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Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.335 by root, Sun Apr 25 10:45:38 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 1.25 2006/09/11 01:16:20 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 + weight)
451 - weight_adjust_for (op, op->carrying);
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 carrying 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 * 1128 if (flag [FLAG_REMOVED])
1132 tmp, * 1129 return;
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145 1130
1131 INVOKE_OBJECT (REMOVE, this);
1146 1132
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 1133 flag [FLAG_REMOVED] = true;
1148 {
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 1134
1152 /* Changed it to always dump core in this case. As has been learned 1135 if (more)
1153 * in the past, trying to recover from errors almost always 1136 more->remove ();
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166
1167 SET_FLAG (op, FLAG_REMOVED);
1168 1137
1169 /* 1138 /*
1170 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1171 * inventory. 1140 * inventory.
1172 */ 1141 */
1173 if (op->env != NULL) 1142 if (env)
1174 { 1143 {
1175 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1176 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1177 else 1146 esrv_del_item (pl->contr, count);
1178 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1179 1148
1180 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1181 * made to players inventory. If set, avoiding the call
1182 * to save cpu time.
1183 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp);
1186 1150
1187 if (op->above != NULL) 1151 object *pl = in_player ();
1188 op->above->below = op->below;
1189 else
1190 op->env->inv = op->below;
1191
1192 if (op->below != NULL)
1193 op->below->above = op->above;
1194 1152
1195 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1196 * 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
1197 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1198 */ 1156 */
1199 op->x = op->env->x, op->y = op->env->y;
1200 op->map = op->env->map; 1157 map = env->map;
1201 op->above = NULL, op->below = NULL; 1158 x = env->x;
1202 op->env = NULL; 1159 y = env->y;
1203 return;
1204 }
1205 1160
1206 /* If we get here, we are removing it from a map */ 1161 // make sure cmov optimisation is applicable
1207 if (op->map == NULL) 1162 *(above ? &above->below : &env->inv) = below;
1208 return; 1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1209 1164
1210 x = op->x; 1165 above = 0;
1211 y = op->y; 1166 below = 0;
1212 m = get_map_from_coord (op->map, &x, &y); 1167 env = 0;
1213 1168
1214 if (!m) 1169 if (pl && pl->is_player ())
1215 {
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 }
1224 if (op->map != m)
1225 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227 op->map->path, m->path, op->x, op->y, x, y);
1228 }
1229
1230 /* Re did the following section of code - it looks like it had
1231 * lots of logic for things we no longer care about
1232 */
1233
1234 /* link the object above us */
1235 if (op->above)
1236 op->above->below = op->below;
1237 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239
1240 /* Relink the object below us, if there is one */
1241 if (op->below)
1242 {
1243 op->below->above = op->above;
1244 }
1245 else
1246 {
1247 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is
1249 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 { 1170 {
1253 dump_object (op); 1171 if (expect_false (pl->contr->combat_ob == this))
1254 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 {
1255 errmsg); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1256 dump_object (GET_MAP_OB (m, x, y)); 1174 pl->contr->combat_ob = 0;
1257 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);
1258 } 1189 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263
1264 if (op->map->in_memory == MAP_SAVING)
1265 return;
1266
1267 tag = op->count;
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 { 1190 }
1271 /* No point updating the players look faces if he is the object 1191 else if (map)
1272 * being removed. 1192 {
1273 */ 1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1274 1195
1275 if (tmp->type == PLAYER && tmp != op) 1196 if (object *pl = ms.player ())
1276 { 1197 {
1277 /* If a container that the player is currently using somehow gets 1198 if (is_player ())
1278 * removed (most likely destroyed), update the player view
1279 * appropriately.
