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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.330 by root, Sun Apr 18 14:01:33 2010 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 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>
28*/ 23 */
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 25#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 26#include <stdio.h>
36# include <sys/types.h> 27#include <sys/types.h>
37# include <sys/uio.h> 28#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 29#include <object.h>
40#include <funcpoint.h> 30#include <sproto.h>
41#include <skills.h>
42#include <loader.h>
43int nrofallocobjects = 0;
44 31
45object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 33
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
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,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
50}; 55};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
53};
54int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
55 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
56}; 61};
57int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
60}; 67};
61 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
76static void
77write_uuid (uval64 skip, bool sync)
78{
79 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip));
81 CALL_ARG_SV (boolSV (sync));
82 CALL_CALL ("cf::write_uuid", G_DISCARD);
83 CALL_END;
84}
85
86static void
87read_uuid ()
88{
89 char filename[MAX_BUF];
90
91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
94
95 FILE *fp;
96
97 if (!(fp = fopen (filename, "r")))
98 {
99 if (errno == ENOENT)
100 {
101 LOG (llevInfo, "RESET uid to 1\n");
102 UUID::cur.seq = 0;
103 write_uuid (UUID_GAP, true);
104 return;
105 }
106
107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108 _exit (1);
109 }
110
111 char buf [UUID::MAX_LEN];
112 buf[0] = 0;
113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
116 {
117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 _exit (1);
119 }
120
121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
124 fclose (fp);
125}
126
127UUID
128UUID::gen ()
129{
130 UUID uid;
131
132 uid.seq = ++cur.seq;
133
134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
140
141 return uid;
142}
143
144void
145UUID::init ()
146{
147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 216static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
65{ 218{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
71 */ 222 */
72 223
73 /* For each field in wants, */ 224 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
75 { 226 if (has->kv_get (kv->key) != kv->value)
76 key_value *has_field; 227 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 228
97 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 230 return true;
99} 231}
100 232
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 234static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 236{
105 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
107 */ 239 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
109} 242}
110 243
111/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 245 * they can be merged together.
113 * 246 *
114 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
117 * 250 *
118 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
119 * 252 *
120 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
121 * check weight 254 * check weight
122 */ 255 */
123
124bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
125{ 257{
126 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
128 return 0; 264 return 0;
129 265
130 if (ob1->speed != ob2->speed) 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
131 return 0; 269 return 0;
132 270
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 275 * flags lose any meaning.
145 */ 276 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
148 279
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
151 282
152 283 if (ob1->arch->archname != ob2->arch->archname
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
174 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
176 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 308 return 0;
184 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
185 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
187 */ 319 */
188 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
189 { 321 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
196 return 0; 323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
197 330
198 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 332 * if it is valid.
200 */ 333 */
201 } 334 }
202 335
203 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
204 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
205 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
206 */ 339 */
207 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
208 return 0; 341 return 0;
209 342
210 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
212 * check? 345 * check?
213 */ 346 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
215 return 0; 348 return 0;
216 349
217 switch (ob1->type) 350 switch (ob1->type)
218 { 351 {
219 case SCROLL: 352 case SCROLL:
220 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
221 return 0; 354 return 0;
222 break; 355 break;
223 } 356 }
224 357
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
226 { 359 {
227 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 365 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 366 }
234 367
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
237 { 369 {
238 ob1->optimise (); 370 ob1->optimise ();
239 ob2->optimise (); 371 ob2->optimise ();
240 372
241 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
242 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
243 } 387 }
244 388
245 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
246 return 1; 390 return 1;
247} 391}
248 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
249/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
250 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
253 */ 470 */
254signed long 471void
255sum_weight (object *op) 472object::update_weight ()
256{ 473{
257 signed long sum; 474 sint32 sum = 0;
258 object *inv;
259 475
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
261 { 477 {
262 if (inv->inv) 478 if (op->inv)
263 sum_weight (inv); 479 op->update_weight ();
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
265 } 487 {
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating weight got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
269 op->carrying = sum; 492 carrying = sum;
270 return sum;
271}
272 493
273/** 494 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 495 if (pl != this) // player is handled lazily
275 */ 496 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 497 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 498}
355 499
356/* 500/*
357 * Dumps an object. Returns output in the static global errmsg array. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 502 */
359 503char *
360void
361dump_object (object *op) 504dump_object (object *op)
362{ 505{
363 if (op == NULL) 506 if (!op)
364 { 507 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 508
372void 509 object_freezer freezer;
373dump_all_objects (void) 510 op->write (freezer);
374{ 511 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 512}
383 513
384/* 514char *
385 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned.
388 */
389
390object *
391get_nearest_part (object *op, const object *pl)
392{ 516{
393 object *tmp, *closest; 517 return dump_object (this);
394 int last_dist, i;
395
396 if (op->more == NULL)
397 return op;
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i;
401 return closest;
402} 518}
403 519
404/* 520/*
405 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
406 */ 523 */
407
408object * 524object *
409find_object (tag_t i) 525find_object (tag_t i)
410{ 526{
411 object *op; 527 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 528 if (op->count == i)
415 break;
416 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
545
546 return 0;
417} 547}
418 548
419/* 549/*
420 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
423 */ 553 */
424
425object * 554object *
426find_object_name (const char *str) 555find_object_name (const char *str)
427{ 556{
428 const char *name = shstr::find (str); 557 shstr_cmp str_ (str);
429 object *op;
430 558
431 for (op = objects; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
432 if (&op->name == name) 561 if (op->name == str_)
433 break; 562 return op;
434 563
435 return op; 564 return 0;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 565}
481 566
482/* 567/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 569 * skill and experience objects.
485 */ 570 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 571 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 572void
573object::set_owner (object *owner)
574{
575 // allow objects which own objects
576 if (owner)
577 while (owner->owner)
500 owner = owner->owner; 578 owner = owner->owner;
501 579
502 /* IF the owner still has an owner, we did not resolve to a final owner. 580 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 581 {
531 /* players don't have owners - they own themselves. Update 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 583 return;
538 } 584 }
539 585
540 set_owner (op, owner); 586 this->owner = owner;
541} 587}
542 588
543/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 590 * refcounts and freeing the links.
545 */ 591 */
546static void 592static void
547free_key_values (object *op) 593free_key_values (object *op)
548{ 594{
549 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
550 { 596 {
551 key_value *next = i->next; 597 key_value *next = i->next;
552 delete i; 598 delete i;
553 599
554 i = next; 600 i = next;
555 } 601 }
556 602
557 op->key_values = 0; 603 op->key_values = 0;
558} 604}
559 605
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 606/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 612 * will point at garbage.
