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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $";
5 */ 3 *
6 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
7/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
12 8 *
13 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 12 * option) any later version.
17 13 *
18 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 17 * GNU General Public License for more details.
22 18 *
23 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
26 22 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 24 */
29 25
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 26#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 27#include <stdio.h>
36# include <sys/types.h> 28#include <sys/types.h>
37# include <sys/uio.h> 29#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 30#include <object.h>
40#include <funcpoint.h> 31#include <sproto.h>
41#include <skills.h>
42#include <loader.h>
43int nrofallocobjects = 0;
44 32
45object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 34
48short 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, 35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39
40objectvec objects;
41activevec actives;
42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
51int freearr_x[SIZEOFFREE] = {
52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 56};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 57int freearr_y[SIZEOFFREE] = {
58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53};
54int 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,
55 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
56}; 62};
57int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 68};
61 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
96static void
97write_uuid (uval64 skip, bool sync)
98{
99 CALL_BEGIN (2);
100 CALL_ARG_SV (newSVval64 (skip));
101 CALL_ARG_SV (boolSV (sync));
102 CALL_CALL ("cf::write_uuid", G_DISCARD);
103 CALL_END;
104}
105
106static void
107read_uuid ()
108{
109 char filename[MAX_BUF];
110
111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
114
115 FILE *fp;
116
117 if (!(fp = fopen (filename, "r")))
118 {
119 if (errno == ENOENT)
120 {
121 LOG (llevInfo, "RESET uid to 1\n");
122 UUID::cur.seq = 0;
123 write_uuid (UUID_GAP, true);
124 return;
125 }
126
127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
128 _exit (1);
129 }
130
131 char buf [UUID::MAX_LEN];
132 buf[0] = 0;
133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
136 {
137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
138 _exit (1);
139 }
140
141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
144 fclose (fp);
145}
146
147UUID
148UUID::gen ()
149{
150 UUID uid;
151
152 uid.seq = ++cur.seq;
153
154 if (ecb_expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
160
161 return uid;
162}
163
164void
165UUID::init ()
166{
167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
234
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 236static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 237compare_ob_value_lists_one (const object *wants, const object *has)
65{ 238{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
71 */ 242 */
72 243
73 /* For each field in wants, */ 244 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
75 { 246 if (has->kv.get (kv->key) != kv->value)
76 key_value *has_field; 247 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 248
97 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 250 return true;
99} 251}
100 252
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 254static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 255compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 256{
105 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
107 */ 259 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
109} 262}
110 263
111/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 265 * they can be merged together.
113 * 266 *
114 * Note that this function appears a lot longer than the macro it 267 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
117 * 270 *
118 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
119 * 272 *
120 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
121 * check weight 274 * check weight
122 */ 275 */
123
124bool object::can_merge (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
125{ 277{
126 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
128 return 0; 285 return 0;
129 286
130 if (ob1->speed != ob2->speed) 287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
131 return 0; 290 return 0;
132 291
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 296 * flags lose any meaning.
145 */ 297 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
148 300
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
151 303
152 304 if (ob1->arch->archname != ob2->arch->archname
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 305 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 306 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 307 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 308 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 309 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 310 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 311 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 312 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 313 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
174 (ob1->client_type != ob2->client_type) || 316 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 317 || ob1->material != ob2->material
176 (ob1->lore != ob2->lore) || 318 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 319 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 320 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 321 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 322 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 323 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 324 || ob1->move_off != ob2->move_off
325 || ob1->move_slow != ob2->move_slow
326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 329 return 0;
184 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
185 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
187 */ 340 */
188 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
189 { 342 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 343 if (!(ob1->inv && ob2->inv))
196 return 0; 344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
197 351
198 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 353 * if it is valid.
200 */ 354 */
201 } 355 }
202 356
203 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
204 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
205 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
206 */ 360 */
207 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
208 return 0; 362 return 0;
209 363
210 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
212 * check? 366 * check?
213 */ 367 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
215 return 0; 369 return 0;
216 370
217 switch (ob1->type) 371 switch (ob1->type)
218 { 372 {
219 case SCROLL: 373 case SCROLL:
220 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
221 return 0; 375 return 0;
222 break; 376 break;
223 } 377 }
224 378
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
226 { 380 {
227 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
229 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 386 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 387 }
234 388
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
237 { 390 {
238 ob1->optimise (); 391 ob1->optimise ();
239 ob2->optimise (); 392 ob2->optimise ();
240 393
241 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
242 return 0; 400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
243 } 408 }
244 409
245 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
246 return 1; 411 return 1;
247} 412}
248 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
249/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
250 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
253 */ 490 */
254signed long 491void
255sum_weight (object *op) 492object::update_weight ()
256{ 493{
257 signed long sum; 494 weight_t sum = 0;
258 object *inv;
259 495
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 496 for (object *op = inv; op; op = op->below)
261 {
262 if (inv->inv)
263 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 497 {
266 if (op->type == CONTAINER && op->stats.Str) 498 op->update_weight ();
267 sum = (sum * (100 - op->stats.Str)) / 100; 499
268 if (op->carrying != sum) 500 sum += weight_adjust_for (this, op->total_weight ());
501 }
502
503 if (sum != carrying)
504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
269 op->carrying = sum; 509 carrying = sum;
270 return sum;
271}
272 510
273/** 511 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 512 if (pl != this) // player is handled lazily
275 */ 513 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 514 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 515}
355 516
356/* 517/*
357 * Dumps an object. Returns output in the static global errmsg array. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 519 */
359 520char *
360void
361dump_object (object *op) 521dump_object (object *op)
362{ 522{
363 if (op == NULL) 523 if (!op)
364 { 524 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 525
372void 526 object_freezer freezer;
373dump_all_objects (void) 527 op->write (freezer);
374{ 528 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 529}
383 530
384/* 531char *
385 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389
390object *
391get_nearest_part (object *op, const object *pl)
392{ 533{
393 object *tmp, *closest; 534 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 535}
403 536
404/* 537/*
405 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
406 */ 540 */
407
408object * 541object *
409find_object (tag_t i) 542find_object (tag_t i)
410{ 543{
411 object *op; 544 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 545 if (op->count == i)
415 break;
416 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
417} 564}
418 565
419/* 566/*
420 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
423 */ 570 */
424
425object * 571object *
426find_object_name (const char *str) 572find_object_name (const char *str)
427{ 573{
428 const char *name = shstr::find (str); 574 shstr_cmp str_ (str);
429 object *op;
430 575
431 for (op = objects; op != NULL; op = op->next) 576 if (str_)
577 for_all_objects (op)
432 if (&op->name == name) 578 if (op->name == str_)
433 break; 579 return op;
434 580
435 return op; 581 return 0;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 582}
481 583
482/* 584/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 586 * skill and experience objects.
485 */ 587 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 588 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 589void
590object::set_owner (object *owner)
591{
592 // allow objects which own objects
593 if (owner)
594 while (owner->owner)
500 owner = owner->owner; 595 owner = owner->owner;
501 596
502 /* IF the owner still has an owner, we did not resolve to a final owner. 597 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513}
514
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 { 598 {
532 /* players don't have owners - they own themselves. Update 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return; 600 return;
539 }
540 set_owner (op, owner);
541
542}
543
544/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links.
