update_now = 0, flags; 726 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 727 {
741 /* this should never happen */ 728 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 730 return;
744 } 731 }
745 732
746 if (op->env != NULL) 733 if (!op->is_on_map ())
747 { 734 {
748 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
749 * to do in this case. 736 * to do in this case.
750 */ 737 */
751 return; 738 return;
752 } 739 }
753 740
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 */ 741 /* 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)) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 743 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 745#ifdef MANY_CORES
765 abort (); 746 abort ();
766#endif 747#endif
767 return; 748 return;
768 } 749 }
769 750
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 751 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);
776 752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
777 if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
778 { 756 {
757#if 0
758 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1; 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
781 761 || (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)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 update_now = 1; 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 if ((move_on | op->move_on) != move_on) 765 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 766 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 767 || (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 768 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 769 * have move_allow right now.
802 */ 770 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 772 m.invalidate ();
805 773#else
806 if ((move_slow | op->move_slow) != move_slow) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 775 m.invalidate ();
776#endif
808 } 777 }
809 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 780 * that is being removed.
812 */ 781 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 783 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 785 m.update_up (); // nothing to do for that case, except copy up
817 else 786 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 788
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) 789 if (op->more)
827 update_object (op->more, action); 790 update_object (op->more, action);
828} 791}
829 792
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
846object::object () 793object::object ()
847{ 794{
848 SET_FLAG (this, FLAG_REMOVED); 795 this->set_flag (FLAG_REMOVED);
849 796
850 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
851 face = blank_face; 798 face = blank_face;
799 material = MATERIAL_NULL;
852} 800}
853 801
854object::~object () 802object::~object ()
855{ 803{
856 free_key_values (this); 804 unlink ();
805
806 kv.clear ();
857} 807}
858 808
859void object::link () 809void object::link ()
860{ 810{
861 count = ++ob_count; 811 assert (!index);//D
862 uuid = gen_uuid (); 812 uuid = UUID::gen ();
863 813
864 prev = 0; 814 refcnt_inc ();
865 next = object::first; 815 objects.insert (this);
866 816
867 if (object::first) 817 ++create_count;
868 object::first->prev = this;
869 818
870 object::first = this;
871} 819}
872 820
873void object::unlink () 821void object::unlink ()
874{ 822{
875 if (this == object::first) 823 if (!index)
876 object::first = next;
877
878 /* Remove this object from the list of used objects */
879 if (prev) prev->next = next;
880 if (next) next->prev = prev;
881
882 prev = 0;
883 next = 0;
884}
885
886object *object::create ()
887{
888 object *op = new object;
889 op->link ();
890 return op;
891}
892
893/*
894 * free_object() frees everything allocated by an object, removes
895 * it from the list of used objects, and puts it on the list of
896 * free objects. The IS_FREED() flag is set in the object.
897 * The object must have been removed by remove_ob() first for
898 * this function to succeed.
899 *
900 * If destroy_inventory is set, free inventory as well. Else drop items in
901 * inventory to the ground.
902 */
903void object::destroy (bool destroy_inventory)
904{
905 if (QUERY_FLAG (this, FLAG_FREED))
906 return; 824 return;
907 825
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 826 ++destroy_count;
909 remove_friendly_object (this);
910 827
911 if (!QUERY_FLAG (this, FLAG_REMOVED)) 828 objects.erase (this);
912 remove_ob (this); 829 refcnt_dec ();
830}
913 831
914 SET_FLAG (this, FLAG_FREED); 832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
915 838
916 if (more) 839 if (has_active_speed ())
917 {
918 more->destroy (destroy_inventory);
919 more = 0;
920 } 840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
921 843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865void
866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892}
893
894/*
895 * Remove and free all objects in the inventory of the given object.
896 * object.c ?
897 */
898void
899object::destroy_inv (bool drop_to_ground)
900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
922 if (inv) 906 if (!inv)
923 { 907 return;
908
924 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects 910 * if some form of movement is allowed, let objects
926 * drop on that space. 911 * drop on that space.
927 */ 912 */
928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 913 if (!drop_to_ground
914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
918 {
919 while (inv)
920 inv->destroy ();
921 }
922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
929 { 925 {
930 object *op = inv; 926 object *op = inv;
931 927
932 while (op) 928 if (op->flag [FLAG_STARTEQUIP]
933 { 929 || op->flag [FLAG_NO_DROP]
934 object *tmp = op->below; 930 || op->type == RUNE
935 op->destroy (destroy_inventory); 931 || op->type == TRAP
936 op = tmp; 932 || op->flag [FLAG_IS_A_TEMPLATE]
937 } 933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
938 } 937 }
939 else 938 }
940 { /* Put objects in inventory onto this space */ 939}
941 object *op = inv;
942 940
943 while (op) 941/*
944 { 942 * Remove and free all objects in the inventory of the given object.
945 object *tmp = op->below; 943 * Unlike destroy_inv, this assumes the *this is destroyed as well
946 944 * well, so we can (and have to!) take shortcuts.
947 remove_ob (op); 945 */
948 946void
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 947object::destroy_inv_fast ()
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 948{
951 free_object (op); 949 while (object *op = inv)
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
962 } 950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
978object::create ()
979{
980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
1002 op->link ();
1003
1004 return op;
1005}
1006
1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
1023object::do_destroy ()
1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
963 1039
964 // hack to ensure that freed objects still have a valid map 1040 // hack to ensure that freed objects still have a valid map
965 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes
967
968 if (!freed_map)
969 {
970 freed_map = new maptile;
971
972 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3;
974 freed_map->height = 3;
975
976 freed_map->allocate ();
977 }
978
979 map = freed_map; 1041 map = &freed_map;
980 x = 1; 1042 x = 1;
981 y = 1; 1043 y = 1;
1044
1045 if (more)
1046 {
1047 more->destroy ();
1048 more = 0;
982 } 1049 }
983 1050
1051 head = 0;
1052
984 // clear those pointers that likely might have circular references to us 1053 // clear those pointers that likely might cause circular references
985 owner = 0; 1054 owner = 0;
986 enemy = 0; 1055 enemy = 0;
987 attacked_by = 0; 1056 attacked_by = 0;
988 1057 current_weapon = 0;
989 // only relevant for players(?), but make sure of it anyways
990 contr = 0;
991
992 /* Remove object from the active list */
993 speed = 0;
994 update_ob_speed (this);
995
996 unlink ();
997
998 mortals.push_back (this);
999} 1058}
1000 1059
1001/*
1002 * sub_weight() recursively (outwards) subtracts a number from the
1003 * weight of an object (and what is carried by it's environment(s)).