632 */ 613 */
633
634void 614void
635copy_object (object *op2, object *op) 615object::copy_to (object *dst)
636{ 616{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
639 619 dst->flag [FLAG_REMOVED] = true;
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 620
650 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
651 if (op2->key_values) 622 if (key_values)
652 { 623 {
653 key_value *tail = 0; 624 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 625 dst->key_values = 0;
657 626
658 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
659 { 628 {
660 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
661 630
662 new_link->next = 0; 631 new_link->next = 0;
663 new_link->key = i->key; 632 new_link->key = i->key;
664 new_link->value = i->value; 633 new_link->value = i->value;
665 634
666 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
667 if (!op->key_values) 636 if (!dst->key_values)
668 { 637 {
669 op->key_values = new_link; 638 dst->key_values = new_link;
670 tail = new_link; 639 tail = new_link;
671 } 640 }
672 else 641 else
673 { 642 {
674 tail->next = new_link; 643 tail->next = new_link;
675 tail = new_link; 644 tail = new_link;
676 } 645 }
677 } 646 }
678 } 647 }
679 648
680 update_ob_speed (op); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
674}
675
676object *
677object::clone ()
678{
679 object *neu = create ();
680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
687 return neu;
681} 688}
682 689
683/* 690/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
687 */ 694 */
688
689void 695void
690update_turn_face (object *op) 696update_turn_face (object *op)
691{ 697{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
693 return; 699 return;
700
694 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
696} 703}
697 704
698/* 705/*
699 * Updates the speed of an object. If the speed changes from 0 to another 706 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 707 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
702 */ 709 */
703
704void 710void
705update_ob_speed (object *op) 711object::set_speed (float speed)
706{ 712{
707 extern int arch_init; 713 this->speed = speed;
708 714
709 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
710 * since they never really need to be updated. 716 activate ();
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0;
720#endif
721 }
722 if (arch_init)
723 {
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731
732 /* process_events() expects us to insert the object at the beginning
733 * of the list. */
734 op->active_next = active_objects;
735 if (op->active_next != NULL)
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 717 else
740 { 718 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 719}
761 720
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 721/*
794 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 725 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
801 * 729 *
802 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 731 * current action are:
808 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
813 */ 737 */
814
815void 738void
816update_object (object *op, int action) 739update_object (object *op, int action)
817{ 740{
818 int update_now = 0, flags; 741 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 742 {
823 /* this should never happen */ 743 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 745 return;
826 } 746 }
827 747
828 if (op->env != NULL) 748 if (!op->is_on_map ())
829 { 749 {
830 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
831 * to do in this case. 751 * to do in this case.
832 */ 752 */
833 return; 753 return;
834 } 754 }
835 755
836 /* If the map is saving, don't do anything as everything is
837 * going to get freed anyways.
838 */
839 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return;
841
842 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 758 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 760#ifdef MANY_CORES
847 abort (); 761 abort ();
848#endif 762#endif
849 return; 763 return;
850 } 764 }
851 765
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
859 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
860 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
863 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
865 update_now = 1;
866
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
874 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
875 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
876 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 784 * have move_allow right now.
884 */ 785 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 787 m.invalidate ();
887 788#else
888 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
889 update_now = 1; 790 m.invalidate ();
791#endif
890 } 792 }
891 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 795 * that is being removed.
796 */
797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
798 m.invalidate ();
799 else if (action == UP_OBJ_FACE)
800 /* Nothing to do for that case */ ;
801 else
802 LOG (llevError, "update_object called with invalid action: %d\n", action);
803
804 if (op->more)
805 update_object (op->more, action);
806}
807
808object::object ()
809{
810 this->set_flag (FLAG_REMOVED);
811
812 //expmul = 1.0; declared const for the time being
813 face = blank_face;
814 material = MATERIAL_NULL;
815}
816
817object::~object ()
818{
819 unlink ();
820
821 free_key_values (this);
822}
823
824void object::link ()
825{
826 assert (!index);//D
827 uuid = UUID::gen ();
828
829 refcnt_inc ();
830 objects.insert (this);
831
832 ++create_count;
833
834}
835
836void object::unlink ()
837{
838 if (!index)
839 return;
840
841 ++destroy_count;
842
843 objects.erase (this);
844 refcnt_dec ();
845}
846
847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
853
854 if (has_active_speed ())
855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
858
859 actives.insert (this);
860 }
861}
862
863void
864object::activate_recursive ()
865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907}
908
909/*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913void
914object::destroy_inv (bool drop_to_ground)
915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
921 if (!inv)
922 return;
923
924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects
926 * drop on that space.
894 */ 927 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 928 if (!drop_to_ground
896 { 929 || !map
897 update_now = 1; 930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
898 } 933 {
899 else if (action == UP_OBJ_FACE) 934 while (inv)
900 { 935 inv->destroy ();
901 /* Nothing to do for that case */
902 } 936 }
903 else 937 else
904 { 938 { /* Put objects in inventory onto this space */
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 939 while (inv)
906 }
907
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL)
915 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 { 940 {
926 freed.push_back (*i); 941 object *op = inv;
927 mortals.erase (i); 942
943 if (op->flag [FLAG_STARTEQUIP]
944 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE
946 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
928 } 952 }
929 else
930 ++i;
931}
932
933object::object ()
934{
935 SET_FLAG (this, FLAG_REMOVED);
936
937 expmul = 1.0;
938 face = blank_face;
939 attacked_by_count = -1;
940}
941
942object::~object ()
943{
944 free_key_values (this);
945}
946
947void object::link ()
948{
949 count = ++ob_count;
950
951 prev = 0;
952 next = objects;
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958}
959
960void object::unlink ()
961{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 { 953 }
967 prev->next = next; 954}
955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 prev = 0; 968 op->env = 0;
969 } 969 if ((inv = inv->below))
970 inv->above = 0;
970 971
971 if (next) 972 // then destroy
973 op->destroy ();
972 { 974 }
973 next->prev = prev; 975}
974 next = 0; 976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
975 } 981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
976 984
977 if (this == objects) 985 sfree ((char *)freelist, sizeof (object));
978 objects = next;
979}
980 986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
981object *object::create () 993object::create ()
982{ 994{
983 object *op; 995 object *op;
984 996
985 if (freed.empty ()) 997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
986 op = new object; 1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
987 else 1008 else
988 { 1009 {
989 // highly annoying, but the only way to get it stable right now 1010 void *ni = salloc0<char> (sizeof (object));
990 op = freed.back (); freed.pop_back (); 1011
991 op->~object (); 1012 op = new(ni) object;
992 new ((void *)op) object; 1013
1014 op->count = ++object_count;
993 } 1015 }
994 1016
995 op->link (); 1017 op->link ();
1018
996 return op; 1019 return op;
997} 1020}
998 1021
999/* 1022void
1000 * free_object() frees everything allocated by an object, removes 1023object::do_delete ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 1024{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1012 { 1041 {
1013 LOG (llevDebug, "Free object called with non removed object\n"); 1042 path = "<freed objects map>";
1014 dump_object (this); 1043 name = "/internal/freed_objects_map";
1015#ifdef MANY_CORES 1044 no_drop = 1;
1016 abort (); 1045 no_reset = 1;
1017#endif 1046
1047 in_memory = MAP_ACTIVE;
1018 } 1048 }
1019 1049
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1050 ~freed_map ()
1021 { 1051 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1070 unlink ();
1071
1072 flag [FLAG_FREED] = 1;
1073
1074 // hack to ensure that freed objects still have a valid map
1075 map = &freed_map;
1076 x = 1;
1077 y = 1;
1078
1079 if (more)
1024 } 1080 {
1025 1081 more->destroy ();
1026 if (QUERY_FLAG (this, FLAG_FREED)) 1082 more = 0;
1027 { 1083 }
1028 dump_object (this); 1084
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1085 head = 0;
1086
1087 // clear those pointers that likely might cause circular references
1088 owner = 0;
1089 enemy = 0;
1090 attacked_by = 0;
1091 current_weapon = 0;
1092}
1093
1094void
1095object::destroy ()
1096{
1097 if (destroyed ())
1098 return;
1099
1100 if (!is_head () && !head->destroyed ())
1101 {
1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1030 return; 1104 return;
1031 } 1105 }
1032 1106
1033 if (more) 1107 destroy_inv_fast ();
1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
1038 1108
1039 if (inv) 1109 if (is_head ())
1040 { 1110 if (sound_destroy)
1041 /* Only if the space blocks everything do we not process - 1111 play_sound (sound_destroy);
1042 * if some form of movement is allowed, let objects 1112 else if (flag [FLAG_MONSTER])
1043 * drop on that space. 1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 1114
1050 while (op) 1115 attachable::destroy ();
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 1116}
1099 1117
1100/* 1118/* op->remove ():
1101 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)).
