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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.339 by root, Fri Jul 2 17:39:23 2010 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <skills.h>
35#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
41 38
42short 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, 39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 55};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47};
48int 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,
49 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
50}; 61};
51int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 67};
55 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 235static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
59{ 237{
60 key_value *wants_field;
61
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv_get), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
65 */ 241 */
66 242
67 /* For each field in wants, */ 243 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
69 { 245 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 246 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 247
91 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 249 return true;
93} 250}
94 251
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 253static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 255{
99 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
101 */ 258 */
102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
103} 261}
104 262
105/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
106 * they can be merged together. 264 * they can be merged together.
107 * 265 *
108 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
111 * 269 *
112 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
113 * 271 *
114 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
115 * check weight 273 * check weight
116 */ 274 */
117
118bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
119{ 276{
120 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
122 return 0; 283 return 0;
123 284
124 if (ob1->speed != ob2->speed) 285 /* Do not merge objects if nrof would overflow, assume nrof
286 * is always 0 .. 2**31-1 */
287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
125 return 0; 288 return 0;
126 289
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 291 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 292 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 293 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 294 * flags lose any meaning.
139 */ 295 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
142 298
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
145 301
146 302 if (ob1->arch->archname != ob2->arch->archname
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 303 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 304 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 305 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 306 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 307 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 308 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 309 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 310 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 311 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
168 (ob1->client_type != ob2->client_type) || 314 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 315 || ob1->material != ob2->material
170 (ob1->lore != ob2->lore) || 316 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 317 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 318 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 319 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 320 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 321 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 322 || ob1->move_off != ob2->move_off
323 || ob1->move_slow != ob2->move_slow
324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 327 return 0;
178 328
329 if ((ob1->flag ^ ob2->flag)
330 .reset (FLAG_INV_LOCKED)
331 .reset (FLAG_REMOVED)
332 .any ())
333 return 0;
334
179 /* This is really a spellbook check - really, we should 335 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 336 * not merge objects with real inventories, as splitting them
337 * is hard.
181 */ 338 */
182 if (ob1->inv || ob2->inv) 339 if (ob1->inv || ob2->inv)
183 { 340 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 341 if (!(ob1->inv && ob2->inv))
190 return 0; 342 return 0; /* inventories differ in length */
343
344 if (ob1->inv->below || ob2->inv->below)
345 return 0; /* more than one object in inv */
346
347 if (!object::can_merge (ob1->inv, ob2->inv))
348 return 0; /* inventory objects differ */
191 349
192 /* inventory ok - still need to check rest of this object to see 350 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 351 * if it is valid.
194 */ 352 */
195 } 353 }
196 354
197 /* Don't merge objects that are applied. With the new 'body' code, 355 /* Don't merge objects that are applied. With the new 'body' code,
198 * it is possible for most any character to have more than one of 356 * it is possible for most any character to have more than one of
199 * some items equipped, and we don't want those to merge. 357 * some items equipped, and we don't want those to merge.
200 */ 358 */
201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
202 return 0; 360 return 0;
203 361
204 /* Note sure why the following is the case - either the object has to 362 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 363 * be animated or have a very low speed. Is this an attempted monster
206 * check? 364 * check?
207 */ 365 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
209 return 0; 367 return 0;
210 368
211 switch (ob1->type) 369 switch (ob1->type)
212 { 370 {
213 case SCROLL: 371 case SCROLL:
214 if (ob1->level != ob2->level) 372 if (ob1->level != ob2->level)
215 return 0; 373 return 0;
216 break; 374 break;
217 } 375 }
218 376
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 377 if (ob1->key_values || ob2->key_values)
220 { 378 {
221 /* At least one of these has key_values. */ 379 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 380 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 381 return 0; /* One has fields, but the other one doesn't. */
382
383 if (!compare_ob_value_lists (ob1, ob2))
224 return 0; 384 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 385 }
228 386
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 387 if (ob1->self || ob2->self)
231 { 388 {
232 ob1->optimise (); 389 ob1->optimise ();
233 ob2->optimise (); 390 ob2->optimise ();
234 391
235 if (ob1->self || ob2->self) 392 if (ob1->self || ob2->self)
393 {
394 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
395 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
396
397 if (k1 != k2)
236 return 0; 398 return 0;
399
400 if (k1 == 0)
401 return 1;
402
403 if (!cfperl_can_merge (ob1, ob2))
404 return 0;
405 }
237 } 406 }
238 407
239 /* Everything passes, must be OK. */ 408 /* Everything passes, must be OK. */
240 return 1; 409 return 1;
241} 410}
242 411
412// find player who can see this object
413object *
414object::visible_to () const
415{
416 if (client_visible () && !flag [FLAG_REMOVED])
417 {
418 // see if we are in a container of sorts
419 if (env)
420 {
421 // the player inventory itself is always visible
422 if (env->is_player ())
423 return env;
424
425 // else a player could have our env open
426 object *envest = env->outer_env_or_self ();
427
428 // the player itself is always on a map, so we will find him here
429 // even if our inv is in a player.
430 if (envest->is_on_map ())
431 if (object *pl = envest->ms ().player ())
432 if (pl->container_ () == env)
433 return pl;
434 }
435 else
436 {
437 // maybe there is a player standing on the same mapspace
438 // this will catch the case where "this" is a player
439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
442 return pl;
443 }
444 }
445
446 return 0;
447}
448
449// adjust weight per container type ("of holding")
450static uint32
451weight_adjust_for (object *op, uint32 weight)
452{
453 return op->type == CONTAINER
454 ? weight - weight * op->stats.Str / 100
455 : weight;
456}
457
243/* 458/*
459 * subtracts, then adds, the specified weight to an object,
460 * and also updates how much the environment(s) is/are carrying.
461 */
462static void
463adjust_weight (object *op, sint32 sub, sint32 add)
464{
465 while (op)
466 {
467 sint32 ocarrying = op->carrying;
468
469 op->carrying -= weight_adjust_for (op, sub);
470 op->carrying += weight_adjust_for (op, add);
471
472 if (object *pl = op->visible_to ())
473 if (pl != op) // player is handled lazily
474 esrv_update_item (UPD_WEIGHT, pl, op);
475
476 sub = ocarrying;
477 add = op->carrying;
478
479 op = op->env;
480 }
481}
482
483/*
244 * sum_weight() is a recursive function which calculates the weight 484 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 485 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 486 * containers are carrying, and sums it up.
247 */ 487 */
248long 488void
249sum_weight (object *op) 489object::update_weight ()
250{ 490{
251 long sum; 491 sint32 sum = 0;
252 object *inv;
253 492
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 493 for (object *op = inv; op; op = op->below)
255 {
256 if (inv->inv)
257 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 494 {
260 if (op->type == CONTAINER && op->stats.Str) 495 op->update_weight ();
261 sum = (sum * (100 - op->stats.Str)) / 100; 496
262 if (op->carrying != sum) 497 sum += weight_adjust_for (this, op->total_weight ());
498 }
499
500 if (sum != carrying)
501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
263 op->carrying = sum; 506 carrying = sum;
264 return sum;
265}
266 507
267/** 508 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 509 if (pl != this) // player is handled lazily
269 */ 510 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 511 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 512}
349 513
350/* 514/*
351 * Dumps an object. Returns output in the static global errmsg array. 515 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 516 */
353 517char *
354void
355dump_object (object *op) 518dump_object (object *op)
356{ 519{
357 if (op == NULL) 520 if (!op)
358 { 521 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 522
366void 523 object_freezer freezer;
367dump_all_objects (void) 524 op->write (freezer);
368{ 525 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 526}
377 527
378/* 528char *
379 * get_nearest_part(multi-object, object 2) returns the part of the 529object::as_string ()
380 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned.
382 */
383
384object *
385get_nearest_part (object *op, const object *pl)
386{ 530{
387 object *tmp, *closest; 531 return dump_object (this);
388 int last_dist, i;
389
390 if (op->more == NULL)
391 return op;
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i;
395 return closest;
396} 532}
397 533
398/* 534/*
399 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
536 * VERRRY slow.
400 */ 537 */
401
402object * 538object *
403find_object (tag_t i) 539find_object (tag_t i)
404{ 540{
405 object *op; 541 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 542 if (op->count == i)
409 break;
410 return op; 543 return op;
544
545 return 0;
546}
547
548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
559
560 return 0;
411} 561}
412 562
413/* 563/*
414 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
417 */ 567 */
418
419object * 568object *
420find_object_name (const char *str) 569find_object_name (const char *str)
421{ 570{
422 const char *name = shstr::find (str); 571 shstr_cmp str_ (str);
423 object *op;
424 572
425 for (op = objects; op != NULL; op = op->next) 573 if (str_)
574 for_all_objects (op)
426 if (&op->name == name) 575 if (op->name == str_)
427 break; 576 return op;
428 577
429 return op; 578 return 0;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474} 579}
475 580
476/* 581/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 583 * skill and experience objects.