1004 */
1005
1006void 1060void
1007sub_weight (object *op, signed long weight) 1061object::destroy ()
1008{ 1062{
1009 while (op != NULL) 1063 if (destroyed ())
1010 { 1064 return;
1011 if (op->type == CONTAINER)
1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1013 1065
1014 op->carrying -= weight; 1066 if (!is_head () && !head->destroyed ())
1015 op = op->env;
1016 } 1067 {
1017} 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1070 return;
1071 }
1018 1072
1019/* remove_ob(op): 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1080
1081 attachable::destroy ();
1082}
1083
1084/* op->remove ():
1020 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
1021 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
1022 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 1089 * the previous environment.
1025 * Beware: This function is called from the editor as well!
1026 */ 1090 */
1027
1028void 1091void
1029remove_ob (object *op) 1092object::do_remove ()
1030{ 1093{
1031 object *tmp, *last = 0; 1094 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1040 return; 1095 return;
1041 1096
1042 SET_FLAG (op, FLAG_REMOVED); 1097 INVOKE_OBJECT (REMOVE, this);
1043 1098
1044 if (op->more != NULL) 1099 flag [FLAG_REMOVED] = true;
1045 remove_ob (op->more);
1046 1100
1101 if (more)
1102 more->remove ();
1103
1047 /* 1104 /*
1048 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1049 * inventory. 1106 * inventory.
1050 */ 1107 */
1051 if (op->env != NULL) 1108 if (env)
1052 { 1109 {
1053 if (op->nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1054 sub_weight (op->env, op->weight * op->nrof); 1111 if (object *pl = visible_to ())
1055 else 1112 esrv_del_item (pl->contr, count);
1056 sub_weight (op->env, op->weight + op->carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1057 1114
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */
1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp);
1064 1116
1065 if (op->above != NULL) 1117 object *pl = in_player ();
1066 op->above->below = op->below;
1067 else
1068 op->env->inv = op->below;
1069
1070 if (op->below != NULL)
1071 op->below->above = op->above;
1072 1118
1073 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1076 */ 1122 */
1077 op->x = op->env->x, op->y = op->env->y;
1078 op->map = op->env->map; 1123 map = env->map;
1079 op->above = NULL, op->below = NULL;
1080 op->env = NULL;
1081 }
1082 else if (op->map)
1083 {
1084 x = op->x; 1124 x = env->x;
1085 y = op->y; 1125 y = env->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087 1126
1088 if (!m) 1127 // make sure cmov optimisation is applicable
1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1130
1131 above = 0;
1132 below = 0;
1133 env = 0;
1134
1135 if (pl && pl->is_player ())
1089 { 1136 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */ 1138 {
1096 abort (); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1097 } 1155 }
1156 }
1157 else if (map)
1158 {
1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1098 1161
1099 if (op->map != m) 1162 if (object *pl = ms.player ())
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */ 1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1106 1186
1107 /* link the object above us */ 1187 /* link the object above us */
1108 if (op->above) 1188 // re-link, make sure compiler can easily use cmove
1109 op->above->below = op->below; 1189 *(above ? &above->below : &ms.top) = below;
1110 else 1190 *(below ? &below->above : &ms.bot) = above;
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1112 1191
1113 /* Relink the object below us, if there is one */ 1192 above = 0;
1114 if (op->below) 1193 below = 0;
1115 op->below->above = op->above; 1194
1116 else 1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1117 { 1200 {
1118 /* Nothing below, which means we need to relink map object for this space 1201 if (pl->container_ () == this)
1119 * use translated coordinates in case some oddness with map tiling is 1202 /* If a container that the player is currently using somehow gets
1120 * evident 1203 * removed (most likely destroyed), update the player view
1204 * appropriately.
1121 */ 1205 */
1122 if (GET_MAP_OB (m, x, y) != op) 1206 pl->close_container ();
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "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);
1127 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y));
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132 1207
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1134 } 1213 }
1135 1214
1136 op->above = 0; 1215 if (check_walk_off)
1137 op->below = 0; 1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1138
1139 if (op->map->in_memory == MAP_SAVING)
1140 return;
1141
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1143
1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1145 { 1217 {
1218 above = tmp->above;
1219
1146 /* No point updating the players look faces if he is the object 1220 /* No point updating the players look faces if he is the object
1147 * being removed. 1221 * being removed.
1148 */
1149
1150 if (tmp->type == PLAYER && tmp != op)
1151 {
1152 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view
1154 * appropriately.
1155 */ 1222 */
1156 if (tmp->container == op)
1157 {
1158 CLEAR_FLAG (op, FLAG_APPLIED);
1159 tmp->container = NULL;
1160 }
1161 1223
1162 tmp->contr->socket.update_look = 1;
1163 }
1164
1165 /* See if player moving off should effect something */ 1224 /* See if object moving off should effect something */
1166 if (check_walk_off
1167 && ((op->move_type & tmp->move_off) 1225 if ((move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1169 {
1170 move_apply (tmp, op, NULL); 1227 move_apply (tmp, this, 0);
1171
1172 if (op->destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 } 1228 }
1175 1229
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1177
1178 if (tmp->above == tmp)
1179 tmp->above = NULL;
1180
1181 last = tmp;
1182 }
1183
1184 /* last == NULL of there are no objects on this space */
1185 if (last == NULL)
1186 {
1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1189 * those out anyways, and if there are any flags set right now, they won't
1190 * be correct anyways.