1103 */
1104
1105void
1106sub_weight (object *op, signed long weight)
1107{
1108 while (op != NULL)
1109 {
1110 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 }
1114 op->carrying -= weight;
1115 op = op->env;
1116 }
1117}
1118
1119/* remove_ob(op):
1120 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1123 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1124 */
1127
1128void 1125void
1129remove_ob (object *op) 1126object::do_remove ()
1130{ 1127{
1131 object *tmp, *last = NULL; 1128 if (flag [FLAG_REMOVED])
1132 object *otmp; 1129 return;
1133 1130
1134 tag_t tag; 1131 INVOKE_OBJECT (REMOVE, this);
1135 int check_walk_off;
1136 mapstruct *m;
1137 1132
1138 sint16 x, y; 1133 flag [FLAG_REMOVED] = true;
1139 1134
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 1135 if (more)
1141 { 1136 more->remove ();
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED);
1162 1137
1163 /* 1138 /*
1164 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1165 * inventory. 1140 * inventory.
1166 */ 1141 */
1167 if (op->env != NULL) 1142 if (env)
1168 { 1143 {
1169 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1170 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1171 else 1146 esrv_del_item (pl->contr, count);
1172 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1173 1148
1174 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1175 * made to players inventory. If set, avoiding the call
1176 * to save cpu time.
1177 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp);
1180 1150
1181 if (op->above != NULL) 1151 object *pl = in_player ();
1182 op->above->below = op->below;
1183 else
1184 op->env->inv = op->below;
1185
1186 if (op->below != NULL)
1187 op->below->above = op->above;
1188 1152
1189 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1192 */ 1156 */
1193 op->x = op->env->x, op->y = op->env->y;
1194 op->map = op->env->map; 1157 map = env->map;
1195 op->above = NULL, op->below = NULL; 1158 x = env->x;
1196 op->env = NULL; 1159 y = env->y;
1197 return;
1198 }
1199 1160
1200 /* If we get here, we are removing it from a map */ 1161 // make sure cmov optimisation is applicable
1201 if (op->map == NULL) 1162 *(above ? &above->below : &env->inv) = below;
1202 return; 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1203 1164
1204 x = op->x; 1165 above = 0;
1205 y = op->y; 1166 below = 0;
1206 m = get_map_from_coord (op->map, &x, &y); 1167 env = 0;
1207 1168
1208 if (!m) 1169 if (pl && pl->is_player ())
1209 {
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 }
1218 if (op->map != m)
1219 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1221 op->map->path, m->path, op->x, op->y, x, y);
1222 }
1223
1224 /* Re did the following section of code - it looks like it had
1225 * lots of logic for things we no longer care about
1226 */
1227
1228 /* link the object above us */
1229 if (op->above)
1230 op->above->below = op->below;
1231 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1233
1234 /* Relink the object below us, if there is one */
1235 if (op->below)
1236 op->below->above = op->above;
1237 else
1238 {
1239 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is
1241 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 { 1170 {
1245 dump_object (op); 1171 if (expect_false (pl->contr->combat_ob == this))
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1172 {
1247 errmsg); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1248 dump_object (GET_MAP_OB (m, x, y)); 1174 pl->contr->combat_ob = 0;
1249 LOG (llevError, "%s\n", errmsg); 1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1250 } 1189 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 { 1190 }
1266 /* No point updating the players look faces if he is the object 1191 else if (map)
1267 * being removed. 1192 {
1268 */ 1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1269 1195
1270 if (tmp->type == PLAYER && tmp != op) 1196 if (object *pl = ms.player ())
1271 { 1197 {
1272 /* If a container that the player is currently using somehow gets 1198 if (is_player ())
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */
1276 if (tmp->container == op)
1277 { 1199 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1200 if (!flag [FLAG_WIZPASS])
1279 tmp->container = NULL; 1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1280 } 1211 }
1281 1212 else if (pl->container_ () == this)
1282 tmp->contr->socket.update_look = 1; 1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1283 } 1219 }
1284 /* See if player moving off should effect something */ 1220
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1221 /* link the object above us */
1222 // re-link, make sure compiler can easily use cmove
1223 *(above ? &above->below : &ms.top) = below;
1224 *(below ? &below->above : &ms.bot) = above;
1225
1226 above = 0;
1227 below = 0;
1228
1229 ms.invalidate ();
1230
1231 if (map->in_memory == MAP_SAVING)
1232 return;
1233
1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1235
1236 if (object *pl = ms.player ())
1286 { 1237 {
1287 move_apply (tmp, op, NULL); 1238 if (pl->container_ () == this)
1288 1239 /* If a container that the player is currently using somehow gets
1289 if (was_destroyed (op, tag)) 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1290 { 1242 */
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1243 pl->close_container ();
1292 } 1244
1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1249 pl->contr->ns->floorbox_update ();
1293 } 1250 }
1294 1251
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1252 if (check_walk_off)
1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1254 {
1255 above = tmp->above;
1296 1256
1297 if (tmp->above == tmp) 1257 /* No point updating the players look faces if he is the object
1298 tmp->above = NULL; 1258 * being removed.
1259 */
1299 1260
1300 last = tmp; 1261 /* See if object moving off should effect something */
1301 } 1262 if ((move_type & tmp->move_off)
1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1264 move_apply (tmp, this, 0);
1265 }
1302 1266
1303 /* last == NULL of there are no objects on this space */ 1267 if (affects_los ())
1304 if (last == NULL) 1268 update_all_los (map, x, y);
1305 { 1269 }
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else
1315 update_object (last, UP_OBJ_REMOVE);
1316
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1318 update_all_los (op->map, op->x, op->y);
1319} 1270}
1320 1271
1321/* 1272/*
1322 * merge_ob(op,top): 1273 * merge_ob(op,top):
1323 * 1274 *
1324 * This function goes through all objects below and including top, and 1275 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1276 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1277 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1278 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1279 */
1329
1330object * 1280object *
1331merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1332{ 1282{
1333 if (!op->nrof) 1283 if (!op->nrof)
1334 return 0; 1284 return 0;
1335 if (top == NULL) 1285
1286 if (!top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1289
1337 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1338 { 1291 if (object::can_merge (op, top))
1339 if (top == op)
1340 continue;
1341 if (CAN_MERGE (op, top))
1342 { 1292 {
1343 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1344 1294
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1346 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1347 remove_ob (op); 1297
1348 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1349 return top; 1303 return top;
1350 } 1304 }
1351 } 1305
1352 return NULL; 1306 return 0;
1353} 1307}
1354 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1355/* 1332/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1357 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1358 */ 1335 */
1359object * 1336object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1338{
1362 object * 1339 op->remove ();
1363 tmp;
1364 1340
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1342 {
1369 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1370 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1371 } 1345 }
1346
1372 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1373} 1348}
1374 1349
1375/* 1350/*
1376 * insert_ob_in_map (op, map, originator, flag): 1351 * insert_ob_in_map (op, map, originator, flag):
1387 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1388 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1389 * 1364 *
1390 * Return value: 1365 * Return value:
1391 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1393 * just 'op' otherwise 1368 * just 'op' otherwise
1394 */ 1369 */
1395
1396object * 1370object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1372{
1399 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1400 sint16 x, y;
1401 1374
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1403 { 1376 {//D
1404 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1405 return NULL;
1406 } 1378 }//D
1407
1408 if (m == NULL)
1409 {
1410 dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1412 return op;
1413 }
1414
1415 if (out_of_map (m, op->x, op->y))
1416 {
1417 dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1419#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted.
