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Comparing deliantra/server/common/object.C (file contents):
Revision 1.60 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
55static void 76static void
56write_uuid (void) 77write_uuid (uval64 skip, bool sync)
57{ 78{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
59 80 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 83 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} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
82 94
83 FILE *fp; 95 FILE *fp;
84 96
85 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
86 { 98 {
87 if (errno == ENOENT) 99 if (errno == ENOENT)
88 { 100 {
89 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 102 UUID::cur.seq = 0;
91 write_uuid (); 103 write_uuid (UUID_GAP, true);
92 return; 104 return;
93 } 105 }
94 106
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 108 _exit (1);
97 } 109 }
98 110
99 int version; 111 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 112 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
102 { 116 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 118 _exit (1);
105 } 119 }
106 120
107 uuid.seq = uid; 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 122
109 LOG (llevDebug, "read UID: %" I64_PFd "\n", uid); 123 write_uuid (UUID_GAP, true);
110 fclose (fp); 124 fclose (fp);
111} 125}
112 126
113UUID 127UUID
114gen_uuid () 128UUID::gen ()
115{ 129{
116 UUID uid; 130 UUID uid;
117 131
118 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
119 133
120 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
122 140
123 return uid; 141 return uid;
124} 142}
125 143
126void 144void
127init_uuid () 145UUID::init ()
128{ 146{
129 read_uuid (); 147 read_uuid ();
130} 148}
131 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 216static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
135{ 218{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* 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 220 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
141 */ 222 */
142 223
143 /* For each field in wants, */ 224 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 226 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 227 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 }
166 228
167 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 230 return true;
169} 231}
170 232
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 234static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 236{
175 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
177 */ 239 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
179} 242}
180 243
181/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 245 * they can be merged together.
183 * 246 *
184 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
187 * 250 *
188 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
189 * 252 *
190 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
191 * check weight 254 * check weight
192 */ 255 */
193
194bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
195{ 257{
196 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 264 return 0;
199 265
200 if (ob1->speed != ob2->speed) 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 269 return 0;
202 270
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. 271 /* 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 272 * 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 273 * 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 274 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 275 * flags lose any meaning.
215 */ 276 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
218 279
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
221 282
222 283 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) || 284 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 287 || 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) || 288 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 302 || 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)) 303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
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)) 322 if (!(ob1->inv && ob2->inv))
266 return 0; 323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* 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 337 * 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. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static uint32
432weight_adjust_for (object *op, uint32 weight)
433{
434 return op->type == CONTAINER
435 ? weight - weight * op->stats.Str / 100
436 : weight;
437}
438
319/* 439/*
440 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 sub, sint32 add)
445{
446 while (op)
447 {
448 sint32 ocarrying = op->carrying;
449
450 op->carrying -= weight_adjust_for (op, sub);
451 op->carrying += weight_adjust_for (op, add);
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 sub = ocarrying;
458 add = op->carrying;
459
460 op = op->env;
461 }
462}
463
464/*
320 * sum_weight() is a recursive function which calculates the weight 465 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 466 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 467 * containers are carrying, and sums it up.
323 */ 468 */
324long 469void
325sum_weight (object *op) 470object::update_weight ()
326{ 471{
327 long sum; 472 sint32 sum = 0;
328 object *inv;
329 473
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 474 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 } 475 {
476 op->update_weight ();
336 477
337 if (op->type == CONTAINER && op->stats.Str) 478 sum += weight_adjust_for (this, op->total_weight ());
338 sum = (sum * (100 - op->stats.Str)) / 100; 479 }
339 480
340 if (op->carrying != sum) 481 if (sum != carrying)
482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
341 op->carrying = sum; 487 carrying = sum;
342 488
343 return sum; 489 if (object *pl = visible_to ())
490 if (pl != this) // player is handled lazily
491 esrv_update_item (UPD_WEIGHT, pl, this);
492 }
344} 493}
345 494
346/** 495/*
347 * Return the outermost environment object for a given object. 496 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 497 */
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 * 498char *
380dump_object (object *op) 499dump_object (object *op)
381{ 500{
382 if (!op) 501 if (!op)
383 return strdup ("[NULLOBJ]"); 502 return strdup ("[NULLOBJ]");
384 503
385 object_freezer freezer; 504 object_freezer freezer;
386 save_object (freezer, op, 3); 505 op->write (freezer);
387 return freezer.as_string (); 506 return freezer.as_string ();
388} 507}
389 508
390/* 509char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 510object::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{ 511{
399 object *tmp, *closest; 512 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} 513}
409 514
410/* 515/*
411 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
517 * VERRRY slow.
412 */ 518 */
413
414object * 519object *
415find_object (tag_t i) 520find_object (tag_t i)
416{ 521{
417 for (object *op = object::first; op; op = op->next) 522 for_all_objects (op)
418 if (op->count == i) 523 if (op->count == i)
419 return op; 524 return op;
525
526 return 0;
527}
528
529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
420 540
421 return 0; 541 return 0;
422} 542}
423 543
424/* 544/*
425 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
428 */ 548 */
429
430object * 549object *
431find_object_name (const char *str) 550find_object_name (const char *str)
432{ 551{
433 shstr_cmp str_ (str); 552 shstr_cmp str_ (str);
434 object *op;
435 553
436 for (op = object::first; op != NULL; op = op->next) 554 if (str_)
555 for_all_objects (op)
437 if (op->name == str_) 556 if (op->name == str_)
438 break; 557 return op;
439 558
440 return op; 559 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 560}
448 561
449/* 562/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 564 * skill and experience objects.
565 * ACTUALLY NO! investigate! TODO
452 */ 566 */
453void 567void
454object::set_owner (object *owner) 568object::set_owner (object *owner)
455{ 569{
570 // allow objects which own objects
456 if (!owner) 571 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) 572 while (owner->owner)
467 owner = owner->owner; 573 owner = owner->owner;
574
575 if (flag [FLAG_FREED])
576 {
577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
578 return;
579 }
468 580
469 this->owner = owner; 581 this->owner = owner;
470} 582}
471 583
472/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 585 * refcounts and freeing the links.
474 */ 586 */
475static void 587static void
476free_key_values (object *op) 588free_key_values (object *op)
477{ 589{
478 for (key_value *i = op->key_values; i != 0;) 590 for (key_value *i = op->key_values; i; )
479 { 591 {
480 key_value *next = i->next; 592 key_value *next = i->next;
481 delete i; 593 delete i;
482 594
483 i = next; 595 i = next;
484 } 596 }
485 597
486 op->key_values = 0; 598 op->key_values = 0;
487} 599}
488 600
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/* 601/*
541 * copy object first frees everything allocated by the second object, 602 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 603 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 604 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 605 * 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 606 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 607 * will point at garbage.