1191 */
1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1193 update_position (op->map, op->x, op->y);
1194 }
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1199 update_all_los (op->map, op->x, op->y); 1231 update_all_los (map, x, y);
1200 } 1232 }
1201} 1233}
1202 1234
1203/* 1235/*
1204 * merge_ob(op,top): 1236 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1213{ 1245{
1214 if (!op->nrof) 1246 if (!op->nrof)
1215 return 0; 1247 return 0;
1216 1248
1217 if (top == NULL) 1249 if (!top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1219 1252
1220 for (; top != NULL; top = top->below) 1253 for (; top; top = top->below)
1221 { 1254 if (object::can_merge (op, top))
1222 if (top == op)
1223 continue;
1224 if (CAN_MERGE (op, top))
1225 { 1255 {
1226 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1227 1257
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1229 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1230 remove_ob (op); 1260
1231 free_object (op); 1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1264 op->destroy ();
1265
1232 return top; 1266 return top;
1233 } 1267 }
1234 }
1235 1268
1236 return 0; 1269 return 0;
1237} 1270}
1238 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1239/* 1295/*
1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1242 */ 1298 */
1243object * 1299object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1301{
1246 object *tmp; 1302 op->remove ();
1247 1303
1248 if (op->head)
1249 op = op->head;
1250
1251 for (tmp = op; tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 { 1305 {
1253 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1254 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1255 } 1308 }
1256 1309
1257 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1258} 1311}
1259 1312
1272 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1273 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1274 * 1327 *
1275 * Return value: 1328 * Return value:
1276 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1278 * just 'op' otherwise 1331 * just 'op' otherwise
1279 */ 1332 */
1280
1281object * 1333object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1335{
1284 object *tmp, *top, *floor = NULL; 1336 op->remove ();
1285 sint16 x, y;
1286 1337
1287 if (QUERY_FLAG (op, FLAG_FREED)) 1338 if (m == &freed_map)//D TODO: remove soon
1288 { 1339 {//D
1289 LOG (llevError, "Trying to insert freed object!\n"); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1290 return NULL;
1291 } 1341 }//D
1292
1293 if (m == NULL)
1294 {
1295 char *dump = dump_object (op);
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1297 free (dump);
1298 return op;
1299 }
1300
1301 if (out_of_map (m, op->x, op->y))
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1305#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted.
1309 */
1310 abort ();
1311#endif
1312 free (dump);
1313 return op;
1314 }
1315
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more;
1329
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1347 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1350 return NULL;
1351 }
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1342
1356 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work 1345 * need extra work
1359 */ 1346 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y); 1347 maptile *newmap = m;
1361 x = op->x; 1348 if (!xy_normalise (newmap, op->x, op->y))
1362 y = op->y; 1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1363 1363
1364 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1365 */ 1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp)) 1368 if (object::can_merge (op, tmp))
1369 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1370 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1374 tmp->destroy ();
1372 free_object (tmp);
1373 } 1375 }
1374 1376
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1377 1379
1378 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1380 if (!op->flag [FLAG_ALIVE])
1379 CLEAR_FLAG (op, FLAG_NO_STEAL); 1381 op->clr_flag (FLAG_NO_STEAL);
1380 1382
1381 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1382 { 1384 {
1383 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1384 { 1386 {
1385 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1386 abort (); 1388 abort ();
1387 } 1389 }
1388 1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1389 op->above = originator; 1398 op->above = originator;
1390 op->below = originator->below; 1399 op->below = originator->below;
1391
1392 if (op->below)
1393 op->below->above = op;
1394 else
1395 SET_MAP_OB (op->map, op->x, op->y, op);
1396
1397 /* since *below* originator, no need to update top */
1398 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1399 } 1403 }
1400 else 1404 else
1401 { 1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1402 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1410 if (top)
1404 { 1411 {
1405 object *last = NULL;
1406
1407 /* 1412 /*
1408 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1411 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1412 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1413 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1414 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1418 */ 1423 */
1419 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1420 while (top != NULL)
1421 { 1425 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1423 floor = top; 1427 floor = tmp;
1424 1428
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1426 { 1430 {
1427 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1428 top = top->below; 1432 top = tmp->below;
1429 break; 1433 break;
1430 } 1434 }
1431 1435
1432 last = top;
1433 top = top->above; 1436 top = tmp;
1434 } 1437 }
1435
1436 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last;
1438 1438
1439 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1440 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1442 */ 1442 */
1443 1443
1444 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1448 * stacking is a bit odd.
1449 */ 1449 */
1450 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP)
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1452 { 1453 {
1454 object *last;
1455
1453 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1455 break; 1458 break;
1459
1456 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1459 * set top to the object below us. 1463 * set top to the object below us.
1460 */ 1464 */
1461 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1462 top = last->below; 1466 top = last->below;
1463 } 1467 }
1464 } /* If objects on this space */ 1468 } /* If objects on this space */
1465 1469
1466 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1469 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor; 1471 top = floor;
1471 1472
1472 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1473 */
1474
1475 /* First object on this space */
1476 if (!top) 1474 if (!top)
1477 { 1475 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y);
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = NULL; 1476 op->below = 0;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1485 } 1481 }
1486 else 1482 else
1487 { /* get inserted into the stack above top */ 1483 {
1488 op->above = top->above; 1484 op->above = top->above;
1489
1490 if (op->above)
1491 op->above->below = op; 1485 top->above = op;
1492 1486
1493 op->below = top; 1487 op->below = top;
1494 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1495 } 1489 }
1490 }
1496 1491
1497 if (op->above == NULL) 1492 if (op->is_player ())
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1493 {
1499 } /* else not INS_BELOW_ORIGINATOR */
1500
1501 if (op->type == PLAYER)
1502 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1503 1498
1504 /* If we have a floor, we know the player, if any, will be above 1499 op->map->dirty = true;
1505 * it, so save a few ticks and start from there. 1500
1506 */ 1501 if (object *pl = ms.player ())
1507 if (!(flag & INS_MAP_LOAD)) 1502 //TODO: the floorbox prev/next might need updating
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 //esrv_send_item (pl, op);
1509 if (tmp->type == PLAYER) 1504 //TODO: update floorbox to preserve ordering
1510 tmp->contr->socket.update_look = 1; 1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1511 1507
1512 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1519 * of effect may be sufficient. 1515 * of effect may be sufficient.