1423 */
1424 abort ();
1425#endif
1426 return op;
1427 }
1428
1429 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 {
1431 dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1433 return op;
1434 }
1435
1436 if (op->more != NULL)
1437 {
1438 /* The part may be on a different map. */
1439
1440 object *more = op->more;
1441
1442 /* We really need the caller to normalize coordinates - if
1443 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it.
1446 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map)
1450 {
1451 /* For backwards compatibility - when not dealing with tiled maps,
1452 * more->map should always point to the parent.
1453 */
1454 more->map = m;
1455 }
1456
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 {
1459 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461
1462 return NULL;
1463 }
1464 }
1465
1466 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1379
1468 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1469 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1470 * need extra work 1382 * need extra work
1471 */ 1383 */
1472 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1473 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1474 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1475 1400
1476 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1477 */ 1402 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1481 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1482 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1411 tmp->destroy ();
1484 free_object (tmp);
1485 } 1412 }
1486 1413
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1489 1416
1490 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1491 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1492 1419
1493 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1494 { 1421 {
1495 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1496 { 1423 {
1497 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1498 abort (); 1425 abort ();
1499 } 1426 }
1500 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1501 op->above = originator; 1435 op->above = originator;
1502 op->below = originator->below; 1436 op->below = originator->below;
1503
1504 if (op->below)
1505 op->below->above = op;
1506 else
1507 SET_MAP_OB (op->map, op->x, op->y, op);
1508
1509 /* since *below* originator, no need to update top */
1510 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1511 } 1440 }
1512 else 1441 else
1513 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1514 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1516 { 1448 {
1517 object *last = NULL;
1518
1519 /* 1449 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1523 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1526 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1530 */ 1460 */
1531 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1532 while (top != NULL)
1533 { 1462 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1535 floor = top; 1464 floor = tmp;
1536 1465
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1538 { 1467 {
1539 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1540 top = top->below; 1469 top = tmp->below;
1541 break; 1470 break;
1542 } 1471 }
1543 1472
1544 last = top;
1545 top = top->above; 1473 top = tmp;
1546 } 1474 }
1547
1548 /* Don't want top to be NULL, so set it to the last valid object */
1549 top = last;
1550 1475
1551 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1552 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1553 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1554 */ 1479 */
1555 1480
1556 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1557 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1558 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1485 * stacking is a bit odd.
1561 */ 1486 */
1562 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1564 { 1490 {
1491 object *last;
1492
1565 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1567 break; 1495 break;
1496
1568 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1569 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1570 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1571 * set top to the object below us. 1500 * set top to the object below us.
1572 */ 1501 */
1573 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1574 top = last->below; 1503 top = last->below;
1575 } 1504 }
1576 } /* If objects on this space */ 1505 } /* If objects on this space */
1577 1506
1578 if (flag & INS_MAP_LOAD)
1579 top = GET_MAP_TOP (op->map, op->x, op->y);
1580
1581 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1582 top = floor; 1508 top = floor;
1583 1509
1584 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1585 */
1586
1587 /* First object on this space */
1588 if (!top) 1511 if (!top)
1589 { 1512 {
1590 op->above = GET_MAP_OB (op->map, op->x, op->y);
1591
1592 if (op->above)
1593 op->above->below = op;
1594
1595 op->below = NULL; 1513 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1514 op->above = ms.bot;
1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1597 } 1518 }
1598 else 1519 else
1599 { /* get inserted into the stack above top */ 1520 {
1600 op->above = top->above; 1521 op->above = top->above;
1601
1602 if (op->above)
1603 op->above->below = op; 1522 top->above = op;
1604 1523
1605 op->below = top; 1524 op->below = top;
1606 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1607 } 1526 }
1527 }
1608 1528
1609 if (op->above == NULL) 1529 if (op->is_player ())
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1611 } /* else not INS_BELOW_ORIGINATOR */
1612
1613 if (op->type == PLAYER)
1614 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1615 1535
1616 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1617 * it, so save a few ticks and start from there. 1537
1618 */ 1538 if (object *pl = ms.player ())
1619 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1621 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1622 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1623 1544
1624 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1552 * of effect may be sufficient.
1632 */ 1553 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1634 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1635 1559
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1638 1562
1563 INVOKE_OBJECT (INSERT, op);
1564
1639 /* Don't know if moving this to the end will break anything. However, 1565 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1641 * 1567 *
1642 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1571 * update_object().
1646 */ 1572 */
1647 1573
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1650 { 1576 {
1651 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1652 return NULL; 1578 return 0;
1653 1579
1654 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1581 * walk on's.
1656 */ 1582 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1659 return NULL; 1585 return 0;
1660 } 1586 }
1661 1587
1662 return op; 1588 return op;
1663} 1589}
1664 1590
1665/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1668 */ 1594 */
1669void 1595void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1671{ 1597{
1672 object *tmp;
1673 object *tmp1;
1674
1675 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1676 1599
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1680 { 1602 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1603
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1687 1605
1688 tmp1->x = op->x; 1606 tmp->x = op->x;
1689 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1691} 1610}
1692
1693/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array.
1699 */
1700 1611
1701object * 1612object *
1702get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1703{ 1614{
1704 object * 1615 if (where->env)
1705 newob; 1616 return where->env->insert (this);
1706 int 1617 else
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1708
1709 if (orig_ob->nrof < nr)
1710 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL;
1713 }
1714 newob = object_create_clone (orig_ob);
1715 if ((orig_ob->nrof -= nr) < 1)
1716 {
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed)
1722 {
1723 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1726 {
1727 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL;
1730 }
1731 }
1732 newob->nrof = nr;
1733
1734 return newob;
1735} 1619}
1736 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1737/* 1643/*
1738 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1739 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1740 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1741 * 1647 *
1742 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1743 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1744 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1745object * 1681object *
1746decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1747{ 1683{
1748 object * 1684 int have = number_of ();
1749 tmp;
1750 player *
1751 pl;
1752 1685
1753 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1754 return op; 1687 return 0;
1755 1688 else if (have == nr)
1756 if (i > op->nrof)
1757 i = op->nrof;
1758
1759 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i;
1762 } 1689 {
1763 else if (op->env != NULL)
1764 {
1765 /* is this object in the players inventory, or sub container
1766 * therein?
1767 */
1768 tmp = is_player_inv (op->env);
1769 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player.
1774 */
1775 if (!tmp)
1776 {
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env)
1779 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 }
1785
1786 if (i < op->nrof)
1787 {
1788 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i;
1790 if (tmp)
1791 {
1792 esrv_send_item (tmp, op);
1793 }
1794 }
1795 else
1796 {
1797 remove_ob (op); 1690 remove ();
1798 op->nrof = 0; 1691 return this;
1799 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count);
1802 }
1803 }
1804 } 1692 }
1805 else 1693 else
1806 { 1694 {
1807 object * 1695 decrease (nr);
1808 above = op->above;
1809 1696
1810 if (i < op->nrof) 1697 object *op = deep_clone ();
1811 {
1812 op->nrof -= i;
1813 }
1814 else
1815 {
1816 remove_ob (op);
1817 op->nrof = 0; 1698 op->nrof = nr;
1818 }
1819 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above)
1821 if (tmp->type == PLAYER)
1822 {
1823 if (op->nrof)
1824 esrv_send_item (tmp, op);
1825 else
1826 esrv_del_item (tmp->contr, op->count);
1827 }
1828 }
1829
1830 if (op->nrof)
1831 {
1832 return op; 1699 return op;
1833 } 1700 }
1834 else 1701}
1702
1703object *
1704insert_ob_in_ob (object *op, object *where)
1705{
1706 if (!where)
1835 { 1707 {
1836 free_object (op); 1708 char *dump = dump_object (op);
1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1710 free (dump);
1837 return NULL; 1711 return op;
1838 }
1839}
1840
1841/*
1842 * add_weight(object, weight) adds the specified weight to an object,
1843 * and also updates how much the environment(s) is/are carrying.