546 */
547static void
548free_key_values (object *op)
549{
550 for (key_value *i = op->key_values; i != 0;)
551 { 601 }
552 key_value *next = i->next;
553 delete i;
554 602
555 i = next; 603 this->owner = owner;
556 }
557
558 op->key_values = 0;
559} 604}
560 605
561void object::clear ()
562{
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/* 606/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
626 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
627 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
630 * will point at garbage. 612 * will point at garbage.
631 */ 613 */
632
633void 614void
634copy_object (object *op2, object *op) 615object::copy_to (object *dst)
635{ 616{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
638 619
639 op2->clone (op); 620 // maybe move to object_copy?
621 dst->kv = kv;
640 622
641 if (is_freed) 623 dst->flag [FLAG_REMOVED] = true;
642 SET_FLAG (op, FLAG_FREED); 624 dst->activate ();
643 if (is_removed) 625}
644 SET_FLAG (op, FLAG_REMOVED);
645 626
646 if (op2->speed < 0) 627void
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 628object::instantiate ()
629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
648 632
649 /* Copy over key_values, if any. */ 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
650 if (op2->key_values) 634 if (flag [FLAG_RANDOM_SPEED] && speed)
651 { 635 speed_left = - speed - rndm (); // TODO animation
652 key_value *tail = 0; 636 else
653 key_value *i; 637 speed_left = -1.;
654 638
655 op->key_values = 0; 639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
656 647
657 for (i = op2->key_values; i; i = i->next) 648 attachable::instantiate ();
658 { 649}
659 key_value *new_link = new key_value;
660 650
661 new_link->next = 0; 651object *
662 new_link->key = i->key; 652object::clone ()
663 new_link->value = i->value; 653{
654 object *neu = create ();
655 copy_to (neu);
664 656
665 /* Try and be clever here, too. */ 657 // TODO: unclean state changes, should not be done in clone AND instantiate
666 if (!op->key_values) 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
667 { 659 neu->speed_left = - neu->speed - rndm (); // TODO animation
668 op->key_values = new_link;
669 tail = new_link;
670 }
671 else
672 {
673 tail->next = new_link;
674 tail = new_link;
675 }
676 }
677 }
678 660
679 update_ob_speed (op); 661 neu->map = map; // not copied by copy_to
662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
680} 674}
681 675
682/* 676/*
683 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
684 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
685 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
686 */ 680 */
687
688void 681void
689update_turn_face (object *op) 682update_turn_face (object *op)
690{ 683{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
692 return; 685 return;
693 SET_ANIMATION (op, op->direction); 686
694 update_object (op, UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
695} 688}
696 689
697/* 690/*
698 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
699 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
700 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
701 */ 694 */
702
703void 695void
704update_ob_speed (object *op) 696object::set_speed (float speed)
705{ 697{
706 extern int arch_init; 698 this->speed = speed;
707 699
708 /* No reason putting the archetypes objects on the speed list, 700 if (has_active_speed ())
709 * since they never really need to be updated. 701 activate ();
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0;
719#endif
720 }
721 if (arch_init)
722 {
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730
731 /* process_events() expects us to insert the object at the beginning
732 * of the list. */
733 op->active_next = active_objects;
734 if (op->active_next != NULL)
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 702 else
739 { 703 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 704}
760 705
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 706/*
793 * update_object() updates the array which represents the map. 707 * update_object() updates the map.
794 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 710 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 713 * updating that window, though, since update_object() is called _often_)
800 * 714 *
801 * action is a hint of what the caller believes need to be done. 715 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 716 * current action are:
807 * UP_OBJ_INSERT: op was inserted 717 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 718 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 719 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed. 720 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
812 */ 722 */
813
814void 723void
815update_object (object *op, int action) 724update_object (object *op, int action)
816{ 725{
817 int update_now = 0, flags; 726 if (!op)
818 MoveType move_on, move_off, move_block, move_slow;
819
820 if (op == NULL)
821 { 727 {
822 /* this should never happen */ 728 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
824 return; 730 return;
825 } 731 }
826 732
827 if (op->env != NULL) 733 if (!op->is_on_map ())
828 { 734 {
829 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
830 * to do in this case. 736 * to do in this case.
831 */ 737 */
832 return; 738 return;
833 } 739 }
834 740
835 /* If the map is saving, don't do anything as everything is
836 * going to get freed anyways.
837 */
838 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return;
840
841 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 743 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 745#ifdef MANY_CORES
846 abort (); 746 abort ();
847#endif 747#endif
848 return; 748 return;
849 } 749 }
850 750
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 751 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
858 if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
859 { 756 {
757#if 0
758 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1; 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
862 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
864 update_now = 1;
865
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
873 update_now = 1; 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
874 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
875 if ((move_on | op->move_on) != move_on) 765 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 766 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 767 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 769 * have move_allow right now.
883 */ 770 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 772 m.invalidate ();
886 773#else
887 if ((move_slow | op->move_slow) != move_slow) 774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
888 update_now = 1; 775 m.invalidate ();
776#endif
889 } 777 }
890 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 780 * that is being removed.
781 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.invalidate ();
784 else if (action == UP_OBJ_FACE)
785 m.update_up (); // nothing to do for that case, except copy up
786 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action);
788
789 if (op->more)
790 update_object (op->more, action);
791}
792
793object::object ()
794{
795 this->set_flag (FLAG_REMOVED);
796
797 //expmul = 1.0; declared const for the time being
798 face = blank_face;
799 material = MATERIAL_NULL;
800}
801
802object::~object ()
803{
804 unlink ();
805
806 kv.clear ();
807}
808
809void object::link ()
810{
811 assert (!index);//D
812 uuid = UUID::gen ();
813
814 refcnt_inc ();
815 objects.insert (this);
816
817 ++create_count;
818
819}
820
821void object::unlink ()
822{
823 if (!index)
824 return;
825
826 ++destroy_count;
827
828 objects.erase (this);
829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865void
866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892}
893
894/*
895 * Remove and free all objects in the inventory of the given object.
896 * object.c ?
897 */
898void
899object::destroy_inv (bool drop_to_ground)
900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
906 if (!inv)
907 return;
908
909 /* Only if the space blocks everything do we not process -
910 * if some form of movement is allowed, let objects
911 * drop on that space.