1520 */ 1516 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1522 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1523 1522
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1526 1525
1526 INVOKE_OBJECT (INSERT, op);
1527
1527 /* Don't know if moving this to the end will break anything. However, 1528 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this. 1529 * we want to have floorbox_update called before calling this.
1529 * 1530 *
1530 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1532 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1534 * update_object().
1534 */ 1535 */
1535 1536
1536 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1538 { 1539 {
1539 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1540 return NULL; 1541 return 0;
1541 1542
1542 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1543 * walk on's. 1544 * walk on's.
1544 */ 1545 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1547 return NULL; 1548 return 0;
1548 } 1549 }
1549 1550
1550 return op; 1551 return op;
1551} 1552}
1552 1553
1553/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1554 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1555 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1556 */ 1557 */
1557void 1558void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1559{ 1560{
1560 object *
1561 tmp;
1562 object *
1563 tmp1;
1564
1565 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1566 1562
1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1570 { 1565 tmp->destroy ();
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1566
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1577 1568
1578 tmp1->x = op->x; 1569 tmp->x = op->x;
1579 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1580 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1581} 1573}
1582
1583/*
1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1585 * is returned contains nr objects, and the remaining parts contains
1586 * the rest (or is removed and freed if that number is 0).
1587 * On failure, NULL is returned, and the reason put into the
1588 * global static errmsg array.
1589 */
1590 1574
1591object * 1575object *
1592get_split_ob (object *orig_ob, uint32 nr) 1576object::insert_at (object *where, object *originator, int flags)
1593{ 1577{
1594 object * 1578 if (where->env)
1595 newob; 1579 return where->env->insert (this);
1596 int 1580 else
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1598
1599 if (orig_ob->nrof < nr)
1600 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL;
1603 }
1604
1605 newob = object_create_clone (orig_ob);
1606
1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1609 if (!is_removed)
1610 remove_ob (orig_ob);
1611 free_object2 (orig_ob, 1);
1612 }
1613 else if (!is_removed)
1614 {
1615 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1621 return NULL;
1622 }
1623 }
1624
1625 newob->nrof = nr;
1626
1627 return newob;
1628} 1582}
1629 1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1630/* 1606/*
1631 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1632 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1633 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1634 * 1610 *
1635 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1636 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1637 1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1638object * 1647object *
1639decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1640{ 1649{
1641 object *tmp; 1650 int have = number_of ();
1642 player *pl;
1643 1651
1644 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1645 return op; 1653 return 0;
1646 1654 else if (have == nr)
1647 if (i > op->nrof)
1648 i = op->nrof;
1649
1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 { 1655 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op); 1656 remove ();
1687 op->nrof = 0; 1657 return this;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1693 } 1658 }
1694 else 1659 else
1695 { 1660 {
1696 object *above = op->above; 1661 decrease (nr);
1697 1662
1698 if (i < op->nrof) 1663 object *op = deep_clone ();
1699 op->nrof -= i; 1664 op->nrof = nr;
1700 else
1701 {
1702 remove_ob (op);
1703 op->nrof = 0;
1704 }
1705
1706 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER)
1709 {
1710 if (op->nrof)
1711 esrv_send_item (tmp, op);
1712 else
1713 esrv_del_item (tmp->contr, op->count);
1714 }
1715 }
1716
1717 if (op->nrof)
1718 return op; 1665 return op;
1719 else
1720 { 1666 }
1721 free_object (op);
1722 return NULL;
1723 }
1724} 1667}
1725
1726/*
1727 * add_weight(object, weight) adds the specified weight to an object,
1728 * and also updates how much the environment(s) is/are carrying.
1729 */
1730
1731void
1732add_weight (object *op, signed long weight)
1733{
1734 while (op != NULL)
1735 {
1736 if (op->type == CONTAINER)
1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1738
1739 op->carrying += weight;
1740 op = op->env;
1741 }
1742}
1743
1744/*
1745 * insert_ob_in_ob(op,environment):
1746 * This function inserts the object op in the linked list
1747 * inside the object environment.
1748 *
1749 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1750 * the inventory at the last position or next to other objects of the same
1751 * type.
1752 * Frank: Now sorted by type, archetype and magic!
1753 *
1754 * The function returns now pointer to inserted item, and return value can
1755 * be != op, if items are merged. -Tero
1756 */
1757 1668
1758object * 1669object *
1759insert_ob_in_ob (object *op, object *where) 1670insert_ob_in_ob (object *op, object *where)
1760{ 1671{
1761 object * 1672 if (!where)
1762 tmp, *
1763 otmp;
1764
1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1766 {
1767 char *dump = dump_object (op);
1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1770 return op;
1771 }
1772
1773 if (where == NULL)
1774 { 1673 {
1775 char *dump = dump_object (op); 1674 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump); 1676 free (dump);
1778 return op; 1677 return op;
1779 } 1678 }
1780 1679
1781 if (where->head) 1680 if (where->head_ () != where)
1782 { 1681 {
1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1784 where = where->head; 1683 where = where->head;
1785 } 1684 }
1786 1685
1686 return where->insert (op);
1687}
1688
1689/*
1690 * env->insert (op)
1691 * This function inserts the object op in the linked list
1692 * inside the object environment.