1844 */
1845
1846void
1847add_weight (object *op, signed long weight)
1848{
1849 while (op != NULL)
1850 { 1712 }
1851 if (op->type == CONTAINER) 1713
1852 { 1714 if (where->head_ () != where)
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 }
1855 op->carrying += weight;
1856 op = op->env;
1857 } 1715 {
1858} 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1717 where = where->head;
1718 }
1859 1719
1720 return where->insert (op);
1721}
1722
1860/* 1723/*
1861 * insert_ob_in_ob(op,environment): 1724 * env->insert (op)
1862 * This function inserts the object op in the linked list 1725 * This function inserts the object op in the linked list
1863 * inside the object environment. 1726 * inside the object environment.
1864 * 1727 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1728 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1872 */ 1730 */
1873
1874object * 1731object *
1875insert_ob_in_ob (object *op, object *where) 1732object::insert (object *op)
1876{ 1733{
1877 object *
1878 tmp, *
1879 otmp;
1880
1881 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1734 if (op->more)
1899 { 1735 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1737 return op;
1902 } 1738 }
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1739
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1740 op->remove ();
1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1905 if (op->nrof) 1744 if (op->nrof)
1906 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1909 { 1747 {
1910 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1749 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1751
1914 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1915 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1916 add_weight (where, op->weight * op->nrof); 1754
1917 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1918 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1919 op = tmp; 1758 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1921 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break;
1923 } 1760 }
1924 1761
1925 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1926 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do
1929 * the linking below
1930 */
1931 add_weight (where, op->weight * op->nrof);
1932 }
1933 else
1934 add_weight (where, (op->weight + op->carrying));
1935
1936 otmp = is_player_inv (where);
1937 if (otmp && otmp->contr != NULL)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp);
1941 }
1942
1943 op->map = NULL; 1763 op->map = 0;
1944 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1945 op->above = NULL; 1767 op->above = 0;
1946 op->below = NULL; 1768 op->below = inv;
1947 op->x = 0, op->y = 0; 1769 op->env = this;
1948 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1949 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1951 {
1952#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map))
1956 update_all_los (where->map, where->x, where->y);
1957 } 1786 {
1958 1787 update_stats ();
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1960 * It sure simplifies this function...
1961 */
1962 if (where->inv == NULL)
1963 where->inv = op;
1964 else
1965 { 1789 }
1966 op->below = where->inv; 1790 else if (is_player ())
1967 op->below->above = op; 1791 // if this is a player's inventory, update stats
1968 where->inv = op; 1792 contr->queue_stats_update ();
1969 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1970 return op; 1796 return op;
1971} 1797}
1972 1798
1973/* 1799/*
1974 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1988 * 1814 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1817 * on top.
1992 */ 1818 */
1993
1994int 1819int
1995check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
1996{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1997 object *tmp; 1825 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1826 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
2001 1828
2002 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
2003 1830
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
2005 return 0;
2006 1832
2007 tag = op->count; 1833 MoveType move_on = ms.move_on;
2008 1834 MoveType move_slow = ms.move_slow;
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1836
2013 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
2014 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
2015 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
2016 * as walking. 1840 * as walking.
2027 return 0; 1851 return 0;
2028 1852
2029 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
2031 */ 1855 */
2032 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2034 {
2035 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them.
2038 */
2039 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2040 break;
2041 } 1857 {
1858 next = tmp->below;
2042 1859
2043 for (; tmp; tmp = tmp->below)
2044 {
2045 if (tmp == op) 1860 if (tmp == op)
2046 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
2047 1862
2048 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
2049 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
2050 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
2051 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
2052 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
2053 */ 1868 */
2054 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
2055 { 1870 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1873 {
2059
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
2061 1875
2062 if (op->type == PLAYER) 1876 if (op->is_player ())
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1879 diff /= 4.0;
2066 1880
2067 op->speed_left -= diff; 1881 op->speed_left -= diff;
2068 } 1882 }
2069 } 1883 }
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1888 {
2075 move_apply (tmp, op, originator); 1889 move_apply (tmp, op, originator);
2076 1890
2077 if (was_destroyed (op, tag)) 1891 if (op->destroyed ())
2078 return 1; 1892 return 1;
2079 1893
2080 /* what the person/creature stepped onto has moved the object 1894 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1895 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1896 * have a feeling strange problems would result.
2092/* 1906/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2096 */ 1910 */
2097
2098object * 1911object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1913{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
2105 { 1915 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1917 return NULL;
2108 } 1918 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
2110 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
2111 return tmp; 1922 return tmp;
1923
2112 return NULL; 1924 return NULL;
2113} 1925}
2114 1926
2115/* 1927/*
2116 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2119 */ 1931 */
2120
2121object * 1932object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
2123{ 1934{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
2128 { 1936 {
2129 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1938 return NULL;
2131 } 1939 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1940
1941 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1942 if (tmp->type == type)
2134 return tmp; 1943 return tmp;
1944
2135 return NULL; 1945 return NULL;
2136} 1946}
2137 1947
2138/* 1948/*
2139 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
2142 */ 1952 */
2143
2144object * 1953object *
2145present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
2146{ 1955{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1957 if (tmp->type == type)
2152 return tmp; 1958 return tmp;
1959
2153 return NULL; 1960 return NULL;
2154} 1961}
2155 1962
2156/* 1963/*
2157 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1972 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1973 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1974 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1975 * to be unique.
2169 */ 1976 */
2170
2171object * 1977object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1978present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1979{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1982 return tmp;
2181 } 1983
2182 return NULL; 1984 return 0;
2183} 1985}
2184 1986
2185/* 1987/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2189 */ 1991 */
2190
2191object * 1992object *
2192present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2193{ 1994{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2198 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2199 return tmp; 1997 return tmp;
1998
2200 return NULL; 1999 return NULL;
2201} 2000}
2202 2001
2203/* 2002/*
2204 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2205 */ 2004 */
2206void 2005void
2207flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2208{ 2007{
2209 object *
2210 tmp;
2211
2212 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2214 { 2009 {
2215 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2216 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2217 } 2012 }
2218} /* 2013}
2014
2015/*
2219 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2220 */ 2017 */
2221void 2018void
2222unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2223{ 2020{
2224 object *
2225 tmp;
2226
2227 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2229 { 2022 {
2230 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2231 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2232 } 2025 }
2233}
2234
2235/*
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function.
2240 */
2241
2242void
2243set_cheat (object *op)
2244{
2245 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ);
2247} 2026}
2248 2027
2249/* 2028/*
2250 * find_free_spot(object, map, x, y, start, stop) will search for 2029 * find_free_spot(object, map, x, y, start, stop) will search for
2251 * a spot at the given map and coordinates which will be able to contain 2030 * a spot at the given map and coordinates which will be able to contain
2253 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2254 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2255 * start and stop are where to start relative to the free_arr array (1,9 2034 * start and stop are where to start relative to the free_arr array (1,9
2256 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2257 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2036 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2258 * Note - this only checks to see if there is space for the head of the
2259 * object - if it is a multispace object, this should be called for all
2260 * pieces.
2261 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2262 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2263 * necessary, so the caller shouldn't need to do any special work. 2039 * necessary, so the caller shouldn't need to do any special work.
2264 * Note - updated to take an object instead of archetype - this is necessary 2040 * Note - updated to take an object instead of archetype - this is necessary
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 2043 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 2044 * customized, changed states, etc.