893 */ 912 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 913 if (!drop_to_ground
895 { 914 || !map
896 update_now = 1; 915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
897 } 918 {
898 else if (action == UP_OBJ_FACE) 919 while (inv)
899 { 920 inv->destroy ();
900 /* Nothing to do for that case */
901 } 921 }
902 else 922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
925 {
926 object *op = inv;
927
928 if (op->flag [FLAG_STARTEQUIP]
929 || op->flag [FLAG_NO_DROP]
930 || op->type == RUNE
931 || op->type == TRAP
932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
937 }
903 { 938 }
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 939}
940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
946void
947object::destroy_inv_fast ()
948{
949 while (object *op = inv)
905 } 950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
906 956
907 if (update_now) 957 // then destroy
958 op->destroy ();
908 { 959 }
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 960}
910 update_position (op->map, op->x, op->y); 961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
911 } 966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
912 969
913 if (op->more != NULL) 970 sfree ((char *)freelist, sizeof (object));
914 update_object (op->more, action);
915}
916 971
917static 972 freelist = next;
918std::vector < object *> 973 --free_count;
919 mortals; 974 }
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928} 975}
929 976
930object::object ()
931{
932 SET_FLAG (this, FLAG_REMOVED);
933
934 expmul = 1.0;
935 face = blank_face;
936 attacked_by_count = -1;
937}
938
939object::~object ()
940{
941 free_key_values (this);
942}
943
944void object::link ()
945{
946 count = ++ob_count;
947
948 prev = 0;
949 next = objects;
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955}
956
957void object::unlink ()
958{
959 count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next;
964 if (next)
965 next->prev = prev;
966 if (this == objects)
967 objects = next;
968}
969
970object *object::create ()
971{
972 object * 977object *
978object::create ()
979{
980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
973 op = new object; 997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
974 1001
975 op->link (); 1002 op->link ();
1003
976 return op; 1004 return op;
977} 1005}
978 1006
979/* 1007void
980 * free_object() frees everything allocated by an object, removes 1008object::do_delete ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 1009{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1010 uint32_t count = this->count;
992 {
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 1011
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1012 this->~object ();
1001 { 1013
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
1023object::do_destroy ()
1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1003 remove_friendly_object (this); 1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
1039
1040 // hack to ensure that freed objects still have a valid map
1041 map = &freed_map;
1042 x = 1;
1043 y = 1;
1044
1045 if (more)
1004 } 1046 {
1005 1047 more->destroy ();
1006 if (QUERY_FLAG (this, FLAG_FREED)) 1048 more = 0;
1007 { 1049 }
1008 dump_object (this); 1050
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1051 head = 0;
1052
1053 // clear those pointers that likely might cause circular references
1054 owner = 0;
1055 enemy = 0;
1056 attacked_by = 0;
1057 current_weapon = 0;
1058}
1059
1060void
1061object::destroy ()
1062{
1063 if (destroyed ())
1064 return;
1065
1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
1010 return; 1070 return;
1011 } 1071 }
1012 1072
1013 if (more) 1073 destroy_inv_fast ();
1014 {
1015 more->free (free_inventory);
1016 more = 0;
1017 }
1018 1074
1019 if (inv) 1075 if (is_head ())
1020 { 1076 if (sound_destroy)
1021 /* Only if the space blocks everything do we not process - 1077 play_sound (sound_destroy);
1022 * if some form of movement is allowed, let objects 1078 else if (flag [FLAG_MONSTER])
1023 * drop on that space. 1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029 1080
1030 while (op) 1081 attachable::destroy ();
1031 {
1032 object *
1033 tmp = op->below;
1034
1035 remove_ob (op);
1036 op->free (free_inventory);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044
1045 while (op)
1046 {
1047 object *
1048 tmp = op->below;
1049
1050 remove_ob (op);
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076} 1082}
1077 1083
1078/* 1084/* op->remove ():
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082
1083void
1084sub_weight (object *op, signed long weight)
1085{
1086 while (op != NULL)
1087 {
1088 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 }
1092 op->carrying -= weight;
1093 op = op->env;
1094 }
1095}
1096
1097/* remove_ob(op):
1098 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
1099 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 1089 * the previous environment.
1103 * Beware: This function is called from the editor as well!
1104 */ 1090 */
1105
1106void 1091void
1107remove_ob (object *op) 1092object::do_remove ()
1108{ 1093{
1109 object * 1094 if (flag [FLAG_REMOVED])
1110 tmp, * 1095 return;
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 1096
1097 INVOKE_OBJECT (REMOVE, this);
1124 1098
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 1099 flag [FLAG_REMOVED] = true;
1126 {
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 1100
1130 /* Changed it to always dump core in this case. As has been learned 1101 if (more)
1131 * in the past, trying to recover from errors almost always 1102 more->remove ();
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144 1103
1145 SET_FLAG (op, FLAG_REMOVED);
1146
1147 /* 1104 /*
1148 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1149 * inventory. 1106 * inventory.
1150 */ 1107 */
1151 if (op->env != NULL) 1108 if (env)
1152 { 1109 {
1153 if (op->nrof) 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1154 sub_weight (op->env, op->weight * op->nrof); 1111 if (object *pl = visible_to ())
1155 else 1112 esrv_del_item (pl->contr, count);
1156 sub_weight (op->env, op->weight + op->carrying); 1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1157 1114
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1159 * made to players inventory. If set, avoiding the call
1160 * to save cpu time.
1161 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp);
1164 1116
1165 if (op->above != NULL) 1117 object *pl = in_player ();
1166 op->above->below = op->below;
1167 else
1168 op->env->inv = op->below;
1169
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172 1118
1173 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1176 */ 1122 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map; 1123 map = env->map;
1179 op->above = NULL, op->below = NULL; 1124 x = env->x;
1180 op->env = NULL; 1125 y = env->y;
1181 return;
1182 }
1183 1126
1184 /* If we get here, we are removing it from a map */ 1127 // make sure cmov optimisation is applicable
1185 if (op->map == NULL) 1128 *(above ? &above->below : &env->inv) = below;
1186 return; 1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1187 1130
1188 x = op->x; 1131 above = 0;
1189 y = op->y; 1132 below = 0;
1190 m = get_map_from_coord (op->map, &x, &y); 1133 env = 0;
1191 1134
1192 if (!m) 1135 if (pl && pl->is_player ())
1193 {
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 }
1202 if (op->map != m)
1203 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1205 op->map->path, m->path, op->x, op->y, x, y);
1206 }
1207
1208 /* Re did the following section of code - it looks like it had
1209 * lots of logic for things we no longer care about
1210 */
1211
1212 /* link the object above us */
1213 if (op->above)
1214 op->above->below = op->below;
1215 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1217
1218 /* Relink the object below us, if there is one */
1219 if (op->below)
1220 {
1221 op->below->above = op->above;
1222 }
1223 else
1224 {
1225 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is
1227 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 { 1136 {
1231 dump_object (op); 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1232 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1138 {
1233 errmsg); 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1234 dump_object (GET_MAP_OB (m, x, y)); 1140 pl->contr->combat_ob = 0;
1235 LOG (llevError, "%s\n", errmsg); 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1236 } 1155 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241
1242 if (op->map->in_memory == MAP_SAVING)
1243 return;
1244
1245 tag = op->count;
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 { 1156 }
1249 /* No point updating the players look faces if he is the object 1157 else if (map)
1250 * being removed. 1158 {
1251 */ 1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1252 1161
1253 if (tmp->type == PLAYER && tmp != op) 1162 if (object *pl = ms.player ())
1254 { 1163 {
1255 /* If a container that the player is currently using somehow gets 1164 if (is_player ())
1256 * removed (most likely destroyed), update the player view
1257 * appropriately.
1258 */
1259 if (tmp->container == op)
1260 { 1165 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1166 if (!flag [FLAG_WIZPASS])
1262 tmp->container = NULL; 1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1263 } 1177 }
1264 tmp->contr->socket.update_look = 1; 1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1265 } 1185 }
1266 /* See if player moving off should effect something */ 1186
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1268 { 1200 {
1269 1201 if (pl->container_ () == this)
1270 move_apply (tmp, op, NULL); 1202 /* If a container that the player is currently using somehow gets
1271 if (was_destroyed (op, tag)) 1203 * removed (most likely destroyed), update the player view
1204 * appropriately.
1272 { 1205 */
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1206 pl->close_container ();
1274 } 1207
1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1275 } 1213 }
1276 1214
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1278 1219
1279 if (tmp->above == tmp) 1220 /* No point updating the players look faces if he is the object
1280 tmp->above = NULL; 1221 * being removed.