479 */ 584 * ACTUALLY NO! investigate! TODO
480void
481set_owner (object *op, object *owner)
482{
483 if (owner == NULL || op == NULL)
484 return;
485
486 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid.
492 */ 585 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 586void
587object::set_owner (object *owner)
588{
589 // allow objects which own objects
590 if (owner)
591 while (owner->owner)
494 owner = owner->owner; 592 owner = owner->owner;
495 593
496 /* IF the owner still has an owner, we did not resolve to a final owner. 594 if (flag [FLAG_FREED])
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 { 595 {
525 /* players don't have owners - they own themselves. Update 596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return; 597 return;
532 } 598 }
533 599
534 set_owner (op, owner); 600 this->owner = owner;
535} 601}
536 602
537/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 604 * refcounts and freeing the links.
539 */ 605 */
540static void 606static void
541free_key_values (object *op) 607free_key_values (object *op)
542{ 608{
543 for (key_value *i = op->key_values; i != 0;) 609 for (key_value *i = op->key_values; i; )
544 { 610 {
545 key_value *next = i->next; 611 key_value *next = i->next;
546 delete i; 612 delete i;
547 613
548 i = next; 614 i = next;
549 } 615 }
550 616
551 op->key_values = 0; 617 op->key_values = 0;
552} 618}
553 619
554void object::clear ()
555{
556 attachable_base::clear ();
557
558 free_key_values (this);
559
560 clear_owner (this);
561
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/* 620/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object, 621 * copy_to first frees everything allocated by the dst object,
621 * and then copies the contends of the first object into the second 622 * and then copies the contents of itself into the second
622 * object, allocating what needs to be allocated. Basically, any 623 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 624 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object 625 * if the first object is freed, the pointers in the new object
625 * will point at garbage. 626 * will point at garbage.
626 */ 627 */
627
628void 628void
629copy_object (object *op2, object *op) 629object::copy_to (object *dst)
630{ 630{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 631 dst->remove ();
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 632 *(object_copy *)dst = *this;
633 633 dst->flag [FLAG_REMOVED] = true;
634 op2->clone (op);
635
636 if (is_freed)
637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
640
641 if (op2->speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 634
644 /* Copy over key_values, if any. */ 635 /* Copy over key_values, if any. */
645 if (op2->key_values) 636 if (key_values)
646 { 637 {
647 key_value *tail = 0; 638 key_value *tail = 0;
648 key_value *i;
649
650 op->key_values = 0; 639 dst->key_values = 0;
651 640
652 for (i = op2->key_values; i; i = i->next) 641 for (key_value *i = key_values; i; i = i->next)
653 { 642 {
654 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
655 644
656 new_link->next = 0; 645 new_link->next = 0;
657 new_link->key = i->key; 646 new_link->key = i->key;
658 new_link->value = i->value; 647 new_link->value = i->value;
659 648
660 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
661 if (!op->key_values) 650 if (!dst->key_values)
662 { 651 {
663 op->key_values = new_link; 652 dst->key_values = new_link;
664 tail = new_link; 653 tail = new_link;
665 } 654 }
666 else 655 else
667 { 656 {
668 tail->next = new_link; 657 tail->next = new_link;
669 tail = new_link; 658 tail = new_link;
670 } 659 }
671 } 660 }
672 } 661 }
673 662
674 update_ob_speed (op); 663 dst->activate ();
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
676 speed_left = -1.;
677
678 /* copy the body_info to the body_used - this is only really
679 * need for monsters, but doesn't hurt to do it for everything.
680 * by doing so, when a monster is created, it has good starting
681 * values for the body_used info, so when items are created
682 * for it, they can be properly equipped.
683 */
684 for (int i = NUM_BODY_LOCATIONS; i--; )
685 slot[i].used = slot[i].info;
686
687 attachable::instantiate ();
688}
689
690object *
691object::clone ()
692{
693 object *neu = create ();
694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
700 neu->map = map; // not copied by copy_to
701 return neu;
675} 702}
676 703
677/* 704/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 705 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 706 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
681 */ 708 */
682
683void 709void
684update_turn_face (object *op) 710update_turn_face (object *op)
685{ 711{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
687 return; 713 return;
714
688 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
690} 717}
691 718
692/* 719/*
693 * Updates the speed of an object. If the speed changes from 0 to another 720 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 721 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
696 */ 723 */
697
698void 724void
699update_ob_speed (object *op) 725object::set_speed (float speed)
700{ 726{
701 extern int arch_init; 727 this->speed = speed;
702 728
703 /* No reason putting the archetypes objects on the speed list, 729 if (has_active_speed ())
704 * since they never really need to be updated. 730 activate ();
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0;
714#endif
715 }
716 if (arch_init)
717 {
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725
726 /* process_events() expects us to insert the object at the beginning
727 * of the list. */
728 op->active_next = active_objects;
729 if (op->active_next != NULL)
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 731 else
734 { 732 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 733}
755 734
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 735/*
788 * update_object() updates the array which represents the map. 736 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 737 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 738 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 739 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 740 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 741 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 742 * updating that window, though, since update_object() is called _often_)
795 * 743 *
796 * action is a hint of what the caller believes need to be done. 744 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 745 * current action are:
802 * UP_OBJ_INSERT: op was inserted 746 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 747 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 748 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 749 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 750 * UP_OBJ_FACE: only the objects face has changed.
807 */ 751 */
808
809void 752void
810update_object (object *op, int action) 753update_object (object *op, int action)
811{ 754{
812 int update_now = 0, flags; 755 if (!op)
813 MoveType move_on, move_off, move_block, move_slow;
814
815 if (op == NULL)
816 { 756 {
817 /* this should never happen */ 757 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
819 return; 759 return;
820 } 760 }
821 761
822 if (op->env != NULL) 762 if (!op->is_on_map ())
823 { 763 {
824 /* Animation is currently handled by client, so nothing 764 /* Animation is currently handled by client, so nothing
825 * to do in this case. 765 * to do in this case.
826 */ 766 */
827 return; 767 return;
828 } 768 }
829 769
830 /* If the map is saving, don't do anything as everything is
831 * going to get freed anyways.
832 */
833 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return;
835
836 /* make sure the object is within map boundaries */ 770 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 772 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 774#ifdef MANY_CORES
841 abort (); 775 abort ();
842#endif 776#endif
843 return; 777 return;
844 } 778 }
845 779
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 780 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 781
782 if (!(m.flags_ & P_UPTODATE))
783 /* nop */;
853 if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
854 { 785 {
786#if 0
787 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1; 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
857 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
859 update_now = 1;
860
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
868 update_now = 1; 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
869 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
870 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 798 * have move_allow right now.
878 */ 799 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 801 m.invalidate ();
881 802#else
882 if ((move_slow | op->move_slow) != move_slow) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
883 update_now = 1; 804 m.invalidate ();
805#endif
884 } 806 }
885 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 809 * that is being removed.
888 */ 810 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 812 m.invalidate ();
891 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
893 else 815 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 817
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 818 if (op->more)
903 update_object (op->more, action); 819 update_object (op->more, action);
904} 820}
905 821
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921}
922
923object::object () 822object::object ()
924{ 823{
925 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
926 825
927 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
928 face = blank_face; 827 face = blank_face;
929 attacked_by_count = -1; 828 material = MATERIAL_NULL;
930} 829}
931 830
932object::~object () 831object::~object ()
933{ 832{
833 unlink ();
834
934 free_key_values (this); 835 free_key_values (this);
935} 836}
936 837
937void object::link () 838void object::link ()
938{ 839{
939 count = ++ob_count; 840 assert (!index);//D
841 uuid = UUID::gen ();
940 842
941 prev = 0; 843 refcnt_inc ();
942 next = objects; 844 objects.insert (this);
943 845
944 if (objects) 846 ++create_count;
945 objects->prev = this;
946 847
947 objects = this;
948} 848}
949 849
950void object::unlink () 850void object::unlink ()
951{ 851{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next) 852 if (!index)
962 { 853 return;
963 next->prev = prev; 854
964 next = 0; 855 ++destroy_count;
856
857 objects.erase (this);
858 refcnt_dec ();
859}
860
861void
862object::activate ()
863{
864 /* If already on active list, don't do anything */
865 if (active)
866 return;
867
868 if (has_active_speed ())
965 } 869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
966 872
967 if (this == objects) 873 actives.insert (this);
968 objects = next; 874 }
969} 875}
970 876
971object *object::create () 877void
878object::activate_recursive ()
972{ 879{
880 activate ();
881
882 for (object *op = inv; op; op = op->below)
883 op->activate_recursive ();
884}
885
886/* This function removes object 'op' from the list of active
973 object * 887 * objects.
974 op; 888 * This should only be used for style maps or other such
889 * reference maps where you don't want an object that isn't
890 * in play chewing up cpu time getting processed.
891 * The reverse of this is to call update_ob_speed, which
892 * will do the right thing based on the speed of the object.