1693 *
1694 * The function returns now pointer to inserted item, and return value can
1695 * be != op, if items are merged. -Tero
1696 */
1697object *
1698object::insert (object *op)
1699{
1787 if (op->more) 1700 if (op->more)
1788 { 1701 {
1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1790 return op; 1703 return op;
1791 } 1704 }
1792 1705
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1706 op->remove ();
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1795 if (op->nrof) 1710 if (op->nrof)
1796 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1712 if (object::can_merge (tmp, op))
1799 { 1713 {
1800 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1802 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1721
1804 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1805 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1806 add_weight (where, op->weight * op->nrof); 1724
1807 SET_FLAG (op, FLAG_REMOVED); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1808 free_object (op); /* free the inserted object */ 1726
1727 op->destroy ();
1809 op = tmp; 1728 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1729 goto inserted;
1811 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break;
1813 } 1730 }
1814 1731
1815 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1816 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract
1818 * the weight, so we need to add it in again, since we actually do
1819 * the linking below
1820 */
1821 add_weight (where, op->weight * op->nrof);
1822 }
1823 else
1824 add_weight (where, (op->weight + op->carrying));
1825
1826 otmp = is_player_inv (where);
1827 if (otmp && otmp->contr != NULL)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp);
1831 }
1832
1833 op->map = NULL; 1733 op->map = 0;
1834 op->env = where; 1734 op->x = 0;
1735 op->y = 0;
1736
1835 op->above = NULL; 1737 op->above = 0;
1836 op->below = NULL; 1738 op->below = inv;
1837 op->x = 0, op->y = 0; 1739 op->env = this;
1838 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1839 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1840 if ((op->glow_radius != 0) && where->map) 1755 if (op->glow_radius && is_on_map ())
1841 {
1842#ifdef DEBUG_LIGHTS
1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1846 update_all_los (where->map, where->x, where->y);
1847 } 1756 {
1848 1757 update_stats ();
1849 /* Client has no idea of ordering so lets not bother ordering it here. 1758 update_all_los (map, x, y);
1850 * It sure simplifies this function...
1851 */
1852 if (where->inv == NULL)
1853 where->inv = op;
1854 else
1855 { 1759 }
1856 op->below = where->inv; 1760 else if (is_player ())
1857 op->below->above = op; 1761 // if this is a player's inventory, update stats
1858 where->inv = op; 1762 contr->queue_stats_update ();
1859 } 1763
1764 INVOKE_OBJECT (INSERT, this);
1765
1860 return op; 1766 return op;
1861} 1767}
1862 1768
1863/* 1769/*
1864 * Checks if any objects has a move_type that matches objects 1770 * Checks if any objects has a move_type that matches objects
1878 * 1784 *
1879 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1880 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1881 * on top. 1787 * on top.
1882 */ 1788 */
1883
1884int 1789int
1885check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1886{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1887 object *tmp; 1795 object *tmp;
1888 maptile *m = op->map; 1796 maptile *m = op->map;
1889 int x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1890 1798
1891 MoveType move_on, move_slow, move_block; 1799 mapspace &ms = m->at (x, y);
1892 1800
1893 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 ms.update ();
1894 return 0;
1895 1802
1896 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1897 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1898 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1899 1806
1900 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1901 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1902 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1903 * as walking. 1810 * as walking.
1912 */ 1819 */
1913 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1914 return 0; 1821 return 0;
1915 1822
1916 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1918 */ 1825 */
1919 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1921 {
1922 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them.
1925 */
1926 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1927 break;
1928 } 1827 {
1828 next = tmp->below;
1929 1829
1930 for (; tmp; tmp = tmp->below)
1931 {
1932 if (tmp == op) 1830 if (tmp == op)
1933 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1934 1832
1935 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1936 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1937 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1938 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1939 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1940 */ 1838 */
1941 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
1942 { 1840 {
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 { 1843 {
1946
1947 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1949 1845
1950 if (op->type == PLAYER) 1846 if (op->is_player ())
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0; 1849 diff /= 4.0;
1954 1850
1955 op->speed_left -= diff; 1851 op->speed_left -= diff;
1956 } 1852 }
1957 } 1853 }
1958 1854
1959 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1960 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1961 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1962 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1963 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1964 1865
1965 if (op->destroyed ()) 1866 if (op->destroyed ())
1966 return 1; 1867 return 1;
1967 1868
1980/* 1881/*
1981 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1982 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1983 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1984 */ 1885 */
1985
1986object * 1886object *
1987present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1988{ 1888{
1989 object *
1990 tmp;
1991
1992 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1993 { 1890 {
1994 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1995 return NULL; 1892 return NULL;
1996 } 1893 }
1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1998 if (tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
1999 return tmp; 1897 return tmp;
1898
2000 return NULL; 1899 return NULL;
2001} 1900}
2002 1901
2003/* 1902/*
2004 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2005 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2007 */ 1906 */
2008
2009object * 1907object *
2010present (unsigned char type, maptile *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
2011{ 1909{
2012 object *
2013 tmp;
2014
2015 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
2016 { 1911 {
2017 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
2018 return NULL; 1913 return NULL;
2019 } 1914 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->type == type) 1917 if (tmp->type == type)
2022 return tmp; 1918 return tmp;
1919
2023 return NULL; 1920 return NULL;
2024} 1921}
2025 1922
2026/* 1923/*
2027 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
2028 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2030 */ 1927 */
2031
2032object * 1928object *
2033present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
2034{ 1930{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->type == type) 1932 if (tmp->type == type)
2040 return tmp; 1933 return tmp;
1934
2041 return NULL; 1935 return NULL;
2042} 1936}
2043 1937
2044/* 1938/*
2045 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2053 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2054 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2055 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2056 * to be unique. 1950 * to be unique.
2057 */ 1951 */
2058
2059object * 1952object *
2060present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2061{ 1954{
2062 object *
2063 tmp;
2064
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1957 return tmp;
2069 } 1958
2070 return NULL; 1959 return 0;
2071} 1960}
2072 1961
2073/* 1962/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2077 */ 1966 */
2078
2079object * 1967object *
2080present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2081{ 1969{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
2087 return tmp; 1972 return tmp;
1973
2088 return NULL; 1974 return NULL;
2089} 1975}
2090 1976
2091/* 1977/*
2092 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2093 */ 1979 */
2094void 1980void
2095flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2096{ 1982{
2097 object *
2098 tmp;
2099
2100 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2102 { 1984 {
2103 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
2104 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
2105 } 1987 }
2106} /* 1988}
1989
1990/*
2107 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
2108 */ 1992 */
2109void 1993void
2110unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
2111{ 1995{
2112 object *
2113 tmp;
2114
2115 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 { 1997 {
2118 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
2119 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
2120 } 2000 }
2121}
2122
2123/*
2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2125 * all it's inventory (recursively).