1281 last = tmp; 1222 */
1282 } 1223
1283 /* last == NULL of there are no objects on this space */ 1224 /* See if object moving off should effect something */
1284 if (last == NULL) 1225 if ((move_type & tmp->move_off)
1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1227 move_apply (tmp, this, 0);
1228 }
1229
1230 if (affects_los ())
1231 update_all_los (map, x, y);
1285 { 1232 }
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else
1295 update_object (last, UP_OBJ_REMOVE);
1296
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298 update_all_los (op->map, op->x, op->y);
1299
1300} 1233}
1301 1234
1302/* 1235/*
1303 * merge_ob(op,top): 1236 * merge_ob(op,top):
1304 * 1237 *
1305 * This function goes through all objects below and including top, and 1238 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1239 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1240 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1241 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1242 */
1310
1311object * 1243object *
1312merge_ob (object *op, object *top) 1244merge_ob (object *op, object *top)
1313{ 1245{
1314 if (!op->nrof) 1246 if (!op->nrof)
1315 return 0; 1247 return 0;
1316 if (top == NULL) 1248
1249 if (!top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1252
1318 for (; top != NULL; top = top->below) 1253 for (; top; top = top->below)
1319 { 1254 if (object::can_merge (op, top))
1320 if (top == op)
1321 continue;
1322 if (CAN_MERGE (op, top))
1323 { 1255 {
1324 top->nrof += op->nrof; 1256 top->nrof += op->nrof;
1325 1257
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1258 if (object *pl = top->visible_to ())
1327 op->weight = 0; /* Don't want any adjustements now */ 1259 esrv_update_item (UPD_NROF, pl, top);
1328 remove_ob (op); 1260
1329 free_object (op); 1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1264 op->destroy ();
1265
1330 return top; 1266 return top;
1331 } 1267 }
1332 } 1268
1333 return NULL; 1269 return 0;
1334} 1270}
1335 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1336/* 1295/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1339 */ 1298 */
1340object * 1299object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1301{
1343 object * 1302 op->remove ();
1344 tmp;
1345 1303
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1305 {
1350 tmp->x = x + tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1352 } 1308 }
1309
1353 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1354} 1311}
1355 1312
1356/* 1313/*
1357 * insert_ob_in_map (op, map, originator, flag): 1314 * insert_ob_in_map (op, map, originator, flag):
1368 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1369 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1370 * 1327 *
1371 * Return value: 1328 * Return value:
1372 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1374 * just 'op' otherwise 1331 * just 'op' otherwise
1375 */ 1332 */
1376
1377object * 1333object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1335{
1380 object * 1336 op->remove ();
1381 tmp, *
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1337
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1338 if (m == &freed_map)//D TODO: remove soon
1389 { 1339 {//D
1390 LOG (llevError, "Trying to insert freed object!\n"); 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1391 return NULL;
1392 } 1341 }//D
1393 if (m == NULL)
1394 {
1395 dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397 return op;
1398 }
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 {
1414 dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416 return op;
1417 }
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *
1423 more = op->more;
1424
1425 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it.
1429 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map)
1435 {
1436 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent.
1438 */
1439 more->map = m;
1440 }
1441
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 {
1444 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446 return NULL;
1447 }
1448 }
1449 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1342
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1343 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1345 * need extra work
1454 */ 1346 */
1455 op->map = get_map_from_coord (m, &op->x, &op->y); 1347 maptile *newmap = m;
1456 x = op->x; 1348 if (!xy_normalise (newmap, op->x, op->y))
1457 y = op->y; 1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1458 1363
1459 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1460 */ 1365 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1462 { 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1368 if (object::can_merge (op, tmp))
1464 if (CAN_MERGE (op, tmp))
1465 { 1369 {
1370 // TODO: we actually want to update tmp, not op,
1371 // but some caller surely breaks when we return tmp
1372 // from here :/
1466 op->nrof += tmp->nrof; 1373 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1374 tmp->destroy ();
1468 free_object (tmp);
1469 } 1375 }
1470 }
1471 1376
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1379
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1380 if (!op->flag [FLAG_ALIVE])
1381 op->clr_flag (FLAG_NO_STEAL);
1476 1382
1477 if (flag & INS_BELOW_ORIGINATOR) 1383 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1384 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1386 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1388 abort ();
1483 } 1389 }
1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1484 op->above = originator; 1398 op->above = originator;
1485 op->below = originator->below; 1399 op->below = originator->below;
1486 if (op->below)
1487 op->below->above = op;
1488 else
1489 SET_MAP_OB (op->map, op->x, op->y, op);
1490 /* since *below* originator, no need to update top */
1491 originator->below = op; 1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1492 } 1403 }
1493 else 1404 else
1494 { 1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1495 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1410 if (top)
1497 { 1411 {
1498 object *
1499 last = NULL;
1500
1501 /* 1412 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1505 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1506 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1507 * Also, if there are spell objects on this space, we stop processing 1418 * Also, if there are spell objects on this space, we stop processing
1508 * once we get to them. This reduces the need to traverse over all of 1419 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1420 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1421 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1512 */ 1423 */
1513 1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1514 while (top != NULL)
1515 { 1425 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1517 floor = top; 1427 floor = tmp;
1428
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1519 { 1430 {
1520 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1521 top = top->below; 1432 top = tmp->below;
1522 break; 1433 break;
1523 } 1434 }
1524 last = top; 1435
1525 top = top->above; 1436 top = tmp;
1526 } 1437 }
1527 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last;
1529 1438
1530 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1532 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1533 */ 1442 */
1534 1443
1535 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1536 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1537 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1448 * stacking is a bit odd.
1540 */ 1449 */
1541 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP)
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1543 { 1453 {
1454 object *last;
1455
1544 for (last = top; last != floor; last = last->below) 1456 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1546 break; 1458 break;
1459
1547 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1548 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1549 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1550 * set top to the object below us. 1463 * set top to the object below us.
1551 */ 1464 */
1552 if (last && last->below && last != floor) 1465 if (last && last->below && last != floor)
1553 top = last->below; 1466 top = last->below;
1554 } 1467 }
1555 } /* If objects on this space */ 1468 } /* If objects on this space */
1556 if (flag & INS_MAP_LOAD) 1469
1557 top = GET_MAP_TOP (op->map, op->x, op->y);
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1471 top = floor;
1560 1472
1561 /* Top is the object that our object (op) is going to get inserted above. 1473 // insert object above top, or bottom-most if top = 0
1562 */
1563
1564 /* First object on this space */
1565 if (!top) 1474 if (!top)
1566 { 1475 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y);
1568 if (op->above)
1569 op->above->below = op;
1570 op->below = NULL; 1476 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1572 } 1481 }
1573 else 1482 else
1574 { /* get inserted into the stack above top */ 1483 {
1575 op->above = top->above; 1484 op->above = top->above;
1576 if (op->above)
1577 op->above->below = op; 1485 top->above = op;
1486
1578 op->below = top; 1487 op->below = top;
1579 top->above = op; 1488 *(op->above ? &op->above->below : &ms.top) = op;
1580 } 1489 }
1581 if (op->above == NULL) 1490 }
1582 SET_MAP_TOP (op->map, op->x, op->y, op);
1583 } /* else not INS_BELOW_ORIGINATOR */
1584 1491
1585 if (op->type == PLAYER) 1492 if (op->is_player ())
1493 {
1586 op->contr->do_los = 1; 1494 op->contr->do_los = 1;
1587 1495 ++op->map->players;
1588 /* If we have a floor, we know the player, if any, will be above 1496 op->map->touch ();
1589 * it, so save a few ticks and start from there.