893 */
894void
895object::deactivate ()
896{
897 /* If not on the active list, nothing needs to be done */
898 if (!active)
899 return;
975 900
976 if (freed.empty ()) 901 actives.erase (this);
977 op = new object; 902}
978 903
904void
905object::deactivate_recursive ()
906{
907 for (object *op = inv; op; op = op->below)
908 op->deactivate_recursive ();
909
910 deactivate ();
911}
912
913void
914object::set_flag_inv (int flag, int value)
915{
916 for (object *op = inv; op; op = op->below)
917 {
918 op->flag [flag] = value;
919 op->set_flag_inv (flag, value);
920 }
921}
922
923/*
924 * Remove and free all objects in the inventory of the given object.
925 * object.c ?
926 */
927void
928object::destroy_inv (bool drop_to_ground)
929{
930 // need to check first, because the checks below might segfault
931 // as we might be on an invalid mapspace and crossfire code
932 // is too buggy to ensure that the inventory is empty.
933 // corollary: if you create arrows etc. with stuff in its inventory,
934 // cf will crash below with off-map x and y
935 if (!inv)
936 return;
937
938 /* Only if the space blocks everything do we not process -
939 * if some form of movement is allowed, let objects
940 * drop on that space.
941 */
942 if (!drop_to_ground
943 || !map
944 || map->in_memory != MAP_ACTIVE
945 || map->no_drop
946 || ms ().move_block == MOVE_ALL)
947 {
948 while (inv)
949 inv->destroy ();
950 }
979 else 951 else
980 { 952 { /* Put objects in inventory onto this space */
981 // highly annoying, but the only way to get it stable right now 953 while (inv)
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link ();
989 return op;
990}
991
992/*
993 * free_object() frees everything allocated by an object, removes
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{
1004 if (QUERY_FLAG (this, FLAG_FREED))
1005 return;
1006
1007 if (!QUERY_FLAG (this, FLAG_REMOVED))
1008 remove_ob (this);
1009
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1011 remove_friendly_object (this);
1012
1013 SET_FLAG (this, FLAG_FREED);
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 }
1020
1021 if (inv)
1022 {
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 { 954 {
1029 object *op = inv; 955 object *op = inv;
1030 956
1031 while (op) 957 if (op->flag [FLAG_STARTEQUIP]
1032 { 958 || op->flag [FLAG_NO_DROP]
1033 object *tmp = op->below; 959 || op->type == RUNE
1034 op->free (free_inventory); 960 || op->type == TRAP
1035 op = tmp; 961 || op->flag [FLAG_IS_A_TEMPLATE]
1036 } 962 || op->flag [FLAG_DESTROY_ON_DEATH])
963 op->destroy ();
964 else
965 map->insert (op, x, y);
1037 } 966 }
1038 else 967 }
1039 { /* Put objects in inventory onto this space */ 968}
1040 object *op = inv;
1041 969
1042 while (op) 970/*
1043 { 971 * Remove and free all objects in the inventory of the given object.
1044 object *tmp = op->below; 972 * Unlike destroy_inv, this assumes the *this is destroyed as well
1045 973 * well, so we can (and have to!) take shortcuts.
1046 remove_ob (op); 974 */
1047 975void
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 976object::destroy_inv_fast ()
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 977{
1050 free_object (op); 978 while (object *op = inv)
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 } 979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
1062 985
1063 clear_owner (this); 986 // then destroy
987 op->destroy ();
988 }
989}
1064 990
1065 /* Remove object from the active list */ 991void
1066 speed = 0; 992object::freelist_free (int count)
1067 update_ob_speed (this); 993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
1068 998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
1007object::create ()
1008{
1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
1031 op->link ();
1032
1033 return op;
1034}
1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
1051static struct freed_map : maptile
1052{
1053 freed_map ()
1054 : maptile (3, 3)
1055 {
1056 path = "<freed objects map>";
1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1062 }
1063
1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068} freed_map; // freed objects are moved here to avoid crashes
1069
1070void
1071object::do_destroy ()
1072{
1073 if (flag [FLAG_IS_LINKED])
1074 remove_link ();
1075
1076 if (flag [FLAG_FRIENDLY])
1077 remove_friendly_object (this);
1078
1079 remove ();
1080
1081 attachable::do_destroy ();
1082
1083 deactivate ();
1069 unlink (); 1084 unlink ();
1070 1085
1071 mortals.push_back (this); 1086 flag [FLAG_FREED] = 1;
1072}
1073 1087
1074/* 1088 // hack to ensure that freed objects still have a valid map
1075 * sub_weight() recursively (outwards) subtracts a number from the 1089 map = &freed_map;
1076 * weight of an object (and what is carried by it's environment(s)). 1090 x = 1;
1077 */ 1091 y = 1;
1078 1092
1079void 1093 if (more)
1080sub_weight (object *op, signed long weight)
1081{
1082 while (op != NULL)
1083 {
1084 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 }
1088 op->carrying -= weight;
1089 op = op->env;
1090 } 1094 {
1091} 1095 more->destroy ();
1096 more = 0;
1097 }
1092 1098
1093/* remove_ob(op): 1099 head = 0;
1100
1101 // clear those pointers that likely might cause circular references
1102 owner = 0;
1103 enemy = 0;
1104 attacked_by = 0;
1105 current_weapon = 0;
1106}
1107
1108void
1109object::destroy ()
1110{
1111 if (destroyed ())
1112 return;
1113
1114 if (!is_head () && !head->destroyed ())
1115 {
1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1117 head->destroy ();
1118 return;
1119 }
1120
1121 destroy_inv_fast ();
1122
1123 if (is_head ())
1124 if (sound_destroy)
1125 play_sound (sound_destroy);
1126 else if (flag [FLAG_MONSTER])
1127 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1128
1129 attachable::destroy ();
1130}
1131
1132/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1133 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1134 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1135 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1136 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1137 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1138 */
1101
1102void 1139void
1103remove_ob (object *op) 1140object::do_remove ()
1104{ 1141{
1105 object * 1142 if (flag [FLAG_REMOVED])
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED))
1123 return; 1143 return;
1124 1144
1125 SET_FLAG (op, FLAG_REMOVED); 1145 INVOKE_OBJECT (REMOVE, this);
1126 1146
1127 if (op->more != NULL) 1147 flag [FLAG_REMOVED] = true;
1128 remove_ob (op->more); 1148
1149 if (more)
1150 more->remove ();
1129 1151
1130 /* 1152 /*
1131 * In this case, the object to be removed is in someones 1153 * In this case, the object to be removed is in someones
1132 * inventory. 1154 * inventory.
1133 */ 1155 */
1134 if (op->env != NULL) 1156 if (env)
1135 { 1157 {
1136 if (op->nrof) 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1137 sub_weight (op->env, op->weight * op->nrof); 1159 if (object *pl = visible_to ())
1138 else 1160 esrv_del_item (pl->contr, count);
1139 sub_weight (op->env, op->weight + op->carrying); 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1140 1162
1141 /* NO_FIX_PLAYER is set when a great many changes are being 1163 adjust_weight (env, total_weight (), 0);
1142 * made to players inventory. If set, avoiding the call
1143 * to save cpu time.
1144 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp);
1147 1164
1148 if (op->above != NULL) 1165 object *pl = in_player ();
1149 op->above->below = op->below;
1150 else
1151 op->env->inv = op->below;
1152
1153 if (op->below != NULL)
1154 op->below->above = op->above;
1155 1166
1156 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1159 */ 1170 */
1160 op->x = op->env->x, op->y = op->env->y;
1161 op->map = op->env->map; 1171 map = env->map;
1162 op->above = NULL, op->below = NULL;
1163 op->env = NULL;
1164 }
1165 else if (op->map)
1166 {
1167 x = op->x; 1172 x = env->x;
1168 y = op->y; 1173 y = env->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170 1174
1171 if (!m) 1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1179 above = 0;
1180 below = 0;
1181 env = 0;
1182
1183 if (pl && pl->is_player ())
1172 { 1184 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1185 if (expect_false (pl->contr->combat_ob == this))
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */ 1186 {
1179 abort (); 1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1180 } 1203 }
1204 }
1205 else if (map)
1206 {
1207 map->dirty = true;
1208 mapspace &ms = this->ms ();
1181 1209
1182 if (op->map != m) 1210 if (object *pl = ms.player ())
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */ 1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1189 1234
1190 /* link the object above us */ 1235 /* link the object above us */
1191 if (op->above) 1236 // re-link, make sure compiler can easily use cmove
1192 op->above->below = op->below; 1237 *(above ? &above->below : &ms.top) = below;
1193 else 1238 *(below ? &below->above : &ms.bot) = above;
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1195 1239
1196 /* Relink the object below us, if there is one */ 1240 above = 0;
1197 if (op->below) 1241 below = 0;
1198 op->below->above = op->above; 1242
1199 else 1243 ms.invalidate ();
1244
1245 if (map->in_memory == MAP_SAVING)
1246 return;
1247
1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1249
1250 if (object *pl = ms.player ())
1200 { 1251 {
1201 /* Nothing below, which means we need to relink map object for this space 1252 if (pl->container_ () == this)
1202 * use translated coordinates in case some oddness with map tiling is 1253 /* If a container that the player is currently using somehow gets
1203 * evident 1254 * removed (most likely destroyed), update the player view
1255 * appropriately.