2269 */ 2045 */
2270
2271int 2046int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 2048{
2274 int
2275 i,
2276 index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2279 2051
2280 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2281 { 2053 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2283 if (!flag) 2055
2056 if (!pos.normalise ())
2057 continue;
2058
2059 mapspace &ms = *pos;
2060
2061 if (ms.flags () & P_IS_ALIVE)
2062 continue;
2063
2064 /* However, often
2065 * ob doesn't have any move type (when used to place exits)
2066 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2067 */
2068 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2069 {
2284 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2285 2073
2286 /* Basically, if we find a wall on a space, we cut down the search size. 2074 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 2075 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 2076 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 2077 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 2078 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2293 */ 2081 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2295 stop = maxfree[i]; 2084 stop = maxfree[i];
2085 continue;
2086 }
2087
2088 /* Note it is intentional that we check ob - the movement type of the
2089 * head of the object should correspond for the entire object.
2090 */
2091 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2092 continue;
2093
2094 if (ob->blocked (pos.m, pos.x, pos.y))
2095 continue;
2096
2097 altern [index++] = i;
2296 } 2098 }
2099
2297 if (!index) 2100 if (!index)
2298 return -1; 2101 return -1;
2102
2299 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2300} 2104}
2301 2105
2302/* 2106/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2109 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2110 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2111 */
2308
2309int 2112int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2113find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2114{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2116 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2117 return i;
2319 } 2118
2320 return -1; 2119 return -1;
2321} 2120}
2322 2121
2323/* 2122/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2126 */
2327static void 2127static void
2328permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2329{ 2129{
2330 int 2130 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2131 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2132
2341 tmp = arr[i]; 2133 while (--end)
2342 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2135}
2346 2136
2347/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2139 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2142 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2143 */
2354void 2144void
2355get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2356{ 2146{
2357 int 2147 int i;
2358 i;
2359 2148
2360 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2150 search_arr[i] = i;
2363 }
2364 2151
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2155}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2165 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2166 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2167 * there is capable of.
2381 */ 2168 */
2382
2383int 2169int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2171{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2389 sint16 2173 MoveType move_type;
2390 nx,
2391 ny;
2392 object *
2393 tmp;
2394 mapstruct *
2395 mp;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2174
2400 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2401 { 2176 {
2402 exclude = exclude->head; 2177 exclude = exclude->head;
2403 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2404 } 2179 }
2405 else 2180 else
2406 { 2181 {
2407 /* If we don't have anything, presume it can use all movement types. */ 2182 /* If we don't have anything, presume it can use all movement types. */
2408 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2409 } 2184 }
2410 2185
2411 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2412 { 2187 {
2413 mp = m; 2188 mapxy pos (m, x, y);
2414 nx = x + freearr_x[i]; 2189 pos.move (i);
2415 ny = y + freearr_y[i];
2416 2190
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2418 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2192 max = maxfree[i];
2421 }
2422 else 2193 else
2423 { 2194 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2425 2196
2426 if ((move_type & blocked) == move_type) 2197 if ((move_type & ms.move_block) == move_type)
2198 max = maxfree [i];
2199 else if (ms.flags () & P_IS_ALIVE)
2427 { 2200 {
2428 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2429 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2430 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2431 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2433 {
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2435 {
2436 break;
2437 }
2438 }
2439 if (tmp)
2440 {
2441 return freedir[i]; 2204 return freedir [i];
2442 }
2443 } 2205 }
2444 } 2206 }
2445 } 2207 }
2208
2446 return 0; 2209 return 0;
2447} 2210}
2448 2211
2449/* 2212/*
2450 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2214 * distance between the two given objects.
2452 */ 2215 */
2453
2454int 2216int
2455distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2456{ 2218{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2219 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2220}
2463 2221
2464/* 2222/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2223 * find_dir_2(delta-x,delta-y) will return a direction value
2466 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2467 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2468 */ 2226 */
2469
2470int 2227int
2471find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2472{ 2229{
2230#if 1 // new algorithm
2231 // this works by putting x, y into 16 sectors, which
2232 // are not equal sized, but are a better approximation
2233 // then the old algorithm, and then using a mapping
2234 // table to map it into a direction value.
2235
2236 static const uint8 dir[16] = {
2237 4, 5, 4, 3,
2238 2, 1, 2, 3,
2239 6, 5, 6, 7,
2240 8, 1, 8, 7,
2241 };
2242 int sector = 0;
2243
2244 // this is a bit ugly, but more likely to result in branchless code
2245 sector |= x < 0 ? 8 : 0;
2246 x = x < 0 ? -x : x; // abs
2247
2248 sector |= y < 0 ? 4 : 0;
2249 y = y < 0 ? -y : y; // abs
2250
2251 if (x > y)
2252 {
2253 sector |= 2;
2254
2255 if (x > y * 2)
2256 sector |= 1;
2257 }
2258 else
2259 {
2260 if (y > x * 2)
2261 sector |= 1;
2262 else if (!y)
2263 return 0; // x == 0 here
2264 }
2265
2266 return dir [sector];
2267#else // old algorithm
2473 int 2268 int q;
2474 q;
2475 2269
2476 if (y) 2270 if (y)
2477 q = x * 100 / y; 2271 q = 128 * x / y;
2478 else if (x) 2272 else if (x)
2479 q = -300 * x; 2273 q = -512 * x; // to make it > 309
2480 else 2274 else
2481 return 0; 2275 return 0;
2482 2276
2483 if (y > 0) 2277 if (y > 0)
2484 { 2278 {
2485 if (q < -242) 2279 if (q < -309) return 7;
2280 if (q < -52) return 6;
2281 if (q < 52) return 5;
2282 if (q < 309) return 4;
2283
2486 return 3; 2284 return 3;
2487 if (q < -41) 2285 }
2488 return 2; 2286 else
2489 if (q < 41) 2287 {
2490 return 1; 2288 if (q < -309) return 3;
2491 if (q < 242) 2289 if (q < -52) return 2;
2492 return 8; 2290 if (q < 52) return 1;
2291 if (q < 309) return 8;
2292
2493 return 7; 2293 return 7;
2494 } 2294 }
2495 2295#endif
2496 if (q < -242)
2497 return 7;
2498 if (q < -41)
2499 return 6;
2500 if (q < 41)
2501 return 5;
2502 if (q < 242)
2503 return 4;
2504
2505 return 3;
2506}
2507
2508/*
2509 * absdir(int): Returns a number between 1 and 8, which represent
2510 * the "absolute" direction of a number (it actually takes care of
2511 * "overflow" in previous calculations of a direction).
2512 */
2513
2514int
2515absdir (int d)
2516{
2517 while (d < 1)
2518 d += 8;
2519 while (d > 8)
2520 d -= 8;
2521 return d;
2522} 2296}
2523 2297
2524/* 2298/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2299 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2526 * between two directions (which are expected to be absolute (see absdir()) 2300 * between two directions (which are expected to be absolute (see absdir())
2527 */ 2301 */
2528
2529int 2302int
2530dirdiff (int dir1, int dir2) 2303dirdiff (int dir1, int dir2)
2531{ 2304{
2532 int
2533 d;
2534
2535 d = abs (dir1 - dir2); 2305 int d = abs (dir1 - dir2);
2536 if (d > 4) 2306
2537 d = 8 - d; 2307 return d > 4 ? 8 - d : d;
2538 return d;
2539} 2308}
2540 2309
2541/* peterm: 2310/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2311 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2543 * Basically, this is a table of directions, and what directions 2312 * Basically, this is a table of directions, and what directions
2545 * This basically means that if direction is 15, then it could either go 2314 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2315 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2316 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2317 * functions.