1590 */
1591 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1593 {
1594 if (tmp->type == PLAYER)
1595 tmp->contr->socket.update_look = 1;
1596 } 1497 }
1498
1499 op->map->dirty = true;
1500
1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1597 1507
1598 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1515 * of effect may be sufficient.
1606 */ 1516 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1608 update_all_los (op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1609 1521 }
1610 1522
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1613 1525
1526 INVOKE_OBJECT (INSERT, op);
1614 1527
1615 /* Don't know if moving this to the end will break anything. However, 1528 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this. 1529 * we want to have floorbox_update called before calling this.
1617 * 1530 *
1618 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1532 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1534 * update_object().
1622 */ 1535 */
1623 1536
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1627 { 1539 {
1628 if (check_move_on (op, originator)) 1540 if (check_move_on (op, originator, flag))
1629 return NULL; 1541 return 0;
1630 1542
1631 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1632 * walk on's. 1544 * walk on's.
1633 */ 1545 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1636 return NULL; 1548 return 0;
1637 } 1549 }
1550
1638 return op; 1551 return op;
1639} 1552}
1640 1553
1641/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1644 */ 1557 */
1645void 1558void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1647{ 1560{
1648 object *
1649 tmp;
1650 object *
1651 tmp1;
1652
1653 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1654 1562
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1564 if (tmp->arch->archname == archname) /* same archetype */
1658 { 1565 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1566
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1665 1568
1666
1667 tmp1->x = op->x; 1569 tmp->x = op->x;
1668 tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1670} 1573}
1671
1672/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array.
1678 */
1679 1574
1680object * 1575object *
1681get_split_ob (object *orig_ob, uint32 nr) 1576object::insert_at (object *where, object *originator, int flags)
1682{ 1577{
1683 object * 1578 if (where->env)
1684 newob; 1579 return where->env->insert (this);
1685 int 1580 else
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1687
1688 if (orig_ob->nrof < nr)
1689 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL;
1692 }
1693 newob = object_create_clone (orig_ob);
1694 if ((orig_ob->nrof -= nr) < 1)
1695 {
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed)
1701 {
1702 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1705 {
1706 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL;
1709 }
1710 }
1711 newob->nrof = nr;
1712
1713 return newob;
1714} 1582}
1715 1583
1584// check whether we can put this into the map, respect max_volume, max_items
1585bool
1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1589
1590 int items = ms.items ();
1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1595 return true;
1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1716/* 1606/*
1717 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1718 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1719 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1720 * 1610 *
1721 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1722 */ 1612 */
1613bool
1614object::decrease (sint32 nr)
1615{
1616 if (!nr)
1617 return true;
1723 1618
1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1724object * 1647object *
1725decrease_ob_nr (object *op, uint32 i) 1648object::split (sint32 nr)
1726{ 1649{
1727 object * 1650 int have = number_of ();
1728 tmp;
1729 player *
1730 pl;
1731 1651
1732 if (i == 0) /* objects with op->nrof require this check */ 1652 if (have < nr)
1733 return op; 1653 return 0;
1734 1654 else if (have == nr)
1735 if (i > op->nrof)
1736 i = op->nrof;
1737
1738 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i;
1741 } 1655 {
1742 else if (op->env != NULL)
1743 {
1744 /* is this object in the players inventory, or sub container
1745 * therein?
1746 */
1747 tmp = is_player_inv (op->env);
1748 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player.
1753 */
1754 if (!tmp)
1755 {
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env)
1758 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 }
1764
1765 if (i < op->nrof)
1766 {
1767 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i;
1769 if (tmp)
1770 {
1771 esrv_send_item (tmp, op);
1772 }
1773 }
1774 else
1775 {
1776 remove_ob (op); 1656 remove ();
1777 op->nrof = 0; 1657 return this;
1778 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count);
1781 }
1782 }
1783 } 1658 }
1784 else 1659 else
1785 { 1660 {
1786 object * 1661 decrease (nr);
1787 above = op->above;
1788 1662
1789 if (i < op->nrof) 1663 object *op = deep_clone ();
1790 {
1791 op->nrof -= i;
1792 }
1793 else
1794 {
1795 remove_ob (op);
1796 op->nrof = 0; 1664 op->nrof = nr;
1797 }
1798 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above)
1800 if (tmp->type == PLAYER)
1801 {
1802 if (op->nrof)
1803 esrv_send_item (tmp, op);
1804 else
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808
1809 if (op->nrof)
1810 {
1811 return op; 1665 return op;
1812 } 1666 }
1813 else 1667}
1668
1669object *
1670insert_ob_in_ob (object *op, object *where)
1671{
1672 if (!where)
1814 { 1673 {
1815 free_object (op); 1674 char *dump = dump_object (op);
1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1676 free (dump);
1816 return NULL; 1677 return op;
1817 }
1818}
1819
1820/*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825void
1826add_weight (object *op, signed long weight)
1827{
1828 while (op != NULL)
1829 { 1678 }
1830 if (op->type == CONTAINER) 1679
1831 { 1680 if (where->head_ () != where)
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 }
1834 op->carrying += weight;
1835 op = op->env;
1836 } 1681 {
1837} 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1683 where = where->head;
1684 }
1838 1685
1686 return where->insert (op);
1687}
1688
1839/* 1689/*
1840 * insert_ob_in_ob(op,environment): 1690 * env->insert (op)
1841 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1842 * inside the object environment. 1692 * inside the object environment.
1843 * 1693 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1851 */ 1696 */
1852
1853object * 1697object *
1854insert_ob_in_ob (object *op, object *where) 1698object::insert (object *op)
1855{ 1699{
1856 object *
1857 tmp, *
1858 otmp;
1859
1860 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 {
1862 dump_object (op);
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1700 if (op->more)
1878 { 1701 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1703 return op;
1881 } 1704 }
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1705
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1706 op->remove ();
1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1884 if (op->nrof) 1710 if (op->nrof)
1885 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1712 if (object::can_merge (tmp, op))
1888 { 1713 {
1889 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1891 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1721
1893 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1894 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1895 add_weight (where, op->weight * op->nrof); 1724
1896 SET_FLAG (op, FLAG_REMOVED); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1897 free_object (op); /* free the inserted object */ 1726
1727 op->destroy ();
1898 op = tmp; 1728 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1729 goto inserted;
1900 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break;
1902 } 1730 }
1903 1731
1904 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1905 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do
1908 * the linking below
1909 */
1910 add_weight (where, op->weight * op->nrof);
1911 }
1912 else
1913 add_weight (where, (op->weight + op->carrying));
1914
1915 otmp = is_player_inv (where);
1916 if (otmp && otmp->contr != NULL)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp);
1920 }
1921
1922 op->map = NULL; 1733 op->map = 0;
1923 op->env = where; 1734 op->x = 0;
1735 op->y = 0;
1736
1924 op->above = NULL; 1737 op->above = 0;
1925 op->below = NULL; 1738 op->below = inv;
1926 op->x = 0, op->y = 0; 1739 op->env = this;
1927 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1928 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1755 if (op->glow_radius && is_on_map ())
1930 {
1931#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map))
1935 update_all_los (where->map, where->x, where->y);
1936 } 1756 {
1937 1757 update_stats ();
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1758 update_all_los (map, x, y);
1939 * It sure simplifies this function...