1204 */ 1256 */
1205 if (GET_MAP_OB (m, x, y) != op) 1257 pl->close_container ();
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1210 dump_object (GET_MAP_OB (m, x, y));
1211 LOG (llevError, "%s\n", errmsg);
1212 }
1213 1258
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1259 //TODO: the floorbox prev/next might need updating
1260 //esrv_del_item (pl->contr, count);
1261 //TODO: update floorbox to preserve ordering
1262 if (pl->contr->ns)
1263 pl->contr->ns->floorbox_update ();
1215 } 1264 }
1216 1265
1217 op->above = 0; 1266 if (check_walk_off)
1218 op->below = 0; 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1227 { 1268 {
1269 above = tmp->above;
1270
1228 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1229 * being removed. 1272 * being removed.
1230 */
1231
1232 if (tmp->type == PLAYER && tmp != op)
1233 {
1234 /* If a container that the player is currently using somehow gets
1235 * removed (most likely destroyed), update the player view
1236 * appropriately.
1237 */ 1273 */
1238 if (tmp->container == op)
1239 {
1240 CLEAR_FLAG (op, FLAG_APPLIED);
1241 tmp->container = NULL;
1242 }
1243 1274
1244 tmp->contr->socket.update_look = 1; 1275 /* See if object moving off should effect something */
1276 if ((move_type & tmp->move_off)
1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1278 move_apply (tmp, this, 0);
1245 } 1279 }
1246 1280
1247 /* See if player moving off should effect something */ 1281 if (affects_los ())
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 {
1250 move_apply (tmp, op, NULL);
1251
1252 if (was_destroyed (op, tag))
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1255 }
1256 }
1257
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259
1260 if (tmp->above == tmp)
1261 tmp->above = NULL;
1262
1263 last = tmp;
1264 }
1265
1266 /* last == NULL of there are no objects on this space */
1267 if (last == NULL)
1268 {
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else
1278 update_object (last, UP_OBJ_REMOVE);
1279
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1281 update_all_los (op->map, op->x, op->y); 1282 update_all_los (map, x, y);
1282 } 1283 }
1283} 1284}
1284 1285
1285/* 1286/*
1286 * merge_ob(op,top): 1287 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1289 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1290 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1291 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1292 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1293 */
1293
1294object * 1294object *
1295merge_ob (object *op, object *top) 1295merge_ob (object *op, object *top)
1296{ 1296{
1297 if (!op->nrof) 1297 if (!op->nrof)
1298 return 0; 1298 return 0;
1299 1299
1300 if (top == NULL) 1300 if (!top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1301 for (top = op; top && top->above; top = top->above)
1302 ;
1302 1303
1303 for (; top != NULL; top = top->below) 1304 for (; top; top = top->below)
1304 { 1305 if (object::can_merge (op, top))
1305 if (top == op)
1306 continue;
1307 if (CAN_MERGE (op, top))
1308 { 1306 {
1309 top->nrof += op->nrof; 1307 top->nrof += op->nrof;
1310 1308
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1309 if (object *pl = top->visible_to ())
1312 op->weight = 0; /* Don't want any adjustements now */ 1310 esrv_update_item (UPD_NROF, pl, top);
1313 remove_ob (op); 1311
1314 free_object (op); 1312 op->weight = 0; // cancel the addition above
1313 op->carrying = 0; // must be 0 already
1314
1315 op->destroy ();
1316
1315 return top; 1317 return top;
1316 } 1318 }
1317 }
1318 1319
1319 return NULL; 1320 return 0;
1320} 1321}
1321 1322
1323void
1324object::expand_tail ()
1325{
1326 if (more)
1327 return;
1328
1329 object *prev = this;
1330
1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1332 {
1333 object *op = at->instance ();
1334
1335 op->name = name;
1336 op->name_pl = name_pl;
1337 op->title = title;
1338
1339 op->head = this;
1340 prev->more = op;
1341
1342 prev = op;
1343 }
1344}
1345
1322/* 1346/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1347 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1324 * job preparing multi-part monsters 1348 * job preparing multi-part monsters.
1325 */ 1349 */
1326object * 1350object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1352{
1329 object *tmp; 1353 op->remove ();
1330 1354
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1356 {
1336 tmp->x = x + tmp->arch->clone.x; 1357 tmp->x = x + tmp->arch->x;
1337 tmp->y = y + tmp->arch->clone.y; 1358 tmp->y = y + tmp->arch->y;
1338 } 1359 }
1339 1360
1340 return insert_ob_in_map (op, m, originator, flag); 1361 return insert_ob_in_map (op, m, originator, flag);
1341} 1362}
1342 1363
1355 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1356 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1357 * 1378 *
1358 * Return value: 1379 * Return value:
1359 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1361 * just 'op' otherwise 1382 * just 'op' otherwise
1362 */ 1383 */
1363
1364object * 1384object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1386{
1367 object *tmp, *top, *floor = NULL; 1387 op->remove ();
1368 sint16 x, y;
1369 1388
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1389 if (m == &freed_map)//D TODO: remove soon
1371 { 1390 {//D
1372 LOG (llevError, "Trying to insert freed object!\n"); 1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1373 return NULL;
1374 } 1392 }//D
1375
1376 if (m == NULL)
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (out_of_map (m, op->x, op->y))
1384 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1387#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted.
1391 */
1392 abort ();
1393#endif
1394 return op;
1395 }
1396
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more;
1409
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 {
1427 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429
1430 return NULL;
1431 }
1432 }
1433
1434 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1393
1436 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1438 * need extra work 1396 * need extra work
1439 */ 1397 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y); 1398 maptile *newmap = m;
1441 x = op->x; 1399 if (!xy_normalise (newmap, op->x, op->y))
1442 y = op->y; 1400 {
1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1402 return 0;
1403 }
1404
1405 if (object *more = op->more)
1406 if (!insert_ob_in_map (more, m, originator, flag))
1407 return 0;
1408
1409 op->flag [FLAG_REMOVED] = false;
1410 op->env = 0;
1411 op->map = newmap;
1412
1413 mapspace &ms = op->ms ();
1443 1414
1444 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1445 */ 1416 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1419 if (object::can_merge (op, tmp))
1449 { 1420 {
1421 // TODO: we actually want to update tmp, not op,
1422 // but some caller surely breaks when we return tmp
1423 // from here :/
1450 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1425 tmp->destroy ();
1452 free_object (tmp);
1453 } 1426 }
1454 1427
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1457 1430
1458 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1459 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1460 1433
1461 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1462 { 1435 {
1463 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1464 { 1437 {
1465 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1466 abort (); 1439 abort ();
1467 } 1440 }
1468 1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1469 op->above = originator; 1449 op->above = originator;
1470 op->below = originator->below; 1450 op->below = originator->below;
1471
1472 if (op->below)
1473 op->below->above = op;
1474 else
1475 SET_MAP_OB (op->map, op->x, op->y, op);
1476
1477 /* since *below* originator, no need to update top */
1478 originator->below = op; 1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1479 } 1454 }
1480 else 1455 else
1481 { 1456 {
1457 object *floor = 0;
1458 object *top = ms.top;
1459
1482 /* If there are other objects, then */ 1460 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1461 if (top)
1484 { 1462 {
1485 object *last = NULL;
1486
1487 /* 1463 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1464 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1465 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1466 * Generally, we want to put the new object on top. But if
1491 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1494 * once we get to them. This reduces the need to traverse over all of 1470 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1471 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1498 */ 1474 */
1499 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1500 while (top != NULL)
1501 { 1476 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1503 floor = top; 1478 floor = tmp;
1504 1479
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1506 { 1481 {
1507 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1508 top = top->below; 1483 top = tmp->below;
1509 break; 1484 break;
1510 } 1485 }
1511 1486
1512 last = top;
1513 top = top->above; 1487 top = tmp;
1514 } 1488 }
1515
1516 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last;
1518 1489
1519 /* We let update_position deal with figuring out what the space 1490 /* We let update_position deal with figuring out what the space
1520 * looks like instead of lots of conditions here. 1491 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result. 1492 * makes things faster, and effectively the same result.
1522 */ 1493 */
1523 1494
1524 /* Have object 'fall below' other objects that block view. 1495 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66 1496 * Unless those objects are exits.
1526 * If INS_ON_TOP is used, don't do this processing 1497 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1498 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1499 * stacking is a bit odd.
1529 */ 1500 */
1530 if (!(flag & INS_ON_TOP) && 1501 if (!(flag & INS_ON_TOP)
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1502 && ms.flags () & P_BLOCKSVIEW
1503 && (op->face && !faces [op->face].visibility))
1532 { 1504 {
1505 object *last;
1506
1533 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1535 break; 1509 break;
1510
1536 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1537 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1538 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1539 * set top to the object below us. 1514 * set top to the object below us.