547 */ 608 */
548void 609void
549copy_object (object *op2, object *op) 610object::copy_to (object *dst)
550{ 611{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 612 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 613 *(object_copy *)dst = *this;
553 614 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 615
565 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
566 if (op2->key_values) 617 if (key_values)
567 { 618 {
568 key_value *tail = 0; 619 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 620 dst->key_values = 0;
572 621
573 for (i = op2->key_values; i; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
574 { 623 {
575 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
576 625
577 new_link->next = 0; 626 new_link->next = 0;
578 new_link->key = i->key; 627 new_link->key = i->key;
579 new_link->value = i->value; 628 new_link->value = i->value;
580 629
581 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
582 if (!op->key_values) 631 if (!dst->key_values)
583 { 632 {
584 op->key_values = new_link; 633 dst->key_values = new_link;
585 tail = new_link; 634 tail = new_link;
586 } 635 }
587 else 636 else
588 { 637 {
589 tail->next = new_link; 638 tail->next = new_link;
590 tail = new_link; 639 tail = new_link;
591 } 640 }
592 } 641 }
593 } 642 }
594 643
595 update_ob_speed (op); 644 dst->activate ();
645}
646
647void
648object::instantiate ()
649{
650 if (!uuid.seq) // HACK
651 uuid = UUID::gen ();
652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
657 speed_left = -1.;
658
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
667
668 attachable::instantiate ();
669}
670
671object *
672object::clone ()
673{
674 object *neu = create ();
675 copy_to (neu);
676
677 // TODO: unclean state changes, should not be done in clone AND instantiate
678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
680
681 neu->map = map; // not copied by copy_to
682 return neu;
596} 683}
597 684
598/* 685/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 687 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
602 */ 689 */
603
604void 690void
605update_turn_face (object *op) 691update_turn_face (object *op)
606{ 692{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
608 return; 694 return;
695
609 SET_ANIMATION (op, op->direction); 696 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
611} 698}
612 699
613/* 700/*
614 * Updates the speed of an object. If the speed changes from 0 to another 701 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 702 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
617 */ 704 */
618void 705void
619update_ob_speed (object *op) 706object::set_speed (float speed)
620{ 707{
621 extern int arch_init; 708 this->speed = speed;
622 709
623 /* No reason putting the archetypes objects on the speed list, 710 if (has_active_speed ())
624 * since they never really need to be updated. 711 activate ();
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 {
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645
646 /* process_events() expects us to insert the object at the beginning
647 * of the list. */
648 op->active_next = active_objects;
649
650 if (op->active_next != NULL)
651 op->active_next->active_prev = op;
652
653 active_objects = op;
654 }
655 else 712 else
656 { 713 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 714}
680 715
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 716/*
713 * update_object() updates the array which represents the map. 717 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 718 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 719 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 720 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 721 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 722 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 723 * updating that window, though, since update_object() is called _often_)
720 * 724 *
721 * action is a hint of what the caller believes need to be done. 725 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 726 * current action are:
727 * UP_OBJ_INSERT: op was inserted 727 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 728 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 730 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
732 */ 732 */
733
734void 733void
735update_object (object *op, int action) 734update_object (object *op, int action)
736{ 735{
737 int update_now = 0, flags; 736 if (!op)
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL)
741 { 737 {
742 /* this should never happen */ 738 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
744 return; 740 return;
745 } 741 }
746 742
747 if (op->env != NULL) 743 if (!op->is_on_map ())
748 { 744 {
749 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
750 * to do in this case. 746 * to do in this case.
751 */ 747 */
752 return; 748 return;
753 } 749 }
754 750
755 /* If the map is saving, don't do anything as everything is
756 * going to get freed anyways.
757 */
758 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return;
760
761 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 753 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 755#ifdef MANY_CORES
766 abort (); 756 abort ();
767#endif 757#endif
768 return; 758 return;
769 } 759 }
770 760
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 761 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 762
763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */;
778 if (action == UP_OBJ_INSERT) 765 else if (action == UP_OBJ_INSERT)
779 { 766 {
767#if 0
768 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1; 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
782 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
793 update_now = 1; 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
794 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
795 if ((move_on | op->move_on) != move_on) 775 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 776 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 777 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 779 * have move_allow right now.
803 */ 780 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 782 m.invalidate ();
806 783#else
807 if ((move_slow | op->move_slow) != move_slow) 784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
808 update_now = 1; 785 m.invalidate ();
786#endif
809 } 787 }
810
811 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 790 * that is being removed.
814 */ 791 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 793 m.invalidate ();
817 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
819 else 796 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 798
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 799 if (op->more)
829 update_object (op->more, action); 800 update_object (op->more, action);
830} 801}
831 802
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846}
847
848object::object () 803object::object ()
849{ 804{
850 SET_FLAG (this, FLAG_REMOVED); 805 this->set_flag (FLAG_REMOVED);
851 806
852 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
853 face = blank_face; 808 face = blank_face;
809 material = MATERIAL_NULL;
854} 810}
855 811
856object::~object () 812object::~object ()
857{ 813{
814 unlink ();
815
858 free_key_values (this); 816 free_key_values (this);
859} 817}
860 818
861void object::link () 819void object::link ()
862{ 820{
863 count = ++ob_count; 821 assert (!index);//D
864 uuid = gen_uuid (); 822 uuid = UUID::gen ();
865 823
866 prev = 0; 824 refcnt_inc ();
867 next = object::first; 825 objects.insert (this);
868 826
869 if (object::first) 827 ++create_count;
870 object::first->prev = this;
871 828
872 object::first = this;
873} 829}
874 830
875void object::unlink () 831void object::unlink ()
876{ 832{
877 if (this == object::first) 833 if (!index)
878 object::first = next;
879
880 /* Remove this object from the list of used objects */
881 if (prev) prev->next = next;
882 if (next) next->prev = prev;
883
884 prev = 0;
885 next = 0;
886}
887
888object *object::create ()
889{
890 object *op = new object;
891 op->link ();
892 return op;
893}
894
895/*
896 * free_object() frees everything allocated by an object, removes
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{
907 if (QUERY_FLAG (this, FLAG_FREED))
908 return; 834 return;
909 835
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 836 ++destroy_count;
911 remove_friendly_object (this);
912 837
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 838 objects.erase (this);
914 remove_ob (this); 839 refcnt_dec ();
840}
915 841
916 SET_FLAG (this, FLAG_FREED); 842void
843object::activate ()
844{
845 /* If already on active list, don't do anything */
846 if (active)
847 return;
917 848
918 if (more) 849 if (has_active_speed ())
919 {
920 more->destroy (destroy_inventory);
921 more = 0;
922 } 850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
923 853
854 actives.insert (this);
855 }
856}
857
858void
859object::activate_recursive ()
860{
861 activate ();
862
863 for (object *op = inv; op; op = op->below)
864 op->activate_recursive ();
865}
866
867/* This function removes object 'op' from the list of active
868 * objects.
869 * This should only be used for style maps or other such
870 * reference maps where you don't want an object that isn't
871 * in play chewing up cpu time getting processed.
872 * The reverse of this is to call update_ob_speed, which
873 * will do the right thing based on the speed of the object.
874 */
875void
876object::deactivate ()
877{
878 /* If not on the active list, nothing needs to be done */
879 if (!active)
880 return;
881
882 actives.erase (this);
883}
884
885void
886object::deactivate_recursive ()
887{
888 for (object *op = inv; op; op = op->below)
889 op->deactivate_recursive ();
890
891 deactivate ();
892}
893
894void
895object::set_flag_inv (int flag, int value)
896{
897 for (object *op = inv; op; op = op->below)
898 {
899 op->flag [flag] = value;
900 op->set_flag_inv (flag, value);
901 }
902}
903
904/*
905 * Remove and free all objects in the inventory of the given object.
906 * object.c ?
907 */
908void
909object::destroy_inv (bool drop_to_ground)
910{
911 // need to check first, because the checks below might segfault
912 // as we might be on an invalid mapspace and crossfire code
913 // is too buggy to ensure that the inventory is empty.
914 // corollary: if you create arrows etc. with stuff in its inventory,
915 // cf will crash below with off-map x and y
924 if (inv) 916 if (!inv)
925 { 917 return;
918
926 /* Only if the space blocks everything do we not process - 919 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects 920 * if some form of movement is allowed, let objects
928 * drop on that space. 921 * drop on that space.
929 */ 922 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 923 if (!drop_to_ground
924 || !map
925 || map->in_memory != MAP_ACTIVE
926 || map->no_drop
927 || ms ().move_block == MOVE_ALL)
928 {
929 while (inv)
930 inv->destroy ();
931 }
932 else
933 { /* Put objects in inventory onto this space */
934 while (inv)
931 { 935 {
932 object *op = inv; 936 object *op = inv;
933 937
934 while (op) 938 if (op->flag [FLAG_STARTEQUIP]
935 { 939 || op->flag [FLAG_NO_DROP]
936 object *tmp = op->below; 940 || op->type == RUNE
937 op->destroy (destroy_inventory); 941 || op->type == TRAP
938 op = tmp; 942 || op->flag [FLAG_IS_A_TEMPLATE]
939 } 943 || op->flag [FLAG_DESTROY_ON_DEATH])
944 op->destroy ();
945 else
946 map->insert (op, x, y);
940 } 947 }
941 else 948 }
942 { /* Put objects in inventory onto this space */ 949}
943 object *op = inv;
944 950
945 while (op) 951/*
946 { 952 * Remove and free all objects in the inventory of the given object.
947 object *tmp = op->below; 953 * Unlike destroy_inv, this assumes the *this is destroyed as well
948 954 * well, so we can (and have to!) take shortcuts.