2126 * If checksums are used, a player will get set_cheat called for
2127 * him/her-self and all object carried by a call to this function.
2128 */
2129
2130void
2131set_cheat (object *op)
2132{
2133 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ);
2135} 2001}
2136 2002
2137/* 2003/*
2138 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
2139 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
2141 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2142 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
2143 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
2144 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
2145 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2146 * Note - this only checks to see if there is space for the head of the
2147 * object - if it is a multispace object, this should be called for all
2148 * pieces.
2149 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
2150 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2151 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2152 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2153 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2154 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2155 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2156 * customized, changed states, etc. 2019 * customized, changed states, etc.
2157 */ 2020 */
2158
2159int 2021int
2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{ 2023{
2162 int
2163 i,
2164 index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2167 2026
2168 for (i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2169 { 2028 {
2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2171 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2172 altern[index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2173 2048
2174 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2175 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2176 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2177 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2178 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2179 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2181 */ 2056 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2183 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2184 } 2073 }
2074
2185 if (!index) 2075 if (!index)
2186 return -1; 2076 return -1;
2077
2187 return altern[RANDOM () % index]; 2078 return altern [rndm (index)];
2188} 2079}
2189 2080
2190/* 2081/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2193 * But it will return the first available spot, not a random choice. 2084 * But it will return the first available spot, not a random choice.
2194 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2195 */ 2086 */
2196
2197int 2087int
2198find_first_free_spot (const object *ob, maptile *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{ 2089{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2204 { 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2206 return i; 2092 return i;
2207 } 2093
2208 return -1; 2094 return -1;
2209} 2095}
2210 2096
2211/* 2097/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2101 */
2215static void 2102static void
2216permute (int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2217{ 2104{
2218 int 2105 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2106 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2107
2229 tmp = arr[i]; 2108 while (--end)
2230 arr[i] = arr[j]; 2109 swap (arr [end], arr [rndm (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2110}
2234 2111
2235/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2237 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2238 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2239 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2240 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2241 */ 2118 */
2242void 2119void
2243get_search_arr (int *search_arr) 2120get_search_arr (int *search_arr)
2244{ 2121{
2245 int 2122 int i;
2246 i;
2247 2123
2248 for (i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2125 search_arr[i] = i;
2251 }
2252 2126
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2130}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * Perhaps incorrectly, but I'm making the assumption that exclude
2266 * is actually want is going to try and move there. We need this info 2140 * is actually want is going to try and move there. We need this info
2267 * because we have to know what movement the thing looking to move 2141 * because we have to know what movement the thing looking to move
2268 * there is capable of. 2142 * there is capable of.
2269 */ 2143 */
2270
2271int 2144int
2272find_dir (maptile *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2146{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2277
2278 sint16 nx, ny;
2279 object *
2280 tmp;
2281 maptile *
2282 mp;
2283
2284 MoveType blocked, move_type; 2148 MoveType move_type;
2285 2149
2286 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2287 { 2151 {
2288 exclude = exclude->head; 2152 exclude = exclude->head;
2289 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2290 } 2154 }
2291 else 2155 else
2292 { 2156 {
2293 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2294 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2295 } 2159 }
2296 2160
2297 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2298 { 2162 {
2299 mp = m; 2163 mapxy pos (m, x, y);
2300 nx = x + freearr_x[i]; 2164 pos.move (i);
2301 ny = y + freearr_y[i];
2302 2165
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2304 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2167 max = maxfree[i];
2307 }
2308 else 2168 else
2309 { 2169 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2170 mapspace &ms = *pos;
2311 2171
2312 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2173 max = maxfree [i];
2174 else if (ms.flags () & P_IS_ALIVE)
2313 { 2175 {
2314 max = maxfree[i]; 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2315 } 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2316 else if (mflags & P_IS_ALIVE) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2317 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2319 {
2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2322 break;
2323 }
2324 }
2325 if (tmp)
2326 {
2327 return freedir[i]; 2179 return freedir [i];
2328 }
2329 } 2180 }
2330 } 2181 }
2331 } 2182 }
2183
2332 return 0; 2184 return 0;
2333} 2185}
2334 2186
2335/* 2187/*
2336 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2189 * distance between the two given objects.
2338 */ 2190 */
2339
2340int 2191int
2341distance (const object *ob1, const object *ob2) 2192distance (const object *ob1, const object *ob2)
2342{ 2193{
2343 int
2344 i;
2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2347 return i;
2348} 2195}
2349 2196
2350/* 2197/*
2351 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2352 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2353 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2354 */ 2201 */
2355
2356int 2202int
2357find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2358{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2359 int 2248 int q;
2360 q;
2361 2249
2362 if (y) 2250 if (y)
2363 q = x * 100 / y; 2251 q = 128 * x / y;
2364 else if (x) 2252 else if (x)
2365 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2366 else 2254 else
2367 return 0; 2255 return 0;
2368 2256
2369 if (y > 0) 2257 if (y > 0)
2370 { 2258 {
2371 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2372 return 3; 2264 return 3;
2373 if (q < -41) 2265 }
2374 return 2; 2266 else
2375 if (q < 41) 2267 {
2376 return 1; 2268 if (q < -309) return 3;
2377 if (q < 242) 2269 if (q < -52) return 2;
2378 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2379 return 7; 2273 return 7;
2380 } 2274 }
2381 2275#endif
2382 if (q < -242)
2383 return 7;
2384 if (q < -41)
2385 return 6;
2386 if (q < 41)
2387 return 5;
2388 if (q < 242)
2389 return 4;
2390
2391 return 3;
2392}
2393
2394/*
2395 * absdir(int): Returns a number between 1 and 8, which represent
2396 * the "absolute" direction of a number (it actually takes care of
2397 * "overflow" in previous calculations of a direction).