1540 */ 1515 */
1541 if (last && last->below && last != floor) 1516 if (last && last->below && last != floor)
1542 top = last->below; 1517 top = last->below;
1543 } 1518 }
1544 } /* If objects on this space */ 1519 } /* If objects on this space */
1545 1520
1546 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y);
1548
1549 if (flag & INS_ABOVE_FLOOR_ONLY) 1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor; 1522 top = floor;
1551 1523
1552 /* Top is the object that our object (op) is going to get inserted above. 1524 // insert object above top, or bottom-most if top = 0
1553 */
1554
1555 /* First object on this space */
1556 if (!top) 1525 if (!top)
1557 { 1526 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y);
1559
1560 if (op->above)
1561 op->above->below = op;
1562
1563 op->below = NULL; 1527 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1528 op->above = ms.bot;
1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1565 } 1532 }
1566 else 1533 else
1567 { /* get inserted into the stack above top */ 1534 {
1568 op->above = top->above; 1535 op->above = top->above;
1569
1570 if (op->above)
1571 op->above->below = op; 1536 top->above = op;
1572 1537
1573 op->below = top; 1538 op->below = top;
1574 top->above = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1575 } 1540 }
1541 }
1576 1542
1577 if (op->above == NULL) 1543 if (op->is_player ())
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1544 {
1579 } /* else not INS_BELOW_ORIGINATOR */
1580
1581 if (op->type == PLAYER)
1582 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1546 ++op->map->players;
1547 op->map->touch ();
1548 }
1583 1549
1584 /* If we have a floor, we know the player, if any, will be above 1550 op->map->dirty = true;
1585 * it, so save a few ticks and start from there. 1551
1586 */ 1552 if (object *pl = ms.player ())
1587 if (!(flag & INS_MAP_LOAD)) 1553 //TODO: the floorbox prev/next might need updating
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1554 //esrv_send_item (pl, op);
1589 if (tmp->type == PLAYER) 1555 //TODO: update floorbox to preserve ordering
1590 tmp->contr->socket.update_look = 1; 1556 if (pl->contr->ns)
1557 pl->contr->ns->floorbox_update ();
1591 1558
1592 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1566 * of effect may be sufficient.
1600 */ 1567 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1602 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1603 1573
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1606 1576
1577 INVOKE_OBJECT (INSERT, op);
1578
1607 /* Don't know if moving this to the end will break anything. However, 1579 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1580 * we want to have floorbox_update called before calling this.
1609 * 1581 *
1610 * check_move_on() must be after this because code called from 1582 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1583 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1585 * update_object().
1614 */ 1586 */
1615 1587
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1618 { 1590 {
1619 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1620 return NULL; 1592 return 0;
1621 1593
1622 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1623 * walk on's. 1595 * walk on's.
1624 */ 1596 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1627 return NULL; 1599 return 0;
1628 } 1600 }
1629 1601
1630 return op; 1602 return op;
1631} 1603}
1632 1604
1633/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1636 */ 1608 */
1637void 1609void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1639{ 1611{
1640 object *
1641 tmp;
1642 object *
1643 tmp1;
1644
1645 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1646 1613
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1650 { 1616 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1617
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1657 1619
1658 tmp1->x = op->x; 1620 tmp->x = op->x;
1659 tmp1->y = op->y; 1621 tmp->y = op->y;
1622
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1661} 1624}
1662
1663/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array.
1669 */
1670 1625
1671object * 1626object *
1672get_split_ob (object *orig_ob, uint32 nr) 1627object::insert_at (object *where, object *originator, int flags)
1673{ 1628{
1674 object * 1629 if (where->env)
1675 newob; 1630 return where->env->insert (this);
1676 int 1631 else
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1678
1679 if (orig_ob->nrof < nr)
1680 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL;
1683 }
1684
1685 newob = object_create_clone (orig_ob);
1686
1687 if ((orig_ob->nrof -= nr) < 1)
1688 {
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed)
1694 {
1695 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1698 {
1699 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1700 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1701 return NULL;
1702 }
1703 }
1704
1705 newob->nrof = nr;
1706
1707 return newob;
1708} 1633}
1709 1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1655}
1656
1710/* 1657/*
1711 * decrease_ob_nr(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1712 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1713 * is subsequently removed and freed. 1660 * is subsequently removed and freed.
1714 * 1661 *
1715 * Return value: 'op' if something is left, NULL if the amount reached 0 1662 * Return value: 'op' if something is left, NULL if the amount reached 0
1716 */ 1663 */
1664bool
1665object::decrease (sint32 nr)
1666{
1667 if (!nr)
1668 return true;
1717 1669
1670 nr = min (nr, nrof);
1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1676 nrof -= nr;
1677
1678 if (object *pl = visible_to ())
1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1683 return true;
1684 }
1685 else
1686 {
1687 destroy ();
1688 return false;
1689 }
1690}
1691
1692/*
1693 * split(ob,nr) splits up ob into two parts. The part which
1694 * is returned contains nr objects, and the remaining parts contains
1695 * the rest (or is removed and returned if that number is 0).
1696 * On failure, NULL is returned.
1697 */
1718object * 1698object *
1719decrease_ob_nr (object *op, uint32 i) 1699object::split (sint32 nr)
1720{ 1700{
1721 object *tmp; 1701 int have = number_of ();
1722 player *pl;
1723 1702
1724 if (i == 0) /* objects with op->nrof require this check */ 1703 if (have < nr)
1725 return op; 1704 return 0;
1726 1705 else if (have == nr)
1727 if (i > op->nrof)
1728 i = op->nrof;
1729
1730 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i;
1732 else if (op->env != NULL)
1733 { 1706 {
1734 /* is this object in the players inventory, or sub container
1735 * therein?
1736 */
1737 tmp = is_player_inv (op->env);
1738 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player.
1743 */
1744 if (!tmp)
1745 {
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env)
1748 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 }
1754
1755 if (i < op->nrof)
1756 {
1757 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i;
1759 if (tmp)
1760 {
1761 esrv_send_item (tmp, op);
1762 }
1763 }
1764 else
1765 {
1766 remove_ob (op); 1707 remove ();
1767 op->nrof = 0; 1708 return this;
1768 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count);
1771 }
1772 }
1773 } 1709 }
1774 else 1710 else
1775 { 1711 {
1776 object *above = op->above; 1712 decrease (nr);
1777 1713
1778 if (i < op->nrof) 1714 object *op = deep_clone ();
1779 op->nrof -= i; 1715 op->nrof = nr;
1780 else
1781 {
1782 remove_ob (op);
1783 op->nrof = 0;
1784 }
1785
1786 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above)
1788 if (tmp->type == PLAYER)
1789 {
1790 if (op->nrof)
1791 esrv_send_item (tmp, op);
1792 else
1793 esrv_del_item (tmp->contr, op->count);
1794 }
1795 }
1796
1797 if (op->nrof)
1798 return op; 1716 return op;
1799 else
1800 { 1717 }
1801 free_object (op); 1718}
1719
1720object *
1721insert_ob_in_ob (object *op, object *where)
1722{
1723 if (!where)
1724 {
1725 char *dump = dump_object (op);
1726 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1727 free (dump);
1802 return NULL; 1728 return op;
1803 }
1804}
1805
1806/*
1807 * add_weight(object, weight) adds the specified weight to an object,
1808 * and also updates how much the environment(s) is/are carrying.
1809 */
1810
1811void
1812add_weight (object *op, signed long weight)
1813{
1814 while (op != NULL)
1815 { 1729 }
1816 if (op->type == CONTAINER)
1817 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1818 1730
1819 op->carrying += weight; 1731 if (where->head_ () != where)
1820 op = op->env;
1821 } 1732 {
1822} 1733 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1734 where = where->head;
1735 }
1823 1736
1737 return where->insert (op);
1738}
1739
1824/* 1740/*
1825 * insert_ob_in_ob(op,environment): 1741 * env->insert (op)
1826 * This function inserts the object op in the linked list 1742 * This function inserts the object op in the linked list
1827 * inside the object environment. 1743 * inside the object environment.
1828 * 1744 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1745 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1746 * be != op, if items are merged. -Tero
1836 */ 1747 */
1837
1838object * 1748object *
1839insert_ob_in_ob (object *op, object *where) 1749object::insert (object *op)
1840{ 1750{
1841 object *
1842 tmp, *
1843 otmp;
1844
1845 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 {
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864
1865 if (op->more) 1751 if (op->more)
1866 { 1752 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1753 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1754 return op;
1869 } 1755 }
1870 1756
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1757 op->remove ();
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1758
1759 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1760
1873 if (op->nrof) 1761 if (op->nrof)
1874 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1763 if (object::can_merge (tmp, op))
1877 { 1764 {
1878 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1880 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1772
1882 * tmp->nrof, we need to increase the weight. 1773 if (object *pl = tmp->visible_to ())
1883 */ 1774 esrv_update_item (UPD_NROF, pl, tmp);
1775
1884 add_weight (where, op->weight * op->nrof); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1777
1886 free_object (op); /* free the inserted object */ 1778 op->destroy ();
1887 op = tmp; 1779 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1780 goto inserted;
1889 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break;
1891 } 1781 }
1892 1782
1893 /* I assume combined objects have no inventory 1783 op->owner = 0; // it's his/hers now. period.