949 remove_ob (op); 955 */
950 956void
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 957object::destroy_inv_fast ()
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 958{
953 free_object (op); 959 while (object *op = inv)
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 } 960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
988object::create ()
989{
990 object *op;
991
992 if (freelist)
993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
996
997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
1002 }
1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
1012 op->link ();
1013
1014 return op;
1015}
1016
1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
1032static struct freed_map : maptile
1033{
1034 freed_map ()
1035 : maptile (3, 3)
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 no_drop = 1;
1040 no_reset = 1;
1041
1042 in_memory = MAP_ACTIVE;
1043 }
1044
1045 ~freed_map ()
1046 {
1047 destroy ();
1048 }
1049} freed_map; // freed objects are moved here to avoid crashes
1050
1051void
1052object::do_destroy ()
1053{
1054 if (flag [FLAG_IS_LINKED])
1055 remove_link ();
1056
1057 if (flag [FLAG_FRIENDLY])
1058 remove_friendly_object (this);
1059
1060 remove ();
1061
1062 attachable::do_destroy ();
1063
1064 deactivate ();
1065 unlink ();
1066
1067 flag [FLAG_FREED] = 1;
965 1068
966 // hack to ensure that freed objects still have a valid map 1069 // hack to ensure that freed objects still have a valid map
967 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes
969
970 if (!freed_map)
971 {
972 freed_map = new maptile;
973
974 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3;
976 freed_map->height = 3;
977
978 freed_map->allocate ();
979 }
980
981 map = freed_map; 1070 map = &freed_map;
982 x = 1; 1071 x = 1;
983 y = 1; 1072 y = 1;
1073
1074 if (more)
1075 {
1076 more->destroy ();
1077 more = 0;
984 } 1078 }
985 1079
1080 head = 0;
1081
986 // clear those pointers that likely might have circular references to us 1082 // clear those pointers that likely might cause circular references
987 owner = 0; 1083 owner = 0;
988 enemy = 0; 1084 enemy = 0;
989 attacked_by = 0; 1085 attacked_by = 0;
990 1086 current_weapon = 0;
991 // only relevant for players(?), but make sure of it anyways
992 contr = 0;
993
994 /* Remove object from the active list */
995 speed = 0;
996 update_ob_speed (this);
997
998 unlink ();
999
1000 mortals.push_back (this);
1001} 1087}
1002 1088
1003/*
1004 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)).
1006 */
1007void 1089void
1008sub_weight (object *op, signed long weight) 1090object::destroy ()
1009{ 1091{
1010 while (op != NULL) 1092 if (destroyed ())
1011 { 1093 return;
1012 if (op->type == CONTAINER)
1013 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1014 1094
1015 op->carrying -= weight; 1095 if (!is_head () && !head->destroyed ())
1016 op = op->env;
1017 } 1096 {
1018} 1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1098 head->destroy ();
1099 return;
1100 }
1019 1101
1020/* remove_ob(op): 1102 destroy_inv_fast ();
1103
1104 if (is_head ())
1105 if (sound_destroy)
1106 play_sound (sound_destroy);
1107 else if (flag [FLAG_MONSTER])
1108 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1109
1110 attachable::destroy ();
1111}
1112
1113/* op->remove ():
1021 * This function removes the object op from the linked list of objects 1114 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 1115 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 1116 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1117 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1118 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1119 */
1028void 1120void
1029object::remove () 1121object::do_remove ()
1030{ 1122{
1031 object *tmp, *last = 0; 1123 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1124 return;
1038 1125
1039 SET_FLAG (this, FLAG_REMOVED); 1126 INVOKE_OBJECT (REMOVE, this);
1127
1128 flag [FLAG_REMOVED] = true;
1040 1129
1041 if (more) 1130 if (more)
1042 more->remove (); 1131 more->remove ();
1043 1132
1044 /* 1133 /*
1045 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
1046 * inventory. 1135 * inventory.
1047 */ 1136 */
1048 if (env) 1137 if (env)
1049 { 1138 {
1050 if (nrof) 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 sub_weight (env, weight * nrof); 1140 if (object *pl = visible_to ())
1052 else 1141 esrv_del_item (pl->contr, count);
1053 sub_weight (env, weight + carrying); 1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1054 1143
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1144 adjust_weight (env, total_weight (), 0);
1056 * made to players inventory. If set, avoiding the call
1057 * to save cpu time.
1058 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp);
1061 1145
1062 if (above != NULL) 1146 object *pl = in_player ();
1063 above->below = below;
1064 else
1065 env->inv = below;
1066
1067 if (below != NULL)
1068 below->above = above;
1069 1147
1070 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1073 */ 1151 */
1074 x = env->x, y = env->y;
1075 map = env->map; 1152 map = env->map;
1076 above = 0, below = 0; 1153 x = env->x;
1077 env = 0; 1154 y = env->y;
1078 }
1079 else if (map)
1080 {
1081 /* Re did the following section of code - it looks like it had
1082 * lots of logic for things we no longer care about
1083 */
1084 1155
1085 /* link the object above us */ 1156 // make sure cmov optimisation is applicable
1086 if (above) 1157 *(above ? &above->below : &env->inv) = below;
1087 above->below = below; 1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
1088 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1090
1091 /* Relink the object below us, if there is one */
1092 if (below)
1093 below->above = above;
1094 else
1095 {
1096 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is
1098 * evident
1099 */
1100 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1112 }
1113 1159
1114 above = 0; 1160 above = 0;
1115 below = 0; 1161 below = 0;
1162 env = 0;
1163
1164 if (pl && pl->is_player ())
1165 {
1166 if (expect_false (pl->contr->combat_ob == this))
1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1185 }
1186 else if (map)
1187 {
1188 map->dirty = true;
1189 mapspace &ms = this->ms ();
1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (is_player ())
1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1198 // leaving a spot always closes any open container on the ground
1199 if (container && !container->env)
1200 // this causes spurious floorbox updates, but it ensures
1201 // that the CLOSE event is being sent.
1202 close_container ();
1203
1204 --map->players;
1205 map->touch ();
1206 }
1207 else if (pl->container_ () == this)
1208 {
1209 // removing a container should close it
1210 close_container ();
1211 }
1212 else
1213 esrv_del_item (pl->contr, count);
1214 }
1215
1216 /* link the object above us */
1217 // re-link, make sure compiler can easily use cmove
1218 *(above ? &above->below : &ms.top) = below;
1219 *(below ? &below->above : &ms.bot) = above;
1220
1221 above = 0;
1222 below = 0;
1223
1224 ms.invalidate ();
1116 1225
1117 if (map->in_memory == MAP_SAVING) 1226 if (map->in_memory == MAP_SAVING)
1118 return; 1227 return;
1119 1228
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1230
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1231 if (object *pl = ms.player ())
1123 { 1232 {
1124 /* No point updating the players look faces if he is the object 1233 if (pl->container_ () == this)
1125 * being removed.
1126 */
1127
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1132 * appropriately. 1236 * appropriately.
1133 */ 1237 */
1134 if (tmp->container == this) 1238 pl->close_container ();
1239
1240 //TODO: the floorbox prev/next might need updating
1241 //esrv_del_item (pl->contr, count);
1242 //TODO: update floorbox to preserve ordering
1243 if (pl->contr->ns)
1244 pl->contr->ns->floorbox_update ();
1245 }
1246
1247 if (check_walk_off)
1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1135 { 1249 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1250 above = tmp->above;
1137 tmp->container = 0;
1138 }
1139 1251
1140 tmp->contr->socket.update_look = 1; 1252 /* No point updating the players look faces if he is the object
1253 * being removed.