1940 */
1941 if (where->inv == NULL)
1942 where->inv = op;
1943 else
1944 { 1759 }
1945 op->below = where->inv; 1760 else if (is_player ())
1946 op->below->above = op; 1761 // if this is a player's inventory, update stats
1947 where->inv = op; 1762 contr->queue_stats_update ();
1948 } 1763
1764 INVOKE_OBJECT (INSERT, this);
1765
1949 return op; 1766 return op;
1950} 1767}
1951 1768
1952/* 1769/*
1953 * Checks if any objects has a move_type that matches objects 1770 * Checks if any objects has a move_type that matches objects
1967 * 1784 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1787 * on top.
1971 */ 1788 */
1972
1973int 1789int
1974check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1975{ 1791{
1976 object * 1792 if (op->flag [FLAG_NO_APPLY])
1977 tmp;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y;
1984 MoveType
1985 move_on,
1986 move_slow,
1987 move_block;
1988
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1793 return 0;
1991 1794
1992 tag = op->count; 1795 object *tmp;
1796 maptile *m = op->map;
1797 int x = op->x, y = op->y;
1993 1798
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1799 mapspace &ms = m->at (x, y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1800
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1801 ms.update ();
1802
1803 MoveType move_on = ms.move_on;
1804 MoveType move_slow = ms.move_slow;
1805 MoveType move_block = ms.move_block;
1997 1806
1998 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1999 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
2000 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
2001 * as walking. 1810 * as walking.
2010 */ 1819 */
2011 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2012 return 0; 1821 return 0;
2013 1822
2014 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
2016 */ 1825 */
2017 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2019 {
2020 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them.
2023 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break;
2026 } 1827 {
2027 for (; tmp != NULL; tmp = tmp->below) 1828 next = tmp->below;
2028 { 1829
2029 if (tmp == op) 1830 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
2031 1832
2032 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
2033 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
2034 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
2035 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
2036 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
2037 */ 1838 */
2038 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1839 if (!op->flag [FLAG_WIZPASS])
2039 { 1840 {
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1843 {
2043
2044 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
2048 if (op->type == PLAYER) 1845
2049 { 1846 if (op->is_player ())
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1849 diff /= 4.0;
2054 } 1850
2055 }
2056 op->speed_left -= diff; 1851 op->speed_left -= diff;
2057 } 1852 }
2058 } 1853 }
2059 1854
2060 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
2064 1863
2065 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
1865
2066 if (was_destroyed (op, tag)) 1866 if (op->destroyed ())
2067 return 1; 1867 return 1;
2068 1868
2069 /* what the person/creature stepped onto has moved the object 1869 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1870 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1871 * have a feeling strange problems would result.
2072 */ 1872 */
2073 if (op->map != m || op->x != x || op->y != y) 1873 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1874 return 0;
2075 } 1875 }
2076 } 1876 }
1877
2077 return 0; 1878 return 0;
2078} 1879}
2079 1880
2080/* 1881/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2084 */ 1885 */
2085
2086object * 1886object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1888{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
2093 { 1890 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1892 return NULL;
2096 } 1893 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
2098 if (tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
2099 return tmp; 1897 return tmp;
1898
2100 return NULL; 1899 return NULL;
2101} 1900}
2102 1901
2103/* 1902/*
2104 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2107 */ 1906 */
2108
2109object * 1907object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
2111{ 1909{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
2116 { 1911 {
2117 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1913 return NULL;
2119 } 1914 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1917 if (tmp->type == type)
2122 return tmp; 1918 return tmp;
1919
2123 return NULL; 1920 return NULL;
2124} 1921}
2125 1922
2126/* 1923/*
2127 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2130 */ 1927 */
2131
2132object * 1928object *
2133present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
2134{ 1930{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1932 if (tmp->type == type)
2140 return tmp; 1933 return tmp;
1934
2141 return NULL; 1935 return NULL;
2142} 1936}
2143 1937
2144/* 1938/*
2145 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1950 * to be unique.
2157 */ 1951 */
2158
2159object * 1952object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1954{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1957 return tmp;
2169 } 1958
2170 return NULL; 1959 return 0;
2171} 1960}
2172 1961
2173/* 1962/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2177 */ 1966 */
2178
2179object * 1967object *
2180present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2181{ 1969{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2186 if (tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
2187 return tmp; 1972 return tmp;
1973
2188 return NULL; 1974 return NULL;
2189} 1975}
2190 1976
2191/* 1977/*
2192 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2193 */ 1979 */
2194void 1980void
2195flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2196{ 1982{
2197 object *
2198 tmp;
2199
2200 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2202 { 1984 {
2203 SET_FLAG (tmp, flag); 1985 tmp->set_flag (flag);
2204 flag_inv (tmp, flag); 1986 flag_inv (tmp, flag);
2205 } 1987 }
2206} /* 1988}
1989
1990/*
2207 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
2208 */ 1992 */
2209void 1993void
2210unflag_inv (object *op, int flag) 1994unflag_inv (object *op, int flag)
2211{ 1995{
2212 object *
2213 tmp;
2214
2215 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2217 { 1997 {
2218 CLEAR_FLAG (tmp, flag); 1998 tmp->clr_flag (flag);
2219 unflag_inv (tmp, flag); 1999 unflag_inv (tmp, flag);
2220 } 2000 }
2221}
2222
2223/*
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function.
2228 */
2229
2230void
2231set_cheat (object *op)
2232{
2233 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ);
2235} 2001}
2236 2002
2237/* 2003/*
2238 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
2239 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
2241 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2242 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
2243 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
2244 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
2245 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2246 * Note - this only checks to see if there is space for the head of the
2247 * object - if it is a multispace object, this should be called for all
2248 * pieces.
2249 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
2250 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2251 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2252 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 2019 * customized, changed states, etc.
2257 */ 2020 */
2258
2259int 2021int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 2023{
2262 int
2263 i,
2264 index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2267 2026
2268 for (i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2269 { 2028 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 mapxy pos (m, x, y); pos.move (i);
2271 if (!flag) 2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2272 altern[index++] = i; 2045 altern [index++] = i;
2046 continue;
2047 }
2273 2048
2274 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2281 */ 2056 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2283 stop = maxfree[i]; 2059 stop = maxfree[i];
2060 continue;
2061 }
2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2284 } 2073 }
2074
2285 if (!index) 2075 if (!index)
2286 return -1; 2076 return -1;
2077
2287 return altern[RANDOM () % index]; 2078 return altern [rndm (index)];
2288} 2079}
2289 2080
2290/* 2081/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 2084 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2086 */
2296
2297int 2087int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2089{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2090 for (int i = 0; i < SIZEOFFREE; i++)
2304 { 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2092 return i;
2307 } 2093
2308 return -1; 2094 return -1;
2309} 2095}
2310 2096
2311/* 2097/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2101 */
2315static void 2102static void
2316permute (int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2317{ 2104{
2318 int 2105 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2106 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2107
2329 tmp = arr[i]; 2108 while (--end)
2330 arr[i] = arr[j]; 2109 swap (arr [end], arr [rndm (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2110}
2334 2111
2335/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2338 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2339 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2340 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2118 */
2342void 2119void
2343get_search_arr (int *search_arr) 2120get_search_arr (int *search_arr)
2344{ 2121{
2345 int 2122 int i;
2346 i;
2347 2123
2348 for (i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2125 search_arr[i] = i;
2351 }
2352 2126
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2130}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2140 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2141 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2142 * there is capable of.