1894 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do
1897 * the linking below
1898 */
1899 add_weight (where, op->weight * op->nrof);
1900 }
1901 else
1902 add_weight (where, (op->weight + op->carrying));
1903
1904 otmp = is_player_inv (where);
1905 if (otmp && otmp->contr != NULL)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp);
1909 }
1910
1911 op->map = NULL; 1784 op->map = 0;
1912 op->env = where; 1785 op->x = 0;
1786 op->y = 0;
1787
1913 op->above = NULL; 1788 op->above = 0;
1914 op->below = NULL; 1789 op->below = inv;
1915 op->x = 0, op->y = 0; 1790 op->env = this;
1916 1791
1792 if (inv)
1793 inv->above = op;
1794
1795 inv = op;
1796
1797 op->flag [FLAG_REMOVED] = 0;
1798
1799 if (object *pl = op->visible_to ())
1800 esrv_send_item (pl, op);
1801
1802 adjust_weight (this, 0, op->total_weight ());
1803
1804inserted:
1917 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1806 if (op->glow_radius && is_on_map ())
1919 {
1920#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map))
1924 update_all_los (where->map, where->x, where->y);
1925 } 1807 {
1926 1808 update_stats ();
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1809 update_all_los (map, x, y);
1928 * It sure simplifies this function...
1929 */
1930 if (where->inv == NULL)
1931 where->inv = op;
1932 else
1933 { 1810 }
1934 op->below = where->inv; 1811 else if (is_player ())
1935 op->below->above = op; 1812 // if this is a player's inventory, update stats
1936 where->inv = op; 1813 contr->queue_stats_update ();
1937 } 1814
1815 INVOKE_OBJECT (INSERT, this);
1816
1938 return op; 1817 return op;
1939} 1818}
1940 1819
1941/* 1820/*
1942 * Checks if any objects has a move_type that matches objects 1821 * Checks if any objects has a move_type that matches objects
1956 * 1835 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1838 * on top.
1960 */ 1839 */
1961
1962int 1840int
1963check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1964{ 1842{
1965 object * 1843 if (op->flag [FLAG_NO_APPLY])
1966 tmp;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y;
1973
1974 MoveType
1975 move_on,
1976 move_slow,
1977 move_block;
1978
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1844 return 0;
1981 1845
1982 tag = op->count; 1846 object *tmp;
1847 maptile *m = op->map;
1848 int x = op->x, y = op->y;
1983 1849
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1850 mapspace &ms = m->at (x, y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1851
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1852 ms.update ();
1853
1854 MoveType move_on = ms.move_on;
1855 MoveType move_slow = ms.move_slow;
1856 MoveType move_block = ms.move_block;
1987 1857
1988 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1989 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1990 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1991 * as walking. 1861 * as walking.
2002 return 0; 1872 return 0;
2003 1873
2004 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
2006 */ 1876 */
2007 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2009 {
2010 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them.
2013 */
2014 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2015 break;
2016 } 1878 {
1879 next = tmp->below;
2017 1880
2018 for (; tmp; tmp = tmp->below)
2019 {
2020 if (tmp == op) 1881 if (tmp == op)
2021 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
2022 1883
2023 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
2024 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
2025 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
2026 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
2027 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
2028 */ 1889 */
2029 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
2030 { 1891 {
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 { 1894 {
2034
2035 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
2037 1896
2038 if (op->type == PLAYER) 1897 if (op->is_player ())
2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2041 diff /= 4.0; 1900 diff /= 4.0;
2042 1901
2043 op->speed_left -= diff; 1902 op->speed_left -= diff;
2044 } 1903 }
2045 } 1904 }
2046 1905
2047 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
2051 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
2052 1916
2053 if (was_destroyed (op, tag)) 1917 if (op->destroyed ())
2054 return 1; 1918 return 1;
2055 1919
2056 /* what the person/creature stepped onto has moved the object 1920 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1921 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1922 * have a feeling strange problems would result.
2068/* 1932/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1933 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1934 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1935 * The first matching object is returned, or NULL if none.
2072 */ 1936 */
2073
2074object * 1937object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1938present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1939{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1940 if (!m || out_of_map (m, x, y))
2081 { 1941 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1943 return NULL;
2084 } 1944 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1945
2086 if (tmp->arch == at) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1947 if (tmp->arch->archname == at->archname)
2087 return tmp; 1948 return tmp;
1949
2088 return NULL; 1950 return NULL;
2089} 1951}
2090 1952
2091/* 1953/*
2092 * present(type, map, x, y) searches for any objects with 1954 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1955 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1956 * The first matching object is returned, or NULL if none.
2095 */ 1957 */
2096
2097object * 1958object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1959present (unsigned char type, maptile *m, int x, int y)
2099{ 1960{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1961 if (out_of_map (m, x, y))
2104 { 1962 {
2105 LOG (llevError, "Present called outside map.\n"); 1963 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1964 return NULL;
2107 } 1965 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1966
1967 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1968 if (tmp->type == type)
2110 return tmp; 1969 return tmp;
1970
2111 return NULL; 1971 return NULL;
2112} 1972}
2113 1973
2114/* 1974/*
2115 * present_in_ob(type, object) searches for any objects with 1975 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1976 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1977 * The first matching object is returned, or NULL if none.
2118 */ 1978 */
2119
2120object * 1979object *
2121present_in_ob (unsigned char type, const object *op) 1980present_in_ob (unsigned char type, const object *op)
2122{ 1981{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1983 if (tmp->type == type)
2128 return tmp; 1984 return tmp;
1985
2129 return NULL; 1986 return NULL;
2130} 1987}
2131 1988
2132/* 1989/*
2133 * present_in_ob (type, str, object) searches for any objects with 1990 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1998 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1999 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 2000 * spell code can use one object type (force), but change it's name
2144 * to be unique. 2001 * to be unique.
2145 */ 2002 */
2146
2147object * 2003object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 2004present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 2005{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 2008 return tmp;
2157 } 2009
2158 return NULL; 2010 return 0;
2159} 2011}
2160 2012
2161/* 2013/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
2165 */ 2017 */
2166
2167object * 2018object *
2168present_arch_in_ob (const archetype *at, const object *op) 2019present_arch_in_ob (const archetype *at, const object *op)
2169{ 2020{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2174 if (tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
2175 return tmp; 2023 return tmp;
2024
2176 return NULL; 2025 return NULL;
2177} 2026}
2178 2027
2179/* 2028/*
2180 * activate recursively a flag on an object inventory 2029 * activate recursively a flag on an object inventory
2181 */ 2030 */
2182void 2031void
2183flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
2184{ 2033{
2185 object *
2186 tmp;
2187
2188 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 { 2035 {
2191 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
2192 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
2193 } 2038 }
2194} /* 2039}
2040
2041/*
2195 * desactivate recursively a flag on an object inventory 2042 * deactivate recursively a flag on an object inventory
2196 */ 2043 */
2197void 2044void
2198unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
2199{ 2046{
2200 object *
2201 tmp;
2202
2203 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2205 { 2048 {
2206 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
2207 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
2208 } 2051 }
2209}
2210
2211/*
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function.
2216 */
2217
2218void
2219set_cheat (object *op)
2220{
2221 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ);
2223} 2052}
2224 2053
2225/* 2054/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2055 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 2056 * a spot at the given map and coordinates which will be able to contain
2229 * to search (see the freearr_x/y[] definition). 2058 * to search (see the freearr_x/y[] definition).
2230 * It returns a random choice among the alternatives found. 2059 * It returns a random choice among the alternatives found.
2231 * start and stop are where to start relative to the free_arr array (1,9 2060 * start and stop are where to start relative to the free_arr array (1,9
2232 * does all 4 immediate directions). This returns the index into the 2061 * does all 4 immediate directions). This returns the index into the
2233 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2062 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234 * Note - this only checks to see if there is space for the head of the
2235 * object - if it is a multispace object, this should be called for all
2236 * pieces.
2237 * Note2: This function does correctly handle tiled maps, but does not 2063 * Note: This function does correctly handle tiled maps, but does not
2238 * inform the caller. However, insert_ob_in_map will update as 2064 * inform the caller. However, insert_ob_in_map will update as
2239 * necessary, so the caller shouldn't need to do any special work. 2065 * necessary, so the caller shouldn't need to do any special work.
2240 * Note - updated to take an object instead of archetype - this is necessary 2066 * Note - updated to take an object instead of archetype - this is necessary
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 2067 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 2068 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2069 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2070 * customized, changed states, etc.