1141 } 1254 */
1142 1255
1143 /* See if player moving off should effect something */ 1256 /* See if object moving off should effect something */
1144 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1257 if ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1147 {
1148 move_apply (tmp, this, 0); 1259 move_apply (tmp, this, 0);
1149
1150 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1260 }
1153 1261
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1262 if (affects_los ())
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp;
1160 }
1161
1162 /* last == NULL of there are no objects on this space */
1163 if (!last)
1164 {
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los (map, x, y); 1263 update_all_los (map, x, y);
1178 } 1264 }
1179} 1265}
1180 1266
1181/* 1267/*
1190merge_ob (object *op, object *top) 1276merge_ob (object *op, object *top)
1191{ 1277{
1192 if (!op->nrof) 1278 if (!op->nrof)
1193 return 0; 1279 return 0;
1194 1280
1195 if (top == NULL) 1281 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1282 for (top = op; top && top->above; top = top->above)
1283 ;
1197 1284
1198 for (; top != NULL; top = top->below) 1285 for (; top; top = top->below)
1199 { 1286 if (object::can_merge (op, top))
1200 if (top == op)
1201 continue;
1202 if (CAN_MERGE (op, top))
1203 { 1287 {
1204 top->nrof += op->nrof; 1288 top->nrof += op->nrof;
1205 1289
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1290 if (object *pl = top->visible_to ())
1207 op->weight = 0; /* Don't want any adjustements now */ 1291 esrv_update_item (UPD_NROF, pl, top);
1208 remove_ob (op); 1292
1209 free_object (op); 1293 op->weight = 0; // cancel the addition above
1294 op->carrying = 0; // must be 0 already
1295
1296 op->destroy ();
1297
1210 return top; 1298 return top;
1211 } 1299 }
1212 }
1213 1300
1214 return 0; 1301 return 0;
1215} 1302}
1216 1303
1304void
1305object::expand_tail ()
1306{
1307 if (more)
1308 return;
1309
1310 object *prev = this;
1311
1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1313 {
1314 object *op = at->instance ();
1315
1316 op->name = name;
1317 op->name_pl = name_pl;
1318 op->title = title;
1319
1320 op->head = this;
1321 prev->more = op;
1322
1323 prev = op;
1324 }
1325}
1326
1217/* 1327/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1328 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1329 * job preparing multi-part monsters.
1220 */ 1330 */
1221object * 1331object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1333{
1224 object *tmp; 1334 op->remove ();
1225 1335
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1337 {
1231 tmp->x = x + tmp->arch->clone.x; 1338 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1339 tmp->y = y + tmp->arch->y;
1233 } 1340 }
1234 1341
1235 return insert_ob_in_map (op, m, originator, flag); 1342 return insert_ob_in_map (op, m, originator, flag);
1236} 1343}
1237 1344
1250 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1251 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1252 * 1359 *
1253 * Return value: 1360 * Return value:
1254 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1256 * just 'op' otherwise 1363 * just 'op' otherwise
1257 */ 1364 */
1258
1259object * 1365object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1367{
1262 object *tmp, *top, *floor = NULL; 1368 op->remove ();
1263 sint16 x, y;
1264 1369
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1370 if (m == &freed_map)//D TODO: remove soon
1266 { 1371 {//D
1267 LOG (llevError, "Trying to insert freed object!\n"); 1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1268 return NULL;
1269 } 1373 }//D
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1374
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1375 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1376 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1377 * need extra work
1337 */ 1378 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1379 maptile *newmap = m;
1339 x = op->x; 1380 if (!xy_normalise (newmap, op->x, op->y))
1340 y = op->y; 1381 {
1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1383 return 0;
1384 }
1385
1386 if (object *more = op->more)
1387 if (!insert_ob_in_map (more, m, originator, flag))
1388 return 0;
1389
1390 op->flag [FLAG_REMOVED] = false;
1391 op->env = 0;
1392 op->map = newmap;
1393
1394 mapspace &ms = op->ms ();
1341 1395
1342 /* this has to be done after we translate the coordinates. 1396 /* this has to be done after we translate the coordinates.
1343 */ 1397 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1398 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1400 if (object::can_merge (op, tmp))
1347 { 1401 {
1402 // TODO: we actually want to update tmp, not op,
1403 // but some caller surely breaks when we return tmp
1404 // from here :/
1348 op->nrof += tmp->nrof; 1405 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1406 tmp->destroy ();
1350 free_object (tmp);
1351 } 1407 }
1352 1408
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1410 op->clr_flag (FLAG_INV_LOCKED);
1355 1411
1356 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1412 if (!op->flag [FLAG_ALIVE])
1357 CLEAR_FLAG (op, FLAG_NO_STEAL); 1413 op->clr_flag (FLAG_NO_STEAL);
1358 1414
1359 if (flag & INS_BELOW_ORIGINATOR) 1415 if (flag & INS_BELOW_ORIGINATOR)
1360 { 1416 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 { 1418 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort (); 1420 abort ();
1365 } 1421 }
1366 1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1367 op->above = originator; 1430 op->above = originator;
1368 op->below = originator->below; 1431 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op; 1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1377 } 1435 }
1378 else 1436 else
1379 { 1437 {
1438 object *floor = 0;
1439 object *top = ms.top;
1440
1380 /* If there are other objects, then */ 1441 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1442 if (top)
1382 { 1443 {
1383 object *last = NULL;
1384
1385 /* 1444 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1445 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1446 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1447 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1392 * once we get to them. This reduces the need to traverse over all of 1451 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1452 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1453 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1454 * that flying non pickable objects are spell objects.
1396 */ 1455 */
1397 1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1398 while (top != NULL)
1399 { 1457 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1401 floor = top; 1459 floor = tmp;
1402 1460
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1404 { 1462 {
1405 /* We insert above top, so we want this object below this */ 1463 /* We insert above top, so we want this object below this */
1406 top = top->below; 1464 top = tmp->below;
1407 break; 1465 break;
1408 } 1466 }
1409 1467
1410 last = top;
1411 top = top->above; 1468 top = tmp;
1412 } 1469 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416 1470
1417 /* We let update_position deal with figuring out what the space 1471 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here. 1472 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1473 * makes things faster, and effectively the same result.
1420 */ 1474 */
1421 1475
1422 /* Have object 'fall below' other objects that block view. 1476 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1477 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1478 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1479 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1480 * stacking is a bit odd.
1427 */ 1481 */
1428 if (!(flag & INS_ON_TOP) && 1482 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1483 && ms.flags () & P_BLOCKSVIEW
1484 && (op->face && !faces [op->face].visibility))
1430 { 1485 {
1486 object *last;
1487
1431 for (last = top; last != floor; last = last->below) 1488 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1433 break; 1490 break;
1491
1434 /* Check to see if we found the object that blocks view, 1492 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1493 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1494 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1495 * set top to the object below us.
1438 */ 1496 */
1439 if (last && last->below && last != floor) 1497 if (last && last->below && last != floor)
1440 top = last->below; 1498 top = last->below;
1441 } 1499 }
1442 } /* If objects on this space */ 1500 } /* If objects on this space */
1443 1501
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1503 top = floor;
1449 1504
1450 /* Top is the object that our object (op) is going to get inserted above. 1505 // insert object above top, or bottom-most if top = 0
1451 */
1452
1453 /* First object on this space */
1454 if (!top) 1506 if (!top)
1455 { 1507 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL; 1508 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1509 op->above = ms.bot;
1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1463 } 1513 }
1464 else 1514 else
1465 { /* get inserted into the stack above top */ 1515 {
1466 op->above = top->above; 1516 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op; 1517 top->above = op;
1470 1518
1471 op->below = top; 1519 op->below = top;
1472 top->above = op; 1520 *(op->above ? &op->above->below : &ms.top) = op;
1473 } 1521 }
1522 }
1474 1523
1475 if (op->above == NULL) 1524 if (op->is_player ())
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1525 {
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1526 op->contr->do_los = 1;
1527 ++op->map->players;
1528 op->map->touch ();
1529 }
1481 1530
1482 /* If we have a floor, we know the player, if any, will be above 1531 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1532
1484 */ 1533 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1534 //TODO: the floorbox prev/next might need updating
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1535 //esrv_send_item (pl, op);
1487 if (tmp->type == PLAYER) 1536 //TODO: update floorbox to preserve ordering
1488 tmp->contr->socket.update_look = 1; 1537 if (pl->contr->ns)
1538 pl->contr->ns->floorbox_update ();
1489 1539
1490 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1541 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1542 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1543 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1547 * of effect may be sufficient.
1498 */ 1548 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1500 update_all_los (op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1501 1554
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1504 1557
1558 INVOKE_OBJECT (INSERT, op);
1559
1505 /* Don't know if moving this to the end will break anything. However, 1560 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1561 * we want to have floorbox_update called before calling this.
1507 * 1562 *
1508 * check_move_on() must be after this because code called from 1563 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1564 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1566 * update_object().
1512 */ 1567 */
1513 1568
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1516 { 1571 {
1517 if (check_move_on (op, originator)) 1572 if (check_move_on (op, originator, flag))
1518 return NULL; 1573 return 0;
1519 1574
1520 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1521 * walk on's. 1576 * walk on's.