2398 */
2399
2400int
2401absdir (int d)
2402{
2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2407 return d;
2408} 2276}
2409 2277
2410/* 2278/*
2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2412 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2413 */ 2281 */
2414
2415int 2282int
2416dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2417{ 2284{
2418 int
2419 d;
2420
2421 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2422 if (d > 4) 2286
2423 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2424 return d;
2425} 2288}
2426 2289
2427/* peterm: 2290/* peterm:
2428 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2429 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2431 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2432 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2433 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2434 * functions. 2297 * functions.
2435 */ 2298 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2352 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2353 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2354 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2355 * Modified to be map tile aware -.MSW
2495 */ 2356 */
2496
2497
2498int 2357int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2358can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2359{
2501 sint16 dx, dy; 2360 sint16 dx, dy;
2502 int
2503 mflags; 2361 int mflags;
2504 2362
2505 if (dir < 0) 2363 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2507 2365
2508 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2509 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2510 2368
2511 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2512 2370
2513 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2514 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2521 return 0; 2379 return 0;
2522 2380
2523 /* yes, can see. */ 2381 /* yes, can see. */
2524 if (dir < 9) 2382 if (dir < 9)
2525 return 1; 2383 return 1;
2384
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2528} 2388}
2529
2530
2531 2389
2532/* 2390/*
2533 * can_pick(picker, item): finds out if an object is possible to be 2391 * can_pick(picker, item): finds out if an object is possible to be
2534 * picked up by the picker. Returnes 1 if it can be 2392 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2393 * picked up, otherwise 0.
2537 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2538 * core dumps if they do. 2396 * core dumps if they do.
2539 * 2397 *
2540 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2541 */ 2399 */
2542
2543int 2400int
2544can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2545{ 2402{
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2549} 2406}
2550 2407
2408//-GPL
2551 2409
2552/* 2410/*
2553 * create clone from object to another 2411 * create clone from object to another
2554 */ 2412 */
2555object * 2413object *
2556object_create_clone (object *asrc) 2414object::deep_clone ()
2557{ 2415{
2558 object * 2416 assert (("deep_clone called on non-head object", is_head ()));
2559 dst = NULL, *tmp, *src, *part, *prev, *item;
2560 2417
2561 if (!asrc) 2418 object *dst = clone ();
2562 return NULL;
2563 src = asrc;
2564 if (src->head)
2565 src = src->head;
2566 2419
2567 prev = NULL; 2420 object *prev = dst;
2568 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2569 { 2422 {
2570 tmp = get_object (); 2423 object *tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x;
2573 tmp->y -= src->y;
2574 if (!part->head)
2575 {
2576 dst = tmp;
2577 tmp->head = NULL;
2578 }
2579 else
2580 {
2581 tmp->head = dst; 2424 tmp->head = dst;
2582 }
2583 tmp->more = NULL;
2584 if (prev)
2585 prev->more = tmp; 2425 prev->more = tmp;
2586 prev = tmp; 2426 prev = tmp;
2587 } 2427 }
2588 2428
2589 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2591 2431
2592 return dst; 2432 return dst;
2593}
2594
2595/* GROS - Creates an object using a string representing its content. */
2596/* Basically, we save the content of the string to a temp file, then call */
2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2598/* but it was simple to make and allows reusing the load_object function. */
2599/* Remember not to use load_object_str in a time-critical situation. */
2600/* Also remember that multiparts objects are not supported for now. */
2601
2602object *
2603load_object_str (const char *obstr)
2604{
2605 object *op;
2606 char filename[MAX_BUF];
2607
2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2609
2610 FILE *tempfile = fopen (filename, "w");
2611
2612 if (tempfile == NULL)
2613 {
2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2615 return NULL;
2616 }
2617
2618 fprintf (tempfile, obstr);
2619 fclose (tempfile);
2620
2621 op = get_object ();
2622
2623 object_thawer thawer (filename);
2624
2625 if (thawer)
2626 load_object (thawer, op, 0);
2627
2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2629 CLEAR_FLAG (op, FLAG_REMOVED);
2630
2631 return op;
2632} 2433}
2633 2434
2634/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2635 * has the same type and subtype match. 2436 * has the same type and subtype match.
2636 * returns NULL if no match. 2437 * returns NULL if no match.
2637 */ 2438 */
2638object * 2439object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2441{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2443 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2444 return tmp;
2646 2445
2647 return NULL;
2648}
2649
2650/* If ob has a field named key, return the link from the list,
2651 * otherwise return NULL.
2652 *
2653 * key must be a passed in shared string - otherwise, this won't
2654 * do the desired thing.
2655 */
2656key_value *
2657get_ob_key_link (const object *ob, const char *key)
2658{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next)
2662 if (link->key == key)
2663 return link;
2664
2665 return NULL;
2666}
2667
2668/*
2669 * Returns the value of op has an extra_field for key, or NULL.
2670 *
2671 * The argument doesn't need to be a shared string.
2672 *
2673 * The returned string is shared.
2674 */
2675const char *
2676get_ob_key_value (const object *op, const char *const key)
2677{
2678 key_value *link;
2679 shstr_cmp canonical_key (key);
2680
2681 if (!canonical_key)
2682 {
2683 /* 1. There being a field named key on any object
2684 * implies there'd be a shared string to find.
2685 * 2. Since there isn't, no object has this field.
2686 * 3. Therefore, *this* object doesn't have this field.
2687 */
2688 return 0;
2689 }
2690
2691 /* This is copied from get_ob_key_link() above -
2692 * only 4 lines, and saves the function call overhead.
2693 */
2694 for (link = op->key_values; link; link = link->next)
2695 if (link->key == canonical_key)
2696 return link->value;
2697
2698 return 0; 2446 return 0;
2699} 2447}
2700 2448
2701 2449/* Zero the key_values on op, decrementing the shared-string
2702/* 2450 * refcounts and freeing the links.
2703 * Updates the canonical_key in op to value.
2704 * 2451 */
2705 * canonical_key is a shared string (value doesn't have to be). 2452void
2706 * 2453key_values::clear ()
2707 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2708 * keys.