2245 */ 2071 */
2246
2247int 2072int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2073find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 2074{
2250 int
2251 i,
2252 index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2075 int altern[SIZEOFFREE];
2076 int index = 0, flag;
2255 2077
2256 for (i = start; i < stop; i++) 2078 for (int i = start; i < stop; i++)
2257 { 2079 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2080 mapxy pos (m, x, y); pos.move (i);
2259 if (!flag) 2081
2082 if (!pos.normalise ())
2083 continue;
2084
2085 mapspace &ms = *pos;
2086
2087 if (ms.flags () & P_IS_ALIVE)
2088 continue;
2089
2090 /* However, often
2091 * ob doesn't have any move type (when used to place exits)
2092 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2093 */
2094 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2095 {
2260 altern[index++] = i; 2096 altern [index++] = i;
2097 continue;
2098 }
2261 2099
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2100 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2101 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2102 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2103 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2104 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2105 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2106 * won't look 2 spaces south of the target space.
2269 */ 2107 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2108 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2109 {
2271 stop = maxfree[i]; 2110 stop = maxfree[i];
2111 continue;
2112 }
2113
2114 /* Note it is intentional that we check ob - the movement type of the
2115 * head of the object should correspond for the entire object.
2116 */
2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2118 continue;
2119
2120 if (ob->blocked (pos.m, pos.x, pos.y))
2121 continue;
2122
2123 altern [index++] = i;
2272 } 2124 }
2125
2273 if (!index) 2126 if (!index)
2274 return -1; 2127 return -1;
2128
2275 return altern[RANDOM () % index]; 2129 return altern [rndm (index)];
2276} 2130}
2277 2131
2278/* 2132/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2135 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2136 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2137 */
2284
2285int 2138int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2139find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2140{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2141 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2142 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2143 return i;
2295 } 2144
2296 return -1; 2145 return -1;
2297} 2146}
2298 2147
2299/* 2148/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2149 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2150 * arr[begin..end-1].
2151 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2152 */
2303static void 2153static void
2304permute (int *arr, int begin, int end) 2154permute (int *arr, int begin, int end)
2305{ 2155{
2306 int 2156 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2157 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2158
2317 tmp = arr[i]; 2159 while (--end)
2318 arr[i] = arr[j]; 2160 swap (arr [end], arr [rndm (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2161}
2322 2162
2323/* new function to make monster searching more efficient, and effective! 2163/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2164 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2165 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2168 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2169 */
2330void 2170void
2331get_search_arr (int *search_arr) 2171get_search_arr (int *search_arr)
2332{ 2172{
2333 int 2173 int i;
2334 i;
2335 2174
2336 for (i = 0; i < SIZEOFFREE; i++) 2175 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2176 search_arr[i] = i;
2339 }
2340 2177
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2178 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2179 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2180 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2181}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2190 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2191 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2192 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2193 * there is capable of.
2357 */ 2194 */
2358
2359int 2195int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2197{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2365
2366 sint16 nx, ny;
2367 object *
2368 tmp;
2369 mapstruct *
2370 mp;
2371
2372 MoveType blocked, move_type; 2199 MoveType move_type;
2373 2200
2374 if (exclude && exclude->head) 2201 if (exclude && exclude->head_ () != exclude)
2375 { 2202 {
2376 exclude = exclude->head; 2203 exclude = exclude->head;
2377 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2378 } 2205 }
2379 else 2206 else
2380 { 2207 {
2381 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2382 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2383 } 2210 }
2384 2211
2385 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2386 { 2213 {
2387 mp = m; 2214 mapxy pos (m, x, y);
2388 nx = x + freearr_x[i]; 2215 pos.move (i);
2389 ny = y + freearr_y[i];
2390 2216
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2392 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2218 max = maxfree[i];
2395 }
2396 else 2219 else
2397 { 2220 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2221 mapspace &ms = *pos;
2399 2222
2400 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2224 max = maxfree [i];
2225 else if (ms.flags () & P_IS_ALIVE)
2401 { 2226 {
2402 max = maxfree[i]; 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2403 } 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2404 else if (mflags & P_IS_ALIVE) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2405 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2407 {
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2409 {
2410 break;
2411 }
2412 }
2413 if (tmp)
2414 {
2415 return freedir[i]; 2230 return freedir [i];
2416 }
2417 } 2231 }
2418 } 2232 }
2419 } 2233 }
2234
2420 return 0; 2235 return 0;
2421} 2236}
2422 2237
2423/* 2238/*
2424 * distance(object 1, object 2) will return the square of the 2239 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2240 * distance between the two given objects.
2426 */ 2241 */
2427
2428int 2242int
2429distance (const object *ob1, const object *ob2) 2243distance (const object *ob1, const object *ob2)
2430{ 2244{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2246}
2437 2247
2438/* 2248/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2440 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2441 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2442 */ 2252 */
2443
2444int 2253int
2445find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2446{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2447 int 2299 int q;
2448 q;
2449 2300
2450 if (y) 2301 if (y)
2451 q = x * 100 / y; 2302 q = 128 * x / y;
2452 else if (x) 2303 else if (x)
2453 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2454 else 2305 else
2455 return 0; 2306 return 0;
2456 2307
2457 if (y > 0) 2308 if (y > 0)
2458 { 2309 {
2459 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2460 return 3; 2315 return 3;
2461 if (q < -41) 2316 }
2462 return 2; 2317 else
2463 if (q < 41) 2318 {
2464 return 1; 2319 if (q < -309) return 3;
2465 if (q < 242) 2320 if (q < -52) return 2;
2466 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2467 return 7; 2324 return 7;
2468 } 2325 }
2469 2326#endif
2470 if (q < -242)
2471 return 7;
2472 if (q < -41)
2473 return 6;
2474 if (q < 41)
2475 return 5;
2476 if (q < 242)
2477 return 4;
2478
2479 return 3;
2480}
2481
2482/*
2483 * absdir(int): Returns a number between 1 and 8, which represent
2484 * the "absolute" direction of a number (it actually takes care of
2485 * "overflow" in previous calculations of a direction).
2486 */
2487
2488int
2489absdir (int d)
2490{
2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2495 return d;
2496} 2327}
2497 2328
2498/* 2329/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2501 */ 2332 */
2502
2503int 2333int
2504dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2505{ 2335{
2506 int
2507 d;
2508
2509 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2510 if (d > 4) 2337
2511 d = 8 - d; 2338 return d > 4 ? 8 - d : d;
2512 return d;
2513} 2339}
2514 2340
2515/* peterm: 2341/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2517 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2519 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2348 * functions.
2523 */ 2349 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2403 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2404 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2405 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2406 * Modified to be map tile aware -.MSW
2583 */ 2407 */
2584
2585
2586int 2408int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2409can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2410{
2589 sint16 dx, dy; 2411 sint16 dx, dy;
2590 int
2591 mflags; 2412 int mflags;
2592 2413
2593 if (dir < 0) 2414 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2415 return 0; /* exit condition: invalid direction */
2595 2416
2596 dx = x + freearr_x[dir]; 2417 dx = x + freearr_x[dir];
2609 return 0; 2430 return 0;
2610 2431
2611 /* yes, can see. */ 2432 /* yes, can see. */
2612 if (dir < 9) 2433 if (dir < 9)
2613 return 1; 2434 return 1;
2435
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2436 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2437 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2438 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2439}
2617
2618
2619 2440
2620/* 2441/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2442 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2443 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2444 * picked up, otherwise 0.
2625 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2446 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2626 * core dumps if they do. 2447 * core dumps if they do.
2627 * 2448 *
2628 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2629 */ 2450 */
2630
2631int 2451int
2632can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2633{ 2453{
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2637} 2457}
2638
2639 2458
2640/* 2459/*
2641 * create clone from object to another 2460 * create clone from object to another
2642 */ 2461 */
2643object * 2462object *
2644object_create_clone (object *asrc) 2463object::deep_clone ()
2645{ 2464{
2646 object * 2465 assert (("deep_clone called on non-head object", is_head ()));
2647 dst = NULL, *tmp, *src, *part, *prev, *item;
2648 2466
2649 if (!asrc) 2467 object *dst = clone ();
2650 return NULL;
2651 src = asrc;
2652 if (src->head)
2653 src = src->head;
2654 2468
2655 prev = NULL; 2469 object *prev = dst;
2656 for (part = src; part; part = part->more) 2470 for (object *part = this->more; part; part = part->more)
2657 { 2471 {
2658 tmp = get_object (); 2472 object *tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x;
2661 tmp->y -= src->y;
2662 if (!part->head)
2663 {
2664 dst = tmp;
2665 tmp->head = NULL;
2666 }
2667 else
2668 {
2669 tmp->head = dst; 2473 tmp->head = dst;
2670 }
2671 tmp->more = NULL;
2672 if (prev)
2673 prev->more = tmp; 2474 prev->more = tmp;
2674 prev = tmp; 2475 prev = tmp;
2675 } 2476 }
2676 2477
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2478 for (object *item = inv; item; item = item->below)
2679 { 2479 insert_ob_in_ob (item->deep_clone (), dst);
2680 (void) insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2480
2683 return dst; 2481 return dst;
2684}
2685
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */
2706
2707object *
2708load_object_str (const char *obstr)
2709{
2710 object *
2711 op;
2712 char
2713 filename[MAX_BUF];
2714
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2718 tempfile = fopen (filename, "w");
2719
2720 if (tempfile == NULL)
2721 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL;
2724 };
2725 fprintf (tempfile, obstr);
2726 fclose (tempfile);
2727
2728 op = get_object ();
2729
2730 object_thawer thawer (filename);
2731
2732 if (thawer)
2733 load_object (thawer, op, 0);
2734
2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736 CLEAR_FLAG (op, FLAG_REMOVED);
2737
2738 return op;
2739} 2482}
2740 2483
2741/* This returns the first object in who's inventory that 2484/* This returns the first object in who's inventory that
2742 * has the same type and subtype match. 2485 * has the same type and subtype match.