1280 */
1281 if (tmp->container == op)
1282 { 1199 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1200 if (!flag [FLAG_WIZPASS])
1284 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 ();
1285 } 1211 }
1286 tmp->contr->socket.update_look = 1; 1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1287 } 1219 }
1288 /* See if player moving off should effect something */ 1220
1289 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 ())
1290 { 1237 {
1291 1238 if (pl->container_ () == this)
1292 move_apply (tmp, op, NULL); 1239 /* If a container that the player is currently using somehow gets
1293 if (was_destroyed (op, tag)) 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1294 { 1242 */
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1243 pl->close_container ();
1296 } 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 ();
1297 } 1250 }
1298 1251
1299 /* 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;
1300 1256
1301 if (tmp->above == tmp) 1257 /* No point updating the players look faces if he is the object
1302 tmp->above = NULL; 1258 * being removed.
1303 last = tmp; 1259 */
1304 } 1260
1305 /* last == NULL of there are no objects on this space */ 1261 /* See if object moving off should effect something */
1306 if (last == NULL) 1262 if ((move_type & tmp->move_off)
1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1264 move_apply (tmp, this, 0);
1265 }
1266
1267 if (affects_los ())
1268 update_all_los (map, x, y);
1307 { 1269 }
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else
1317 update_object (last, UP_OBJ_REMOVE);
1318
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1320 update_all_los (op->map, op->x, op->y);
1321
1322} 1270}
1323 1271
1324/* 1272/*
1325 * merge_ob(op,top): 1273 * merge_ob(op,top):
1326 * 1274 *
1327 * This function goes through all objects below and including top, and 1275 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1276 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1277 * If top is NULL, it is calculated.
1330 * 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
1331 */ 1279 */
1332
1333object * 1280object *
1334merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1335{ 1282{
1336 if (!op->nrof) 1283 if (!op->nrof)
1337 return 0; 1284 return 0;
1338 if (top == NULL) 1285
1286 if (!top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1289
1340 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1341 { 1291 if (object::can_merge (op, top))
1342 if (top == op)
1343 continue;
1344 if (CAN_MERGE (op, top))
1345 { 1292 {
1346 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1347 1294
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1349 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1350 remove_ob (op); 1297
1351 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1352 return top; 1303 return top;
1353 } 1304 }
1354 } 1305
1355 return NULL; 1306 return 0;
1356} 1307}
1357 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
1358/* 1332/*
1359 * 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
1360 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1361 */ 1335 */
1362object * 1336object *
1363insert_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)
1364{ 1338{
1365 object * 1339 op->remove ();
1366 tmp;
1367 1340
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1342 {
1372 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1374 } 1345 }
1346
1375 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1376} 1348}
1377 1349
1378/* 1350/*
1379 * insert_ob_in_map (op, map, originator, flag): 1351 * insert_ob_in_map (op, map, originator, flag):
1390 * 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
1391 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1392 * 1364 *
1393 * Return value: 1365 * Return value:
1394 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1396 * just 'op' otherwise 1368 * just 'op' otherwise
1397 */ 1369 */
1398
1399object * 1370object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1372{
1402 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1403 sint16 x, y;
1404 1374
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1406 { 1376 {//D
1407 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
1408 return NULL;
1409 } 1378 }//D
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1379
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * 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
1475 * need extra work 1382 * need extra work
1476 */ 1383 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1478 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1479 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 ();
1480 1400
1481 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1482 */ 1402 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1486 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1487 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1411 tmp->destroy ();
1489 free_object (tmp);
1490 } 1412 }
1491 1413
1492 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 */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1494 1416
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1496 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1497 1419
1498 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1499 { 1421 {
1500 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)
1501 { 1423 {
1502 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");
1503 abort (); 1425 abort ();
1504 } 1426 }
1505 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
1506 op->above = originator; 1435 op->above = originator;
1507 op->below = originator->below; 1436 op->below = originator->below;
1508
1509 if (op->below)
1510 op->below->above = op;
1511 else
1512 SET_MAP_OB (op->map, op->x, op->y, op);
1513
1514 /* since *below* originator, no need to update top */
1515 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1516 } 1440 }
1517 else 1441 else
1518 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1519 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1521 { 1448 {
1522 object *last = NULL;
1523
1524 /* 1449 /*
1525 * 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.