1522 */ 1577 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1525 return NULL; 1580 return 0;
1526 } 1581 }
1527 1582
1528 return op; 1583 return op;
1529} 1584}
1530 1585
1531/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1534 */ 1589 */
1535void 1590void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1537{ 1592{
1538 object *
1539 tmp;
1540 object *
1541 tmp1;
1542
1543 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1544 1594
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1596 if (tmp->arch->archname == archname) /* same archetype */
1548 { 1597 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1598
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1555 1600
1556 tmp1->x = op->x; 1601 tmp->x = op->x;
1557 tmp1->y = op->y; 1602 tmp->y = op->y;
1603
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1559} 1605}
1560
1561/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array.
1567 */
1568 1606
1569object * 1607object *
1570get_split_ob (object *orig_ob, uint32 nr) 1608object::insert_at (object *where, object *originator, int flags)
1571{ 1609{
1572 object * 1610 if (where->env)
1573 newob; 1611 return where->env->insert (this);
1574 int 1612 else
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1576
1577 if (orig_ob->nrof < nr)
1578 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL;
1581 }
1582
1583 newob = object_create_clone (orig_ob);
1584
1585 if ((orig_ob->nrof -= nr) < 1)
1586 {
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed)
1592 {
1593 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1596 {
1597 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1598 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1599 return NULL;
1600 }
1601 }
1602
1603 newob->nrof = nr;
1604
1605 return newob;
1606} 1614}
1607 1615
1616// check whether we can put this into the map, respect max_volume, max_items
1617bool
1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1621
1622 int items = ms.items ();
1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1627 return true;
1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1636}
1637
1608/* 1638/*
1609 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1610 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1612 * 1642 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */ 1644 */
1645bool
1646object::decrease (sint32 nr)
1647{
1648 if (!nr)
1649 return true;
1615 1650
1651 nr = min (nr, nrof);
1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1657 nrof -= nr;
1658
1659 if (object *pl = visible_to ())
1660 esrv_update_item (UPD_NROF, pl, this);
1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1616object * 1679object *
1617decrease_ob_nr (object *op, uint32 i) 1680object::split (sint32 nr)
1618{ 1681{
1619 object *tmp; 1682 int have = number_of ();
1620 player *pl;
1621 1683
1622 if (i == 0) /* objects with op->nrof require this check */ 1684 if (have < nr)
1623 return op; 1685 return 0;
1624 1686 else if (have == nr)
1625 if (i > op->nrof)
1626 i = op->nrof;
1627
1628 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i;
1630 else if (op->env != NULL)
1631 { 1687 {
1632 /* is this object in the players inventory, or sub container
1633 * therein?
1634 */
1635 tmp = is_player_inv (op->env);
1636 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player.
1641 */
1642 if (!tmp)
1643 {
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env)
1646 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 }
1652
1653 if (i < op->nrof)
1654 {
1655 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i;
1657 if (tmp)
1658 {
1659 esrv_send_item (tmp, op);
1660 }
1661 }
1662 else
1663 {
1664 remove_ob (op); 1688 remove ();
1665 op->nrof = 0; 1689 return this;
1666 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count);
1669 }
1670 }
1671 } 1690 }
1672 else 1691 else
1673 { 1692 {
1674 object *above = op->above; 1693 decrease (nr);
1675 1694
1676 if (i < op->nrof) 1695 object *op = deep_clone ();
1677 op->nrof -= i; 1696 op->nrof = nr;
1678 else
1679 {
1680 remove_ob (op);
1681 op->nrof = 0;
1682 }
1683
1684 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above)
1686 if (tmp->type == PLAYER)
1687 {
1688 if (op->nrof)
1689 esrv_send_item (tmp, op);
1690 else
1691 esrv_del_item (tmp->contr, op->count);
1692 }
1693 }
1694
1695 if (op->nrof)
1696 return op; 1697 return op;
1697 else
1698 {
1699 free_object (op);
1700 return NULL;
1701 }
1702}
1703
1704/*
1705 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying.
1707 */
1708
1709void
1710add_weight (object *op, signed long weight)
1711{
1712 while (op != NULL)
1713 {
1714 if (op->type == CONTAINER)
1715 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1716
1717 op->carrying += weight;
1718 op = op->env;
1719 } 1698 }
1720} 1699}
1721 1700
1722object * 1701object *
1723insert_ob_in_ob (object *op, object *where) 1702insert_ob_in_ob (object *op, object *where)
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump); 1708 free (dump);
1730 return op; 1709 return op;
1731 } 1710 }
1732 1711
1733 if (where->head) 1712 if (where->head_ () != where)
1734 { 1713 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1715 where = where->head;
1737 } 1716 }
1738 1717
1739 return where->insert (op); 1718 return where->insert (op);
1740} 1719}
1745 * inside the object environment. 1724 * inside the object environment.
1746 * 1725 *
1747 * The function returns now pointer to inserted item, and return value can 1726 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1749 */ 1728 */
1750
1751object * 1729object *
1752object::insert (object *op) 1730object::insert (object *op)
1753{ 1731{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove ();
1758
1759 if (op->more) 1732 if (op->more)
1760 { 1733 {
1761 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1762 return op; 1735 return op;
1763 } 1736 }
1764 1737
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1738 op->remove ();
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1767 if (op->nrof) 1742 if (op->nrof)
1768 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1744 if (object::can_merge (tmp, op))
1771 { 1745 {
1772 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1774 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1753
1776 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1777 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1756
1778 add_weight (this, op->weight * op->nrof); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1779 SET_FLAG (op, FLAG_REMOVED); 1758
1780 op->destroy (); /* free the inserted object */ 1759 op->destroy ();
1781 op = tmp; 1760 op = tmp;
1782 op->remove (); /* and fix old object's links */ 1761 goto inserted;
1783 CLEAR_FLAG (op, FLAG_REMOVED);
1784 break;
1785 } 1762 }
1786 1763
1787 /* I assume combined objects have no inventory 1764 op->owner = 0; // it's his/hers now. period.
1788 * We add the weight - this object could have just been removed
1789 * (if it was possible to merge). calling remove_ob will subtract
1790 * the weight, so we need to add it in again, since we actually do
1791 * the linking below
1792 */
1793 add_weight (this, op->weight * op->nrof);
1794 }
1795 else
1796 add_weight (this, (op->weight + op->carrying));
1797
1798 otmp = is_player_inv (this);
1799 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp);
1802
1803 op->map = NULL; 1765 op->map = 0;
1766 op->x = 0;
1767 op->y = 0;
1768
1769 op->above = 0;
1770 op->below = inv;
1804 op->env = this; 1771 op->env = this;
1805 op->above = NULL;
1806 op->below = NULL;
1807 op->x = 0, op->y = 0;
1808 1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, 0, op->total_weight ());
1784
1785inserted:
1809 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1787 if (op->glow_radius && is_on_map ())
1811 { 1788 {
1812#ifdef DEBUG_LIGHTS 1789 update_stats ();
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map))
1816 update_all_los (map, x, y); 1790 update_all_los (map, x, y);
1817 }
1818
1819 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function...
1821 */
1822 if (!inv)
1823 inv = op;
1824 else
1825 { 1791 }
1826 op->below = inv; 1792 else if (is_player ())
1827 op->below->above = op; 1793 // if this is a player's inventory, update stats
1828 inv = op; 1794 contr->queue_stats_update ();
1829 } 1795
1796 INVOKE_OBJECT (INSERT, this);
1830 1797
1831 return op; 1798 return op;
1832} 1799}
1833 1800
1834/* 1801/*
1849 * 1816 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1819 * on top.
1853 */ 1820 */
1854
1855int 1821int
1856check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1857{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1858 object *tmp; 1827 object *tmp;
1859 maptile *m = op->map; 1828 maptile *m = op->map;
1860 int x = op->x, y = op->y; 1829 int x = op->x, y = op->y;
1861 1830
1862 MoveType move_on, move_slow, move_block; 1831 mapspace &ms = m->at (x, y);
1863 1832
1864 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1833 ms.update ();
1865 return 0;
1866 1834
1867 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1870 1838
1871 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1842 * as walking.