2743 * returns NULL if no match. 2486 * returns NULL if no match.
2744 */ 2487 */
2745object * 2488object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2489find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2490{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2491 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2492 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2493 return tmp;
2754 2494
2755 return NULL; 2495 return 0;
2756} 2496}
2757 2497
2758/* If ob has a field named key, return the link from the list, 2498shstr_tmp
2759 * otherwise return NULL. 2499object::kv_get (shstr_tmp key) const
2760 *
2761 * key must be a passed in shared string - otherwise, this won't
2762 * do the desired thing.
2763 */
2764key_value *
2765get_ob_key_link (const object *ob, const char *key)
2766{ 2500{
2767 key_value * 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next)
2771 {
2772 if (link->key == key) 2502 if (kv->key == key)
2503 return kv->value;
2504
2505 return shstr ();
2506}
2507
2508void
2509object::kv_set (shstr_tmp key, shstr_tmp value)
2510{
2511 for (key_value *kv = key_values; kv; kv = kv->next)
2512 if (kv->key == key)
2513 {
2514 kv->value = value;
2515 return;
2516 }
2517
2518 key_value *kv = new key_value;
2519
2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525}
2526
2527void
2528object::kv_del (shstr_tmp key)
2529{
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2532 {
2533 key_value *kv = *kvp;
2534 *kvp = (*kvp)->next;
2535 delete kv;
2536 return;
2537 }
2538}
2539
2540object::depth_iterator::depth_iterator (object *container)
2541: iterator_base (container)
2542{
2543 while (item->inv)
2544 item = item->inv;
2545}
2546
2547void
2548object::depth_iterator::next ()
2549{
2550 if (item->below)
2551 {
2552 item = item->below;
2553
2554 while (item->inv)
2555 item = item->inv;
2556 }
2557 else
2558 item = item->env;
2559}
2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2773 { 2572 {
2774 return link; 2573 snprintf (p, len, ",...");
2574 break;
2775 } 2575 }
2776 }
2777 2576
2778 return NULL; 2577 if (flag [i])
2779} 2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2780 2585
2781/* 2586 return desc;
2782 * Returns the value of op has an extra_field for key, or NULL. 2587}
2783 * 2588
2784 * The argument doesn't need to be a shared string. 2589// return a suitable string describing an object in enough detail to find it
2785 *
2786 * The returned string is shared.
2787 */
2788const char * 2590const char *
2789get_ob_key_value (const object *op, const char *const key) 2591object::debug_desc (char *info) const
2790{ 2592{
2791 key_value * 2593 char flagdesc[512];
2792 link; 2594 char info2[256 * 4];
2595 char *p = info;
2596
2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2598 count,
2599 uuid.c_str (),
2600 &name,
2601 title ? ",title:\"" : "",
2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2604 flag_desc (flagdesc, 512), type);
2605
2606 if (!flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608
2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611
2612 return info;
2613}
2614
2793 const char * 2615const char *
2794 canonical_key; 2616object::debug_desc () const
2617{
2618 static char info[3][256 * 4];
2619 static int info_idx;
2795 2620
2796 canonical_key = shstr::find (key); 2621 return debug_desc (info [++info_idx % 3]);
2622}
2797 2623
2798 if (canonical_key == NULL) 2624struct region *
2799 { 2625object::region () const
2800 /* 1. There being a field named key on any object 2626{
2801 * implies there'd be a shared string to find. 2627 return map ? map->region (x, y)
2802 * 2. Since there isn't, no object has this field. 2628 : region::default_region ();
2803 * 3. Therefore, *this* object doesn't have this field. 2629}
2804 */ 2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2805 return NULL; 2635 return;
2636
2637 object *old_container = container;
2638
2639 if (old_container)
2806 } 2640 {
2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2642 return;
2807 2643
2808 /* This is copied from get_ob_key_link() above - 2644#if 0
2809 * only 4 lines, and saves the function call overhead. 2645 // remove the "Close old_container" object.
2646 if (object *closer = old_container->inv)
2647 if (closer->type == CLOSE_CON)
2648 closer->destroy ();
2649#endif
2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2654 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0;
2656
2657 // client needs item update to make it work, client bug requires this to be separate
2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2684
2685 new_container->flag [FLAG_APPLIED] = true;
2686 container = new_container;
2687
2688 // client needs flag change
2689 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693// else if (!old_container->env && contr && contr->ns)
2694// contr->ns->floorbox_reset ();
2695}
2696
2697object *
2698object::force_find (shstr_tmp name)
2699{
2700 /* cycle through his inventory to look for the MARK we want to
2701 * place
2810 */ 2702 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2812 { 2704 if (tmp->type == FORCE && tmp->slaying == name)
2813 if (link->key == canonical_key) 2705 return splay (tmp);
2814 { 2706
2815 return link->value;
2816 }
2817 }
2818 return NULL; 2707 return 0;
2819} 2708}
2820 2709
2710//-GPL
2821 2711
2822/* 2712void
2823 * Updates the canonical_key in op to value. 2713object::force_set_timer (int duration)
2824 *
2825 * canonical_key is a shared string (value doesn't have to be).
2826 *
2827 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2828 * keys.
2829 *
2830 * Returns TRUE on success.
2831 */
2832int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2714{
2835 key_value * 2715 this->duration = 1;
2836 field = NULL, *last = NULL; 2716 this->speed_left = -1.f;
2837 2717
2838 for (field = op->key_values; field != NULL; field = field->next) 2718 this->set_speed (duration ? 1.f / duration : 0.f);
2839 { 2719}
2840 if (field->key != canonical_key)
2841 {
2842 last = field;
2843 continue;
2844 }
2845 2720
2846 if (value) 2721object *
2847 field->value = value; 2722object::force_add (shstr_tmp name, int duration)
2848 else 2723{
2849 { 2724 if (object *force = force_find (name))
2850 /* Basically, if the archetype has this key set, 2725 force->destroy ();
2851 * we need to store the null value so when we save
2852 * it, we save the empty value so that when we load,
2853 * we get this value back again.
2854 */
2855 if (get_ob_key_link (&op->arch->clone, canonical_key))
2856 field->value = 0;
2857 else
2858 {
2859 if (last)
2860 last->next = field->next;
2861 else
2862 op->key_values = field->next;
2863 2726
2864 delete field; 2727 object *force = get_archetype (FORCE_NAME);
2865 } 2728
2866 } 2729 force->slaying = name;
2730 force->force_set_timer (duration);
2731 force->flag [FLAG_APPLIED] = true;
2732
2733 return insert (force);
2734}
2735
2736void
2737object::play_sound (faceidx sound) const
2738{
2739 if (!sound)
2867 return TRUE; 2740 return;
2741
2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2767 return;
2768
2769 // find old force, or create new one
2770 object *force = force_find (shstr_noise_force);
2771
2772 if (force)
2773 force->speed_left = -1.f; // patch old speed up
2774 else
2868 } 2775 {
2869 /* IF we get here, key doesn't exist */ 2776 force = archetype::get (shstr_noise_force);
2870 2777
2871 /* No field, we'll have to add it. */ 2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2872 2781
2873 if (!add_key) 2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2874 { 2787 }
2875 return FALSE; 2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2876 } 2796 {
2877 /* There isn't any good reason to store a null 2797 // we are on the map, so handle move_on/off effects
2878 * value in the key/value list. If the archetype has 2798 remove ();
2879 * this key, then we should also have it, so shouldn't 2799 move_type = mt;
2880 * be here. If user wants to store empty strings, 2800 map->insert (this, x, y, this);
2881 * should pass in "" 2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2882 */ 2811 */
2883 if (value == NULL) 2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2884 return TRUE; 2818 return 0;
2885
2886 field = new key_value;
2887
2888 field->key = canonical_key;
2889 field->value = value;
2890 /* Usual prepend-addition. */
2891 field->next = op->key_values;
2892 op->key_values = field;
2893
2894 return TRUE;
2895} 2819}
2896 2820
2897/*
2898 * Updates the key in op to value.
2899 *
2900 * If add_key is FALSE, this will only update existing keys,
2901 * and not add new ones.
2902 * In general, should be little reason FALSE is ever passed in for add_key
2903 *
2904 * Returns TRUE on success.
2905 */
2906int
2907set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2908{
2909 shstr key_ (key);
2910
2911 return set_ob_key_value_s (op, key_, value, add_key);
2912}

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