2369 */ 2143 */
2370
2371int 2144int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2145find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2146{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2377 sint16 2148 MoveType move_type;
2378 nx,
2379 ny;
2380 object *
2381 tmp;
2382 mapstruct *
2383 mp;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2149
2388 if (exclude && exclude->head) 2150 if (exclude && exclude->head_ () != exclude)
2389 { 2151 {
2390 exclude = exclude->head; 2152 exclude = exclude->head;
2391 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2392 } 2154 }
2393 else 2155 else
2394 { 2156 {
2395 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2396 move_type = MOVE_ALL; 2158 move_type = MOVE_ALL;
2397 } 2159 }
2398 2160
2399 for (i = 1; i < max; i++) 2161 for (int i = 1; i < max; i++)
2400 { 2162 {
2401 mp = m; 2163 mapxy pos (m, x, y);
2402 nx = x + freearr_x[i]; 2164 pos.move (i);
2403 ny = y + freearr_y[i];
2404 2165
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2166 if (!pos.normalise ())
2406 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2167 max = maxfree[i];
2409 }
2410 else 2168 else
2411 { 2169 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2170 mapspace &ms = *pos;
2413 2171
2414 if ((move_type & blocked) == move_type) 2172 if ((move_type & ms.move_block) == move_type)
2173 max = maxfree [i];
2174 else if (ms.flags () & P_IS_ALIVE)
2415 { 2175 {
2416 max = maxfree[i]; 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2417 } 2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2418 else if (mflags & P_IS_ALIVE) 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2419 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2421 {
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break;
2425 }
2426 }
2427 if (tmp)
2428 {
2429 return freedir[i]; 2179 return freedir [i];
2430 }
2431 } 2180 }
2432 } 2181 }
2433 } 2182 }
2183
2434 return 0; 2184 return 0;
2435} 2185}
2436 2186
2437/* 2187/*
2438 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2189 * distance between the two given objects.
2440 */ 2190 */
2441
2442int 2191int
2443distance (const object *ob1, const object *ob2) 2192distance (const object *ob1, const object *ob2)
2444{ 2193{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2195}
2451 2196
2452/* 2197/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2454 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2455 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2456 */ 2201 */
2457
2458int 2202int
2459find_dir_2 (int x, int y) 2203find_dir_2 (int x, int y)
2460{ 2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2461 int 2248 int q;
2462 q;
2463 2249
2464 if (y) 2250 if (y)
2465 q = x * 100 / y; 2251 q = 128 * x / y;
2466 else if (x) 2252 else if (x)
2467 q = -300 * x; 2253 q = -512 * x; // to make it > 309
2468 else 2254 else
2469 return 0; 2255 return 0;
2470 2256
2471 if (y > 0) 2257 if (y > 0)
2472 { 2258 {
2473 if (q < -242) 2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2474 return 3; 2264 return 3;
2475 if (q < -41) 2265 }
2476 return 2; 2266 else
2477 if (q < 41) 2267 {
2478 return 1; 2268 if (q < -309) return 3;
2479 if (q < 242) 2269 if (q < -52) return 2;
2480 return 8; 2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2481 return 7; 2273 return 7;
2482 } 2274 }
2483 2275#endif
2484 if (q < -242)
2485 return 7;
2486 if (q < -41)
2487 return 6;
2488 if (q < 41)
2489 return 5;
2490 if (q < 242)
2491 return 4;
2492
2493 return 3;
2494}
2495
2496/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510} 2276}
2511 2277
2512/* 2278/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2281 */
2516
2517int 2282int
2518dirdiff (int dir1, int dir2) 2283dirdiff (int dir1, int dir2)
2519{ 2284{
2520 int
2521 d;
2522
2523 d = abs (dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2524 if (d > 4) 2286
2525 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2526 return d;
2527} 2288}
2528 2289
2529/* peterm: 2290/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2531 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2533 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2297 * functions.
2537 */ 2298 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2352 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2353 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2354 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2355 * Modified to be map tile aware -.MSW
2597 */ 2356 */
2598
2599
2600int 2357int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2358can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2359{
2603 sint16 2360 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2361 int mflags;
2608 2362
2609 if (dir < 0) 2363 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2611 2365
2612 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2613 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2614 2368
2615 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2616 2370
2617 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2618 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2625 return 0; 2379 return 0;
2626 2380
2627 /* yes, can see. */ 2381 /* yes, can see. */
2628 if (dir < 9) 2382 if (dir < 9)
2629 return 1; 2383 return 1;
2384
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2388}
2633
2634
2635 2389
2636/* 2390/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2391 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2392 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2393 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2396 * core dumps if they do.
2643 * 2397 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2399 */
2646
2647int 2400int
2648can_pick (const object *who, const object *item) 2401can_pick (const object *who, const object *item)
2649{ 2402{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2403 return /*who->flag [FLAG_WIZ]|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2653} 2406}
2654 2407
2408//-GPL
2655 2409
2656/* 2410/*
2657 * create clone from object to another 2411 * create clone from object to another
2658 */ 2412 */
2659object * 2413object *
2660object_create_clone (object *asrc) 2414object::deep_clone ()
2661{ 2415{
2662 object * 2416 assert (("deep_clone called on non-head object", is_head ()));
2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2664 2417
2665 if (!asrc) 2418 object *dst = clone ();
2666 return NULL;
2667 src = asrc;
2668 if (src->head)
2669 src = src->head;
2670 2419
2671 prev = NULL; 2420 object *prev = dst;
2672 for (part = src; part; part = part->more) 2421 for (object *part = this->more; part; part = part->more)
2673 { 2422 {
2674 tmp = get_object (); 2423 object *tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x;
2677 tmp->y -= src->y;
2678 if (!part->head)
2679 {
2680 dst = tmp;
2681 tmp->head = NULL;
2682 }
2683 else
2684 {
2685 tmp->head = dst; 2424 tmp->head = dst;
2686 }
2687 tmp->more = NULL;
2688 if (prev)
2689 prev->more = tmp; 2425 prev->more = tmp;
2690 prev = tmp; 2426 prev = tmp;
2691 } 2427 }
2692 2428
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2429 for (object *item = inv; item; item = item->below)
2695 { 2430 insert_ob_in_ob (item->deep_clone (), dst);
2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2431
2699 return dst; 2432 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer
2747 thawer (filename);
2748
2749 if (thawer)
2750 load_object (thawer, op, 0);
2751
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2753 CLEAR_FLAG (op, FLAG_REMOVED);
2754
2755 return op;
2756} 2433}
2757 2434
2758/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2759 * has the same type and subtype match. 2436 * has the same type and subtype match.
2760 * returns NULL if no match. 2437 * returns NULL if no match.
2761 */ 2438 */
2762object * 2439object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2441{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2443 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2444 return tmp;
2771 2445
2772 return NULL; 2446 return 0;
2773} 2447}
2774 2448
2775/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2776 * otherwise return NULL. 2450 * refcounts and freeing the links.