2549 */ 2318 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2319static const int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2320 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2321 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2322 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2323 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2324 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2372 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2373 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2374 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2375 * Modified to be map tile aware -.MSW
2609 */ 2376 */
2610
2611
2612int 2377int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2378can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2379{
2615 sint16 2380 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2381 int mflags;
2620 2382
2621 if (dir < 0) 2383 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2384 return 0; /* exit condition: invalid direction */
2623 2385
2624 dx = x + freearr_x[dir]; 2386 dx = x + freearr_x[dir];
2637 return 0; 2399 return 0;
2638 2400
2639 /* yes, can see. */ 2401 /* yes, can see. */
2640 if (dir < 9) 2402 if (dir < 9)
2641 return 1; 2403 return 1;
2404
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2405 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2406 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2407 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2408}
2645
2646
2647 2409
2648/* 2410/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2411 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2412 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2413 * picked up, otherwise 0.
2653 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2415 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2654 * core dumps if they do. 2416 * core dumps if they do.
2655 * 2417 *
2656 * Add a check so we can't pick up invisible objects (0.93.8) 2418 * Add a check so we can't pick up invisible objects (0.93.8)
2657 */ 2419 */
2658
2659int 2420int
2660can_pick (const object *who, const object *item) 2421can_pick (const object *who, const object *item)
2661{ 2422{
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2423 return /*who->flag [FLAG_WIZ]|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2424 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2425 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2665} 2426}
2666
2667 2427
2668/* 2428/*
2669 * create clone from object to another 2429 * create clone from object to another
2670 */ 2430 */
2671object * 2431object *
2672object_create_clone (object *asrc) 2432object::deep_clone ()
2673{ 2433{
2674 object * 2434 assert (("deep_clone called on non-head object", is_head ()));
2675 dst = NULL, *tmp, *src, *part, *prev, *item;
2676 2435
2677 if (!asrc) 2436 object *dst = clone ();
2678 return NULL;
2679 src = asrc;
2680 if (src->head)
2681 src = src->head;
2682 2437
2683 prev = NULL; 2438 object *prev = dst;
2684 for (part = src; part; part = part->more) 2439 for (object *part = this->more; part; part = part->more)
2685 { 2440 {
2686 tmp = get_object (); 2441 object *tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x;
2689 tmp->y -= src->y;
2690 if (!part->head)
2691 {
2692 dst = tmp;
2693 tmp->head = NULL;
2694 }
2695 else
2696 {
2697 tmp->head = dst; 2442 tmp->head = dst;
2698 }
2699 tmp->more = NULL;
2700 if (prev)
2701 prev->more = tmp; 2443 prev->more = tmp;
2702 prev = tmp; 2444 prev = tmp;
2703 } 2445 }
2704 2446
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2447 for (object *item = inv; item; item = item->below)
2707 { 2448 insert_ob_in_ob (item->deep_clone (), dst);
2708 (void) insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2449
2711 return dst; 2450 return dst;
2712}
2713
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */
2734
2735object *
2736load_object_str (const char *obstr)
2737{
2738 object *
2739 op;
2740 char
2741 filename[MAX_BUF];
2742
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744
2745 FILE *
2746 tempfile = fopen (filename, "w");
2747
2748 if (tempfile == NULL)
2749 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL;
2752 };
2753 fprintf (tempfile, obstr);
2754 fclose (tempfile);
2755
2756 op = get_object ();
2757
2758 object_thawer
2759 thawer (filename);
2760
2761 if (thawer)
2762 load_object (thawer, op, 0);
2763
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2765 CLEAR_FLAG (op, FLAG_REMOVED);
2766
2767 return op;
2768} 2451}
2769 2452
2770/* This returns the first object in who's inventory that 2453/* This returns the first object in who's inventory that
2771 * has the same type and subtype match. 2454 * has the same type and subtype match.
2772 * returns NULL if no match. 2455 * returns NULL if no match.
2773 */ 2456 */
2774object * 2457object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2458find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2459{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2460 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2461 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2462 return tmp;
2783 2463
2784 return NULL; 2464 return 0;
2785} 2465}
2786 2466
2787/* If ob has a field named key, return the link from the list, 2467shstr_tmp
2788 * otherwise return NULL. 2468object::kv_get (shstr_tmp key) const
2789 *
2790 * key must be a passed in shared string - otherwise, this won't
2791 * do the desired thing.
2792 */
2793key_value *
2794get_ob_key_link (const object *ob, const char *key)
2795{ 2469{
2796 key_value * 2470 for (key_value *kv = key_values; kv; kv = kv->next)
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next)
2800 {
2801 if (link->key == key) 2471 if (kv->key == key)
2472 return kv->value;
2473
2474 return shstr ();
2475}
2476
2477void
2478object::kv_set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = key_values; kv; kv = kv->next)
2481 if (kv->key == key)
2482 {
2483 kv->value = value;
2484 return;
2485 }
2486
2487 key_value *kv = new key_value;
2488
2489 kv->next = key_values;
2490 kv->key = key;
2491 kv->value = value;
2492
2493 key_values = kv;
2494}
2495
2496void
2497object::kv_del (shstr_tmp key)
2498{
2499 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2500 if ((*kvp)->key == key)
2501 {
2502 key_value *kv = *kvp;
2503 *kvp = (*kvp)->next;
2504 delete kv;
2505 return;
2506 }
2507}
2508
2509object::depth_iterator::depth_iterator (object *container)
2510: iterator_base (container)
2511{
2512 while (item->inv)
2513 item = item->inv;
2514}
2515
2516void
2517object::depth_iterator::next ()
2518{
2519 if (item->below)
2520 {
2521 item = item->below;
2522
2523 while (item->inv)
2524 item = item->inv;
2525 }
2526 else
2527 item = item->env;
2528}
2529
2530const char *
2531object::flag_desc (char *desc, int len) const
2532{
2533 char *p = desc;
2534 bool first = true;
2535
2536 *p = 0;
2537
2538 for (int i = 0; i < NUM_FLAGS; i++)
2539 {
2540 if (len <= 10) // magic constant!
2802 { 2541 {
2803 return link; 2542 snprintf (p, len, ",...");
2543 break;
2804 } 2544 }
2805 }
2806 2545
2807 return NULL; 2546 if (flag [i])
2808} 2547 {
2548 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2549 len -= cnt;
2550 p += cnt;
2551 first = false;
2552 }
2553 }
2809 2554
2810/* 2555 return desc;
2811 * Returns the value of op has an extra_field for key, or NULL. 2556}
2812 * 2557
2813 * The argument doesn't need to be a shared string. 2558// return a suitable string describing an object in enough detail to find it
2814 *
2815 * The returned string is shared.
2816 */
2817const char * 2559const char *
2818get_ob_key_value (const object *op, const char *const key) 2560object::debug_desc (char *info) const
2819{ 2561{
2820 key_value * 2562 char flagdesc[512];
2821 link; 2563 char info2[256 * 4];
2564 char *p = info;
2565
2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2567 count,
2568 uuid.c_str (),
2569 &name,
2570 title ? ",title:\"" : "",
2571 title ? (const char *)title : "",
2572 title ? "\"" : "",
2573 flag_desc (flagdesc, 512), type);
2574
2575 if (!flag[FLAG_REMOVED] && env)
2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2577
2578 if (map)
2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2580
2581 return info;
2582}
2583
2822 const char * 2584const char *
2823 canonical_key; 2585object::debug_desc () const
2586{
2587 static char info[3][256 * 4];
2588 static int info_idx;
2824 2589
2825 canonical_key = shstr::find (key); 2590 return debug_desc (info [++info_idx % 3]);
2591}
2826 2592
2827 if (canonical_key == NULL) 2593struct region *
2828 { 2594object::region () const
2829 /* 1. There being a field named key on any object 2595{
2830 * implies there'd be a shared string to find. 2596 return map ? map->region (x, y)
2831 * 2. Since there isn't, no object has this field. 2597 : region::default_region ();
2832 * 3. Therefore, *this* object doesn't have this field. 2598}
2833 */ 2599
2600void
2601object::open_container (object *new_container)
2602{
2603 if (container == new_container)
2834 return NULL; 2604 return;
2605
2606 object *old_container = container;
2607
2608 if (old_container)
2835 } 2609 {
2610 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2611 return;
2836 2612
2837 /* This is copied from get_ob_key_link() above - 2613#if 0
2838 * only 4 lines, and saves the function call overhead. 2614 // remove the "Close old_container" object.