1885 return 0; 1853 return 0;
1886 1854
1887 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1889 */ 1857 */
1890 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1892 {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1898 break;
1899 } 1859 {
1860 next = tmp->below;
1900 1861
1901 for (; tmp; tmp = tmp->below)
1902 {
1903 if (tmp == op) 1862 if (tmp == op)
1904 continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1905 1864
1906 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1907 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1908 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1909 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1910 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1911 */ 1870 */
1912 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1871 if (!op->flag [FLAG_WIZPASS])
1913 { 1872 {
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 { 1875 {
1917
1918 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1877
1921 if (op->type == PLAYER) 1878 if (op->is_player ())
1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1924 diff /= 4.0; 1881 diff /= 4.0;
1925 1882
1926 op->speed_left -= diff; 1883 op->speed_left -= diff;
1927 } 1884 }
1928 } 1885 }
1929 1886
1930 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1931 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1933 { 1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1895
1934 move_apply (tmp, op, originator); 1896 move_apply (tmp, op, originator);
1935 1897
1936 if (op->destroyed ()) 1898 if (op->destroyed ())
1937 return 1; 1899 return 1;
1938 1900
1951/* 1913/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1914 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1915 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1955 */ 1917 */
1956
1957object * 1918object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1919present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1920{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1921 if (!m || out_of_map (m, x, y))
1964 { 1922 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1924 return NULL;
1967 } 1925 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1926
1969 if (tmp->arch == at) 1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1928 if (tmp->arch->archname == at->archname)
1970 return tmp; 1929 return tmp;
1930
1971 return NULL; 1931 return NULL;
1972} 1932}
1973 1933
1974/* 1934/*
1975 * present(type, map, x, y) searches for any objects with 1935 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1936 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1978 */ 1938 */
1979
1980object * 1939object *
1981present (unsigned char type, maptile *m, int x, int y) 1940present (unsigned char type, maptile *m, int x, int y)
1982{ 1941{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1942 if (out_of_map (m, x, y))
1987 { 1943 {
1988 LOG (llevError, "Present called outside map.\n"); 1944 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1945 return NULL;
1990 } 1946 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1947
1948 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1949 if (tmp->type == type)
1993 return tmp; 1950 return tmp;
1951
1994 return NULL; 1952 return NULL;
1995} 1953}
1996 1954
1997/* 1955/*
1998 * present_in_ob(type, object) searches for any objects with 1956 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1957 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1958 * The first matching object is returned, or NULL if none.
2001 */ 1959 */
2002
2003object * 1960object *
2004present_in_ob (unsigned char type, const object *op) 1961present_in_ob (unsigned char type, const object *op)
2005{ 1962{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1964 if (tmp->type == type)
2011 return tmp; 1965 return tmp;
1966
2012 return NULL; 1967 return NULL;
2013} 1968}
2014 1969
2015/* 1970/*
2016 * present_in_ob (type, str, object) searches for any objects with 1971 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1979 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1980 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1981 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1982 * to be unique.
2028 */ 1983 */
2029
2030object * 1984object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1985present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1986{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1987 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1988 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1989 return tmp;
2040 } 1990
2041 return NULL; 1991 return 0;
2042} 1992}
2043 1993
2044/* 1994/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1995 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1996 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
2048 */ 1998 */
2049
2050object * 1999object *
2051present_arch_in_ob (const archetype *at, const object *op) 2000present_arch_in_ob (const archetype *at, const object *op)
2052{ 2001{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 if (tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
2058 return tmp; 2004 return tmp;
2005
2059 return NULL; 2006 return NULL;
2060} 2007}
2061 2008
2062/* 2009/*
2063 * activate recursively a flag on an object inventory 2010 * activate recursively a flag on an object inventory
2064 */ 2011 */
2065void 2012void
2066flag_inv (object *op, int flag) 2013flag_inv (object *op, int flag)
2067{ 2014{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 2016 {
2074 SET_FLAG (tmp, flag); 2017 tmp->set_flag (flag);
2075 flag_inv (tmp, flag); 2018 flag_inv (tmp, flag);
2076 } 2019 }
2077} /* 2020}
2021
2022/*
2078 * desactivate recursively a flag on an object inventory 2023 * deactivate recursively a flag on an object inventory
2079 */ 2024 */
2080void 2025void
2081unflag_inv (object *op, int flag) 2026unflag_inv (object *op, int flag)
2082{ 2027{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 2029 {
2089 CLEAR_FLAG (tmp, flag); 2030 tmp->clr_flag (flag);
2090 unflag_inv (tmp, flag); 2031 unflag_inv (tmp, flag);
2091 } 2032 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 2033}
2107 2034
2108/* 2035/*
2109 * find_free_spot(object, map, x, y, start, stop) will search for 2036 * find_free_spot(object, map, x, y, start, stop) will search for
2110 * a spot at the given map and coordinates which will be able to contain 2037 * a spot at the given map and coordinates which will be able to contain
2112 * to search (see the freearr_x/y[] definition). 2039 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 2040 * It returns a random choice among the alternatives found.
2114 * start and stop are where to start relative to the free_arr array (1,9 2041 * start and stop are where to start relative to the free_arr array (1,9
2115 * does all 4 immediate directions). This returns the index into the 2042 * does all 4 immediate directions). This returns the index into the
2116 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2043 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2117 * Note - this only checks to see if there is space for the head of the
2118 * object - if it is a multispace object, this should be called for all
2119 * pieces.
2120 * Note2: This function does correctly handle tiled maps, but does not 2044 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 2045 * inform the caller. However, insert_ob_in_map will update as
2122 * necessary, so the caller shouldn't need to do any special work. 2046 * necessary, so the caller shouldn't need to do any special work.
2123 * Note - updated to take an object instead of archetype - this is necessary 2047 * Note - updated to take an object instead of archetype - this is necessary
2124 * because arch_blocked (now ob_blocked) needs to know the movement type 2048 * because arch_blocked (now ob_blocked) needs to know the movement type
2125 * to know if the space in question will block the object. We can't use 2049 * to know if the space in question will block the object. We can't use
2126 * the archetype because that isn't correct if the monster has been 2050 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 2051 * customized, changed states, etc.
2128 */ 2052 */
2129
2130int 2053int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2054find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 2055{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 2056 int altern[SIZEOFFREE];
2057 int index = 0, flag;
2138 2058
2139 for (i = start; i < stop; i++) 2059 for (int i = start; i < stop; i++)
2140 { 2060 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2061 mapxy pos (m, x, y); pos.move (i);
2142 if (!flag) 2062
2063 if (!pos.normalise ())
2064 continue;
2065
2066 mapspace &ms = *pos;
2067
2068 if (ms.flags () & P_IS_ALIVE)
2069 continue;
2070
2071 /* However, often
2072 * ob doesn't have any move type (when used to place exits)
2073 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2074 */
2075 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2076 {
2143 altern[index++] = i; 2077 altern [index++] = i;
2078 continue;
2079 }
2144 2080
2145 /* Basically, if we find a wall on a space, we cut down the search size. 2081 /* Basically, if we find a wall on a space, we cut down the search size.
2146 * In this way, we won't return spaces that are on another side of a wall. 2082 * In this way, we won't return spaces that are on another side of a wall.
2147 * This mostly work, but it cuts down the search size in all directions - 2083 * This mostly work, but it cuts down the search size in all directions -
2148 * if the space being examined only has a wall to the north and empty 2084 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 2085 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 2086 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2087 * won't look 2 spaces south of the target space.
2152 */ 2088 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2089 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2090 {
2154 stop = maxfree[i]; 2091 stop = maxfree[i];
2092 continue;
2093 }
2094
2095 /* Note it is intentional that we check ob - the movement type of the
2096 * head of the object should correspond for the entire object.
2097 */
2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2099 continue;
2100
2101 if (ob->blocked (pos.m, pos.x, pos.y))
2102 continue;
2103
2104 altern [index++] = i;
2155 } 2105 }
2106
2156 if (!index) 2107 if (!index)
2157 return -1; 2108 return -1;
2109
2158 return altern[RANDOM () % index]; 2110 return altern [rndm (index)];
2159} 2111}
2160 2112
2161/* 2113/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2114 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2115 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 2116 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2117 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2118 */
2167
2168int 2119int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2120find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2121{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2122 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2123 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 2124 return i;
2178 } 2125
2179 return -1; 2126 return -1;
2180} 2127}
2181 2128
2182/* 2129/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2130 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2131 * arr[begin..end-1].