2777 * 2451 */
2778 * key must be a passed in shared string - otherwise, this won't 2452void
2779 * do the desired thing. 2453key_values::clear ()
2780 */
2781key_value *
2782get_ob_key_link (const object *ob, const char *key)
2783{ 2454{
2784 key_value * 2455 for (key_value *kvp = first; kvp; )
2785 link; 2456 {
2786 2457 key_value *next = kvp->next;
2787 for (link = ob->key_values; link != NULL; link = link->next) 2458 delete kvp;
2459 kvp = next;
2788 { 2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2789 if (link->key == key) 2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473}
2474
2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2492 {
2493 kv->value = value;
2494 return;
2495 }
2496
2497 add (key, value);
2498}
2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2505 {
2506 key_value *kv = *kvp;
2507 *kvp = (*kvp)->next;
2508 delete kv;
2509 return;
2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2541}
2542
2543object::depth_iterator::depth_iterator (object *container)
2544: iterator_base (container)
2545{
2546 while (item->inv)
2547 item = item->inv;
2548}
2549
2550void
2551object::depth_iterator::next ()
2552{
2553 if (item->below)
2554 {
2555 item = item->below;
2556
2557 while (item->inv)
2558 item = item->inv;
2559 }
2560 else
2561 item = item->env;
2562}
2563
2564const char *
2565object::flag_desc (char *desc, int len) const
2566{
2567 char *p = desc;
2568 bool first = true;
2569
2570 *p = 0;
2571
2572 for (int i = 0; i < NUM_FLAGS; i++)
2573 {
2574 if (len <= 10) // magic constant!
2790 { 2575 {
2791 return link; 2576 snprintf (p, len, ",...");
2577 break;
2792 } 2578 }
2793 }
2794 2579
2795 return NULL; 2580 if (flag [i])
2796} 2581 {
2582 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2583 len -= cnt;
2584 p += cnt;
2585 first = false;
2586 }
2587 }
2797 2588
2798/* 2589 return desc;
2799 * Returns the value of op has an extra_field for key, or NULL. 2590}
2800 * 2591
2801 * The argument doesn't need to be a shared string. 2592// return a suitable string describing an object in enough detail to find it
2802 *
2803 * The returned string is shared.
2804 */
2805const char * 2593const char *
2806get_ob_key_value (const object *op, const char *const key) 2594object::debug_desc (char *info) const
2807{ 2595{
2808 key_value * 2596 char flagdesc[512];
2809 link; 2597 char info2[256 * 4];
2598 char *p = info;
2599
2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count,
2602 uuid.c_str (),
2603 &name,
2604 title ? ",title:\"" : "",
2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2810 const char * 2618const char *
2811 canonical_key; 2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2812 2623
2813 canonical_key = shstr::find (key); 2624 return debug_desc (info [++info_idx % 3]);
2625}
2814 2626
2815 if (canonical_key == NULL) 2627struct region *
2816 { 2628object::region () const
2817 /* 1. There being a field named key on any object 2629{
2818 * implies there'd be a shared string to find. 2630 return map ? map->region (x, y)
2819 * 2. Since there isn't, no object has this field. 2631 : region::default_region ();
2820 * 3. Therefore, *this* object doesn't have this field. 2632}
2821 */ 2633
2634//+GPL
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2822 return NULL; 2640 return;
2641
2642 object *old_container = container;
2643
2644 if (old_container)
2823 } 2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2824 2648
2825 /* This is copied from get_ob_key_link() above - 2649#if 0
2826 * only 4 lines, and saves the function call overhead. 2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2659 old_container->flag [FLAG_APPLIED] = false;
2660 container = 0;
2661
2662 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2690 new_container->flag [FLAG_APPLIED] = true;
2691 container = new_container;
2692
2693 // client needs flag change
2694 esrv_update_item (UPD_FLAGS, this, new_container);
2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2697 }
2698// else if (!old_container->env && contr && contr->ns)
2699// contr->ns->floorbox_reset ();
2700}
2701
2702//-GPL
2703
2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2713 {
2714 rect->m->touch ();
2715 rect->m->activate ();
2716 }
2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2734object *
2735object::force_find (shstr_tmp name)
2736{
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2827 */ 2739 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2829 { 2741 if (tmp->type == FORCE && tmp->slaying == name)
2830 if (link->key == canonical_key) 2742 return splay (tmp);
2831 { 2743
2832 return link->value;
2833 }
2834 }
2835 return NULL; 2744 return 0;
2836} 2745}
2837 2746
2838 2747void
2839/* 2748object::force_set_timer (int duration)
2840 * Updates the canonical_key in op to value.
2841 *
2842 * canonical_key is a shared string (value doesn't have to be).
2843 *
2844 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2845 * keys.
2846 *
2847 * Returns TRUE on success.
2848 */
2849int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2749{
2852 key_value * 2750 this->duration = 1;
2853 field = NULL, *last = NULL; 2751 this->speed_left = -1.f;
2854 2752
2855 for (field = op->key_values; field != NULL; field = field->next) 2753 this->set_speed (duration ? 1.f / duration : 0.f);
2856 { 2754}
2857 if (field->key != canonical_key)
2858 {
2859 last = field;
2860 continue;
2861 }
2862 2755
2863 if (value) 2756object *
2864 field->value = value; 2757object::force_add (shstr_tmp name, int duration)
2865 else 2758{
2866 { 2759 if (object *force = force_find (name))
2867 /* Basically, if the archetype has this key set, 2760 force->destroy ();
2868 * we need to store the null value so when we save
2869 * it, we save the empty value so that when we load,
2870 * we get this value back again.
2871 */
2872 if (get_ob_key_link (&op->arch->clone, canonical_key))
2873 field->value = 0;
2874 else
2875 {
2876 if (last)
2877 last->next = field->next;
2878 else
2879 op->key_values = field->next;
2880 2761
2881 delete 2762 object *force = archetype::get (FORCE_NAME);
2882 field; 2763
2883 } 2764 force->slaying = name;
2884 } 2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769}
2770
2771void
2772object::play_sound (faceidx sound) const
2773{
2774 if (!sound)
2885 return TRUE; 2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2886 } 2810 {
2887 /* IF we get here, key doesn't exist */ 2811 force = archetype::get (shstr_noise_force);
2888 2812
2889 /* No field, we'll have to add it. */ 2813 force->slaying = shstr_noise_force;
2814 force->stats.food = 1;
2815 force->speed_left = -1.f;
2890 2816
2891 if (!add_key) 2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2892 { 2822 }
2893 return FALSE; 2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2894 } 2831 {
2895 /* There isn't any good reason to store a null 2832 // we are on the map, so handle move_on/off effects
2896 * value in the key/value list. If the archetype has 2833 remove ();
2897 * this key, then we should also have it, so shouldn't 2834 move_type = mt;
2898 * be here. If user wants to store empty strings, 2835 map->insert (this, x, y, this);
2899 * should pass in "" 2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2900 */ 2846 */
2901 if (value == NULL) 2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2902 return TRUE; 2853 return 0;
2903
2904 field = new key_value;
2905
2906 field->key = canonical_key;
2907 field->value = value;
2908 /* Usual prepend-addition. */
2909 field->next = op->key_values;
2910 op->key_values = field;
2911
2912 return TRUE;
2913} 2854}
2914 2855
2915/* 2856// put marked object first in the inventory
2916 * Updates the key in op to value. 2857// this is used by identify-like spells so players can influence
2917 * 2858// the order a bit.
2918 * If add_key is FALSE, this will only update existing keys, 2859void
2919 * and not add new ones. 2860object::splay_marked ()
2920 * In general, should be little reason FALSE is ever passed in for add_key
2921 *
2922 * Returns TRUE on success.
2923 */
2924int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2861{
2927 shstr 2862 if (object *marked = mark ())
2928 key_ (key); 2863 splay (marked);
2929
2930 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2864}
2865

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