2709 *
2710 * Returns TRUE on success.
2711 */
2712int
2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{ 2454{
2715 key_value * 2455 for (key_value *kvp = first; kvp; )
2716 field = NULL, *last = NULL; 2456 {
2717 2457 key_value *next = kvp->next;
2718 for (field = op->key_values; field != NULL; field = field->next) 2458 delete kvp;
2459 kvp = next;
2719 { 2460 }
2720 if (field->key != canonical_key) 2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473}
2474
2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2721 { 2492 {
2722 last = field; 2493 kv->value = value;
2723 continue; 2494 return;
2724 } 2495 }
2725 2496
2726 if (value) 2497 add (key, value);
2727 field->value = value; 2498}
2728 else 2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2729 { 2505 {
2730 /* Basically, if the archetype has this key set, 2506 key_value *kv = *kvp;
2731 * we need to store the null value so when we save 2507 *kvp = (*kvp)->next;
2732 * it, we save the empty value so that when we load, 2508 delete kv;
2733 * we get this value back again. 2509 return;
2734 */
2735 if (get_ob_key_link (&op->arch->clone, canonical_key))
2736 field->value = 0;
2737 else
2738 {
2739 if (last)
2740 last->next = field->next;
2741 else
2742 op->key_values = field->next;
2743
2744 delete field;
2745 }
2746 } 2510 }
2747 return TRUE; 2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2748 } 2520 {
2749 /* IF we get here, key doesn't exist */ 2521 key_value *node = head;
2750 2522 head = head->next;
2751 /* No field, we'll have to add it. */ 2523 node->next = prev;
2752 2524 prev = node;
2753 if (!add_key)
2754 { 2525 }
2755 return FALSE;
2756 }
2757 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings,
2761 * should pass in ""
2762 */
2763 if (value == NULL)
2764 return TRUE;
2765 2526
2766 field = new key_value; 2527 first = prev;
2767
2768 field->key = canonical_key;
2769 field->value = value;
2770 /* Usual prepend-addition. */
2771 field->next = op->key_values;
2772 op->key_values = field;
2773
2774 return TRUE;
2775} 2528}
2776 2529
2777/* 2530key_values &
2778 * Updates the key in op to value. 2531key_values::operator =(const key_values &kv)
2779 *
2780 * If add_key is FALSE, this will only update existing keys,
2781 * and not add new ones.
2782 * In general, should be little reason FALSE is ever passed in for add_key
2783 *
2784 * Returns TRUE on success.
2785 */
2786int
2787set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2788{ 2532{
2789 shstr key_ (key); 2533 clear ();
2790 2534
2791 return set_ob_key_value_s (op, key_, value, add_key); 2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2792} 2541}
2793 2542
2794object::depth_iterator::depth_iterator (object *container) 2543object::depth_iterator::depth_iterator (object *container)
2795: iterator_base (container) 2544: iterator_base (container)
2796{ 2545{
2810 } 2559 }
2811 else 2560 else
2812 item = item->env; 2561 item = item->env;
2813} 2562}
2814 2563
2564const char *
2565object::flag_desc (char *desc, int len) const
2566{
2567 char *p = desc;
2568 bool first = true;
2569
2570 *p = 0;
2571
2572 for (int i = 0; i < NUM_FLAGS; i++)
2573 {
2574 if (len <= 10) // magic constant!
2575 {
2576 snprintf (p, len, ",...");
2577 break;
2578 }
2579
2580 if (flag [i])
2581 {
2582 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2583 len -= cnt;
2584 p += cnt;
2585 first = false;
2586 }
2587 }
2588
2589 return desc;
2590}
2591
2815// return a suitable string describing an objetc in enough detail to find it 2592// return a suitable string describing an object in enough detail to find it
2816const char * 2593const char *
2817object::debug_desc (char *info) const 2594object::debug_desc (char *info) const
2818{ 2595{
2596 char flagdesc[512];
2819 char info2[256 * 3]; 2597 char info2[256 * 4];
2820 char *p = info; 2598 char *p = info;
2821 2599
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2823 count, 2601 count,
2602 uuid.c_str (),
2824 &name, 2603 &name,
2825 title ? " " : "", 2604 title ? ",title:\"" : "",
2826 title ? (const char *)title : ""); 2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type);
2827 2608
2828 if (env) 2609 if (!flag[FLAG_REMOVED] && env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830 2611
2831 if (map) 2612 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2833 2614
2834 return info; 2615 return info;
2835} 2616}
2836 2617
2837const char * 2618const char *
2838object::debug_desc () const 2619object::debug_desc () const
2839{ 2620{
2840 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2841 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2842} 2625}
2843 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634//+GPL
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 object *old_container = container;
2643
2644 if (old_container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2659 old_container->flag [FLAG_APPLIED] = false;
2660 container = 0;
2661
2662 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2690 new_container->flag [FLAG_APPLIED] = true;
2691 container = new_container;
2692
2693 // client needs flag change
2694 esrv_update_item (UPD_FLAGS, this, new_container);
2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2697 }
2698// else if (!old_container->env && contr && contr->ns)
2699// contr->ns->floorbox_reset ();
2700}
2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2734object *
2735object::force_find (shstr_tmp name)
2736{
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2739 */
2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2741 if (tmp->type == FORCE && tmp->slaying == name)
2742 return splay (tmp);
2743
2744 return 0;
2745}
2746
2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2757object::force_add (shstr_tmp name, int duration)
2758{
2759 if (object *force = force_find (name))
2760 force->destroy ();
2761
2762 object *force = archetype::get (FORCE_NAME);
2763
2764 force->slaying = name;
2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769}
2770
2771void
2772object::play_sound (faceidx sound) const
2773{
2774 if (!sound)
2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2810 {
2811 force = archetype::get (shstr_noise_force);
2812
2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2853 return 0;
2854}
2855
2856// put marked object first in the inventory
2857// this is used by identify-like spells so players can influence
2858// the order a bit.
2859void
2860object::splay_marked ()
2861{
2862 if (object *marked = mark ())
2863 splay (marked);
2864}
2865

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