2132 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2133 */
2186static void 2134static void
2187permute (int *arr, int begin, int end) 2135permute (int *arr, int begin, int end)
2188{ 2136{
2189 int 2137 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2138 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2139
2200 tmp = arr[i]; 2140 while (--end)
2201 arr[i] = arr[j]; 2141 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2142}
2205 2143
2206/* new function to make monster searching more efficient, and effective! 2144/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2145 * This basically returns a randomized array (in the passed pointer) of
2208 * the spaces to find monsters. In this way, it won't always look for 2146 * the spaces to find monsters. In this way, it won't always look for
2211 * the 3x3 area will be searched, just not in a predictable order. 2149 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2150 */
2213void 2151void
2214get_search_arr (int *search_arr) 2152get_search_arr (int *search_arr)
2215{ 2153{
2216 int 2154 int i;
2217 i;
2218 2155
2219 for (i = 0; i < SIZEOFFREE; i++) 2156 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2157 search_arr[i] = i;
2222 }
2223 2158
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2159 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2160 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2161 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2162}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2171 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2172 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2173 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2174 * there is capable of.
2240 */ 2175 */
2241
2242int 2176int
2243find_dir (maptile *m, int x, int y, object *exclude) 2177find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2178{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2248
2249 sint16 nx, ny;
2250 object *
2251 tmp;
2252 maptile *
2253 mp;
2254
2255 MoveType blocked, move_type; 2180 MoveType move_type;
2256 2181
2257 if (exclude && exclude->head) 2182 if (exclude && exclude->head_ () != exclude)
2258 { 2183 {
2259 exclude = exclude->head; 2184 exclude = exclude->head;
2260 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2261 } 2186 }
2262 else 2187 else
2263 { 2188 {
2264 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2265 move_type = MOVE_ALL; 2190 move_type = MOVE_ALL;
2266 } 2191 }
2267 2192
2268 for (i = 1; i < max; i++) 2193 for (int i = 1; i < max; i++)
2269 { 2194 {
2270 mp = m; 2195 mapxy pos (m, x, y);
2271 nx = x + freearr_x[i]; 2196 pos.move (i);
2272 ny = y + freearr_y[i];
2273 2197
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2198 if (!pos.normalise ())
2275 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2199 max = maxfree[i];
2278 }
2279 else 2200 else
2280 { 2201 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2202 mapspace &ms = *pos;
2282 2203
2283 if ((move_type & blocked) == move_type) 2204 if ((move_type & ms.move_block) == move_type)
2205 max = maxfree [i];
2206 else if (ms.flags () & P_IS_ALIVE)
2284 { 2207 {
2285 max = maxfree[i]; 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2286 } 2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2287 else if (mflags & P_IS_ALIVE) 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2290 {
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break;
2294 }
2295 }
2296 if (tmp)
2297 {
2298 return freedir[i]; 2211 return freedir [i];
2299 }
2300 } 2212 }
2301 } 2213 }
2302 } 2214 }
2215
2303 return 0; 2216 return 0;
2304} 2217}
2305 2218
2306/* 2219/*
2307 * distance(object 1, object 2) will return the square of the 2220 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2221 * distance between the two given objects.
2309 */ 2222 */
2310
2311int 2223int
2312distance (const object *ob1, const object *ob2) 2224distance (const object *ob1, const object *ob2)
2313{ 2225{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2227}
2320 2228
2321/* 2229/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2323 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2324 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2325 */ 2233 */
2326
2327int 2234int
2328find_dir_2 (int x, int y) 2235find_dir_2 (int x, int y)
2329{ 2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2330 int 2280 int q;
2331 q;
2332 2281
2333 if (y) 2282 if (y)
2334 q = x * 100 / y; 2283 q = 128 * x / y;
2335 else if (x) 2284 else if (x)
2336 q = -300 * x; 2285 q = -512 * x; // to make it > 309
2337 else 2286 else
2338 return 0; 2287 return 0;
2339 2288
2340 if (y > 0) 2289 if (y > 0)
2341 { 2290 {
2342 if (q < -242) 2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2343 return 3; 2296 return 3;
2344 if (q < -41) 2297 }
2345 return 2; 2298 else
2346 if (q < 41) 2299 {
2347 return 1; 2300 if (q < -309) return 3;
2348 if (q < 242) 2301 if (q < -52) return 2;
2349 return 8; 2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2350 return 7; 2305 return 7;
2351 } 2306 }
2352 2307#endif
2353 if (q < -242)
2354 return 7;
2355 if (q < -41)
2356 return 6;
2357 if (q < 41)
2358 return 5;
2359 if (q < 242)
2360 return 4;
2361
2362 return 3;
2363}
2364
2365/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379} 2308}
2380 2309
2381/* 2310/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2313 */
2385
2386int 2314int
2387dirdiff (int dir1, int dir2) 2315dirdiff (int dir1, int dir2)
2388{ 2316{
2389 int
2390 d;
2391
2392 d = abs (dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2393 if (d > 4) 2318
2394 d = 8 - d; 2319 return d > 4 ? 8 - d : d;
2395 return d;
2396} 2320}
2397 2321
2398/* peterm: 2322/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2400 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2402 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2329 * functions.
2406 */ 2330 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2384 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2385 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2386 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2387 * Modified to be map tile aware -.MSW
2466 */ 2388 */
2467
2468
2469int 2389int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2390can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2391{
2472 sint16 dx, dy; 2392 sint16 dx, dy;
2473 int
2474 mflags; 2393 int mflags;
2475 2394
2476 if (dir < 0) 2395 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2396 return 0; /* exit condition: invalid direction */
2478 2397
2479 dx = x + freearr_x[dir]; 2398 dx = x + freearr_x[dir];
2492 return 0; 2411 return 0;
2493 2412
2494 /* yes, can see. */ 2413 /* yes, can see. */
2495 if (dir < 9) 2414 if (dir < 9)
2496 return 1; 2415 return 1;
2416
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2417 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2419 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2420}
2500
2501
2502 2421
2503/* 2422/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2423 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2424 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2425 * picked up, otherwise 0.
2508 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2427 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2509 * core dumps if they do. 2428 * core dumps if they do.
2510 * 2429 *
2511 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2512 */ 2431 */
2513
2514int 2432int
2515can_pick (const object *who, const object *item) 2433can_pick (const object *who, const object *item)
2516{ 2434{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*who->flag [FLAG_WIZ]|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2520} 2438}
2521
2522 2439
2523/* 2440/*
2524 * create clone from object to another 2441 * create clone from object to another
2525 */ 2442 */
2526object * 2443object *
2527object_create_clone (object *asrc) 2444object::deep_clone ()
2528{ 2445{
2529 object * 2446 assert (("deep_clone called on non-head object", is_head ()));
2530 dst = NULL, *tmp, *src, *part, *prev, *item;
2531 2447
2532 if (!asrc) 2448 object *dst = clone ();
2533 return NULL;
2534 src = asrc;
2535 if (src->head)
2536 src = src->head;
2537 2449
2538 prev = NULL; 2450 object *prev = dst;
2539 for (part = src; part; part = part->more) 2451 for (object *part = this->more; part; part = part->more)
2540 { 2452 {
2541 tmp = get_object (); 2453 object *tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x;
2544 tmp->y -= src->y;
2545 if (!part->head)
2546 {
2547 dst = tmp;
2548 tmp->head = NULL;
2549 }
2550 else
2551 {
2552 tmp->head = dst; 2454 tmp->head = dst;
2553 }
2554 tmp->more = NULL;
2555 if (prev)
2556 prev->more = tmp; 2455 prev->more = tmp;
2557 prev = tmp; 2456 prev = tmp;
2558 } 2457 }
2559 2458
2560 for (item = src->inv; item; item = item->below) 2459 for (object *item = inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2562 2461
2563 return dst; 2462 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2463}
2604 2464
2605/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2466 * has the same type and subtype match.
2607 * returns NULL if no match. 2467 * returns NULL if no match.
2608 */ 2468 */
2609object * 2469object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2470find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2471{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2472 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2473 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2474 return tmp;
2617 2475
2618 return NULL;
2619}
2620
2621/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL.
2623 *
2624 * key must be a passed in shared string - otherwise, this won't
2625 * do the desired thing.
2626 */
2627key_value *
2628get_ob_key_link (const object *ob, const char *key)
2629{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next)
2633 if (link->key == key)
2634 return link;
2635
2636 return NULL;
2637}
2638
2639/*
2640 * Returns the value of op has an extra_field for key, or NULL.