2615 if (object *closer = old_container->inv)
2616 if (closer->type == CLOSE_CON)
2617 closer->destroy ();
2618#endif
2619
2620 // make sure the container is available
2621 esrv_send_item (this, old_container);
2622
2623 old_container->flag [FLAG_APPLIED] = false;
2624 container = 0;
2625
2626 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container);
2628
2629 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2630 play_sound (sound_find ("chest_close"));
2631 }
2632
2633 if (new_container)
2634 {
2635 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2636 return;
2637
2638 // TODO: this does not seem to serve any purpose anymore?
2639#if 0
2640 // insert the "Close Container" object.
2641 if (archetype *closer = new_container->other_arch)
2642 {
2643 object *closer = new_container->other_arch->instance ();
2644 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2645 new_container->insert (closer);
2646 }
2647#endif
2648
2649 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2650
2651 // make sure the container is available, client bug requires this to be separate
2652 esrv_send_item (this, new_container);
2653
2654 new_container->flag [FLAG_APPLIED] = true;
2655 container = new_container;
2656
2657 // client needs flag change
2658 esrv_update_item (UPD_FLAGS, this, new_container);
2659 esrv_send_inventory (this, new_container);
2660 play_sound (sound_find ("chest_open"));
2661 }
2662// else if (!old_container->env && contr && contr->ns)
2663// contr->ns->floorbox_reset ();
2664}
2665
2666object *
2667object::force_find (shstr_tmp name)
2668{
2669 /* cycle through his inventory to look for the MARK we want to
2670 * place
2839 */ 2671 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2672 for (object *tmp = inv; tmp; tmp = tmp->below)
2841 { 2673 if (tmp->type == FORCE && tmp->slaying == name)
2842 if (link->key == canonical_key) 2674 return splay (tmp);
2843 { 2675
2844 return link->value;
2845 }
2846 }
2847 return NULL; 2676 return 0;
2848} 2677}
2849 2678
2679//-GPL
2850 2680
2851/* 2681void
2852 * Updates the canonical_key in op to value. 2682object::force_set_timer (int duration)
2853 *
2854 * canonical_key is a shared string (value doesn't have to be).
2855 *
2856 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2857 * keys.
2858 *
2859 * Returns TRUE on success.
2860 */
2861int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2683{
2864 key_value * 2684 this->duration = 1;
2865 field = NULL, *last = NULL; 2685 this->speed_left = -1.f;
2866 2686
2867 for (field = op->key_values; field != NULL; field = field->next) 2687 this->set_speed (duration ? 1.f / duration : 0.f);
2868 { 2688}
2869 if (field->key != canonical_key)
2870 {
2871 last = field;
2872 continue;
2873 }
2874 2689
2875 if (value) 2690object *
2876 field->value = value; 2691object::force_add (shstr_tmp name, int duration)
2877 else 2692{
2878 { 2693 if (object *force = force_find (name))
2879 /* Basically, if the archetype has this key set, 2694 force->destroy ();
2880 * we need to store the null value so when we save
2881 * it, we save the empty value so that when we load,
2882 * we get this value back again.
2883 */
2884 if (get_ob_key_link (&op->arch->clone, canonical_key))
2885 field->value = 0;
2886 else
2887 {
2888 if (last)
2889 last->next = field->next;
2890 else
2891 op->key_values = field->next;
2892 2695
2893 delete 2696 object *force = get_archetype (FORCE_NAME);
2894 field; 2697
2895 } 2698 force->slaying = name;
2896 } 2699 force->force_set_timer (duration);
2700 force->flag [FLAG_APPLIED] = true;
2701
2702 return insert (force);
2703}
2704
2705void
2706object::play_sound (faceidx sound) const
2707{
2708 if (!sound)
2897 return TRUE; 2709 return;
2710
2711 if (is_on_map ())
2712 map->play_sound (sound, x, y);
2713 else if (object *pl = in_player ())
2714 pl->contr->play_sound (sound);
2715}
2716
2717void
2718object::say_msg (const char *msg) const
2719{
2720 if (is_on_map ())
2721 map->say_msg (msg, x, y);
2722 else if (object *pl = in_player ())
2723 pl->contr->play_sound (sound);
2724}
2725
2726void
2727object::make_noise ()
2728{
2729 // we do not model noise in the map, so instead put
2730 // a temporary light into the noise source
2731 // could use the map instead, but that's less reliable for our
2732 // goal, which is to make invisibility a bit harder to exploit
2733
2734 // currently only works sensibly for players
2735 if (!is_player ())
2736 return;
2737
2738 // find old force, or create new one
2739 object *force = force_find (shstr_noise_force);
2740
2741 if (force)
2742 force->speed_left = -1.f; // patch old speed up
2743 else
2898 } 2744 {
2899 /* IF we get here, key doesn't exist */ 2745 force = archetype::get (shstr_noise_force);
2900 2746
2901 /* No field, we'll have to add it. */ 2747 force->slaying = shstr_noise_force;
2748 force->stats.food = 1;
2749 force->speed_left = -1.f;
2902 2750
2903 if (!add_key) 2751 force->set_speed (1.f / 4.f);
2752 force->flag [FLAG_IS_USED_UP] = true;
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 insert (force);
2904 { 2756 }
2905 return FALSE; 2757}
2758
2759void object::change_move_type (MoveType mt)
2760{
2761 if (move_type == mt)
2762 return;
2763
2764 if (is_on_map ())
2906 } 2765 {
2907 /* There isn't any good reason to store a null 2766 // we are on the map, so handle move_on/off effects
2908 * value in the key/value list. If the archetype has 2767 remove ();
2909 * this key, then we should also have it, so shouldn't 2768 move_type = mt;
2910 * be here. If user wants to store empty strings, 2769 map->insert (this, x, y, this);
2911 * should pass in "" 2770 }
2771 else
2772 move_type = mt;
2773}
2774
2775/* object should be a player.
2776 * we return the object the player has marked with the 'mark' command
2777 * below. If no match is found (or object has changed), we return
2778 * NULL. We leave it up to the calling function to print messages if
2779 * nothing is found.
2912 */ 2780 */
2913 if (value == NULL) 2781object *
2782object::mark () const
2783{
2784 if (contr && contr->mark && contr->mark->env == this)
2785 return contr->mark;
2786 else
2914 return TRUE; 2787 return 0;
2915
2916 field = new key_value;
2917
2918 field->key = canonical_key;
2919 field->value = value;
2920 /* Usual prepend-addition. */
2921 field->next = op->key_values;
2922 op->key_values = field;
2923
2924 return TRUE;
2925} 2788}
2926 2789
2927/*
2928 * Updates the key in op to value.
2929 *
2930 * If add_key is FALSE, this will only update existing keys,
2931 * and not add new ones.
2932 * In general, should be little reason FALSE is ever passed in for add_key
2933 *
2934 * Returns TRUE on success.
2935 */
2936int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{
2939 shstr
2940 key_ (key);
2941
2942 return set_ob_key_value_s (op, key_, value, add_key);
2943}

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