2641 *
2642 * The argument doesn't need to be a shared string.
2643 *
2644 * The returned string is shared.
2645 */
2646const char *
2647get_ob_key_value (const object *op, const char *const key)
2648{
2649 key_value *link;
2650 shstr_cmp canonical_key (key);
2651
2652 if (!canonical_key)
2653 {
2654 /* 1. There being a field named key on any object
2655 * implies there'd be a shared string to find.
2656 * 2. Since there isn't, no object has this field.
2657 * 3. Therefore, *this* object doesn't have this field.
2658 */
2659 return 0;
2660 }
2661
2662 /* This is copied from get_ob_key_link() above -
2663 * only 4 lines, and saves the function call overhead.
2664 */
2665 for (link = op->key_values; link; link = link->next)
2666 if (link->key == canonical_key)
2667 return link->value;
2668
2669 return 0; 2476 return 0;
2670} 2477}
2671 2478
2672 2479shstr_tmp
2673/* 2480object::kv_get (shstr_tmp key) const
2674 * Updates the canonical_key in op to value.
2675 *
2676 * canonical_key is a shared string (value doesn't have to be).
2677 *
2678 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2679 * keys.
2680 *
2681 * Returns TRUE on success.
2682 */
2683int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2481{
2686 key_value * 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2687 field = NULL, *last = NULL; 2483 if (kv->key == key)
2484 return kv->value;
2688 2485
2689 for (field = op->key_values; field != NULL; field = field->next) 2486 return shstr ();
2690 { 2487}
2691 if (field->key != canonical_key) 2488
2489void
2490object::kv_set (shstr_tmp key, shstr_tmp value)
2491{
2492 for (key_value *kv = key_values; kv; kv = kv->next)
2493 if (kv->key == key)
2692 { 2494 {
2693 last = field; 2495 kv->value = value;
2694 continue; 2496 return;
2695 } 2497 }
2696 2498
2697 if (value) 2499 key_value *kv = new key_value;
2698 field->value = value; 2500
2699 else 2501 kv->next = key_values;
2502 kv->key = key;
2503 kv->value = value;
2504
2505 key_values = kv;
2506}
2507
2508void
2509object::kv_del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2700 { 2513 {
2701 /* Basically, if the archetype has this key set, 2514 key_value *kv = *kvp;
2702 * we need to store the null value so when we save 2515 *kvp = (*kvp)->next;
2703 * it, we save the empty value so that when we load, 2516 delete kv;
2704 * we get this value back again. 2517 return;
2705 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key))
2707 field->value = 0;
2708 else
2709 {
2710 if (last)
2711 last->next = field->next;
2712 else
2713 op->key_values = field->next;
2714
2715 delete field;
2716 }
2717 } 2518 }
2718 return TRUE;
2719 }
2720 /* IF we get here, key doesn't exist */
2721
2722 /* No field, we'll have to add it. */
2723
2724 if (!add_key)
2725 {
2726 return FALSE;
2727 }
2728 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings,
2732 * should pass in ""
2733 */
2734 if (value == NULL)
2735 return TRUE;
2736
2737 field = new key_value;
2738
2739 field->key = canonical_key;
2740 field->value = value;
2741 /* Usual prepend-addition. */
2742 field->next = op->key_values;
2743 op->key_values = field;
2744
2745 return TRUE;
2746}
2747
2748/*
2749 * Updates the key in op to value.
2750 *
2751 * If add_key is FALSE, this will only update existing keys,
2752 * and not add new ones.
2753 * In general, should be little reason FALSE is ever passed in for add_key
2754 *
2755 * Returns TRUE on success.
2756 */
2757int
2758set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2759{
2760 shstr key_ (key);
2761
2762 return set_ob_key_value_s (op, key_, value, add_key);
2763} 2519}
2764 2520
2765object::depth_iterator::depth_iterator (object *container) 2521object::depth_iterator::depth_iterator (object *container)
2766: iterator_base (container) 2522: iterator_base (container)
2767{ 2523{
2781 } 2537 }
2782 else 2538 else
2783 item = item->env; 2539 item = item->env;
2784} 2540}
2785 2541
2542const char *
2543object::flag_desc (char *desc, int len) const
2544{
2545 char *p = desc;
2546 bool first = true;
2547
2548 *p = 0;
2549
2550 for (int i = 0; i < NUM_FLAGS; i++)
2551 {
2552 if (len <= 10) // magic constant!
2553 {
2554 snprintf (p, len, ",...");
2555 break;
2556 }
2557
2558 if (flag [i])
2559 {
2560 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2561 len -= cnt;
2562 p += cnt;
2563 first = false;
2564 }
2565 }
2566
2567 return desc;
2568}
2569
2786// return a suitable string describing an objetc in enough detail to find it 2570// return a suitable string describing an object in enough detail to find it
2787const char * 2571const char *
2788object::debug_desc (char *info) const 2572object::debug_desc (char *info) const
2789{ 2573{
2574 char flagdesc[512];
2790 char info2[256 * 3]; 2575 char info2[256 * 4];
2791 char *p = info; 2576 char *p = info;
2792 2577
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2794 count, 2579 count,
2580 uuid.c_str (),
2795 &name, 2581 &name,
2796 title ? " " : "", 2582 title ? ",title:\"" : "",
2797 title ? (const char *)title : ""); 2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type);
2798 2586
2799 if (env) 2587 if (!flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2589
2802 if (map) 2590 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2592
2805 return info; 2593 return info;
2806} 2594}
2807 2595
2808const char * 2596const char *
2809object::debug_desc () const 2597object::debug_desc () const
2810{ 2598{
2811 static char info[256 * 3]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2812 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2813} 2603}
2814 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612void
2613object::open_container (object *new_container)
2614{
2615 if (container == new_container)
2616 return;
2617
2618 object *old_container = container;
2619
2620 if (old_container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2635 old_container->flag [FLAG_APPLIED] = false;
2636 container = 0;
2637
2638 // client needs item update to make it work, client bug requires this to be separate
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2642 play_sound (sound_find ("chest_close"));
2643 }
2644
2645 if (new_container)
2646 {
2647 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2648 return;
2649
2650 // TODO: this does not seem to serve any purpose anymore?
2651#if 0
2652 // insert the "Close Container" object.
2653 if (archetype *closer = new_container->other_arch)
2654 {
2655 object *closer = new_container->other_arch->instance ();
2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2657 new_container->insert (closer);
2658 }
2659#endif
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2665
2666 new_container->flag [FLAG_APPLIED] = true;
2667 container = new_container;
2668
2669 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 play_sound (sound_find ("chest_open"));
2673 }
2674// else if (!old_container->env && contr && contr->ns)
2675// contr->ns->floorbox_reset ();
2676}
2677
2678object *
2679object::force_find (shstr_tmp name)
2680{
2681 /* cycle through his inventory to look for the MARK we want to
2682 * place
2683 */
2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2685 if (tmp->type == FORCE && tmp->slaying == name)
2686 return splay (tmp);
2687
2688 return 0;
2689}
2690
2691//-GPL
2692
2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2703object::force_add (shstr_tmp name, int duration)
2704{
2705 if (object *force = force_find (name))
2706 force->destroy ();
2707
2708 object *force = get_archetype (FORCE_NAME);
2709
2710 force->slaying = name;
2711 force->force_set_timer (duration);
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 return insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound) const
2719{
2720 if (!sound)
2721 return;
2722
2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2748 return;
2749
2750 // find old force, or create new one
2751 object *force = force_find (shstr_noise_force);
2752
2753 if (force)
2754 force->speed_left = -1.f; // patch old speed up
2755 else
2756 {
2757 force = archetype::get (shstr_noise_force);
2758
2759 force->slaying = shstr_noise_force;
2760 force->stats.food = 1;
2761 force->speed_left = -1.f;
2762
2763 force->set_speed (1.f / 4.f);
2764 force->flag [FLAG_IS_USED_UP] = true;
2765 force->flag [FLAG_APPLIED] = true;
2766
2767 insert (force);
2768 }
2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2777 {
2778 // we are on the map, so handle move_on/off effects
2779 remove ();
2780 move_type = mt;
2781 map->insert (this, x, y, this);
2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2799 return 0;
2800}
2801

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