1526 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1527 * 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
1528 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1531 * 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
1532 * 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
1533 * 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
1534 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1535 */ 1460 */
1536 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1537 while (top != NULL)
1538 { 1462 {
1539 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])
1540 floor = top; 1464 floor = tmp;
1465
1541 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])
1542 { 1467 {
1543 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1544 top = top->below; 1469 top = tmp->below;
1545 break; 1470 break;
1546 } 1471 }
1547 last = top; 1472
1548 top = top->above; 1473 top = tmp;
1549 } 1474 }
1550 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last;
1552 1475
1553 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1556 */ 1479 */
1557 1480
1558 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1485 * stacking is a bit odd.
1563 */ 1486 */
1564 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1565 (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))
1566 { 1490 {
1491 object *last;
1492
1567 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1569 break; 1495 break;
1496
1570 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1571 * 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
1572 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1500 * set top to the object below us.
1574 */ 1501 */
1575 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1576 top = last->below; 1503 top = last->below;
1577 } 1504 }
1578 } /* If objects on this space */ 1505 } /* If objects on this space */
1579 1506
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1508 top = floor;
1585 1509
1586 /* 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
1587 */
1588
1589 /* First object on this space */
1590 if (!top) 1511 if (!top)
1591 { 1512 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593
1594 if (op->above)
1595 op->above->below = op;
1596
1597 op->below = NULL; 1513 op->below = 0;
1598 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;
1599 } 1518 }
1600 else 1519 else
1601 { /* get inserted into the stack above top */ 1520 {
1602 op->above = top->above; 1521 op->above = top->above;
1603
1604 if (op->above)
1605 op->above->below = op; 1522 top->above = op;
1606 1523
1607 op->below = top; 1524 op->below = top;
1608 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1609 } 1526 }
1527 }
1610 1528
1611 if (op->above == NULL) 1529 if (op->is_player ())
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1613 } /* else not INS_BELOW_ORIGINATOR */
1614
1615 if (op->type == PLAYER)
1616 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1617 1535
1618 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1619 * it, so save a few ticks and start from there. 1537
1620 */ 1538 if (object *pl = ms.player ())
1621 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1623 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1624 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1625 1544
1626 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1627 * 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
1628 * 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
1629 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1630 * 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 -
1631 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1552 * of effect may be sufficient.
1634 */ 1553 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1636 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1637 1558 }
1638 1559
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1641 1562
1563 INVOKE_OBJECT (INSERT, op);
1642 1564
1643 /* 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,
1644 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1645 * 1567 *
1646 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1571 * update_object().
1650 */ 1572 */
1651 1573
1652 /* 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 */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1654 { 1576 {
1655 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator))
1656 return NULL; 1578 return 0;
1657 1579
1658 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1659 * walk on's. 1581 * walk on's.
1660 */ 1582 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator))
1663 return NULL; 1585 return 0;
1664 } 1586 }
1665 1587
1666 return op; 1588 return op;
1667} 1589}
1668 1590
1669/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1670 * 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.
1671 * 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.
1672 */ 1594 */
1673void 1595void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1675{ 1597{
1676 object *tmp;
1677 object *tmp1;
1678
1679 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1680 1599
1681 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)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1684 { 1602 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1603
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1691 1605
1692 tmp1->x = op->x; 1606 tmp->x = op->x;
1693 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1695} 1610}
1696
1697/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array.
1703 */
1704 1611
1705object * 1612object *
1706get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1707{ 1614{
1708 object * 1615 if (where->env)
1709 newob; 1616 return where->env->insert (this);
1710 int 1617 else
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1712
1713 if (orig_ob->nrof < nr)
1714 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL;
1717 }
1718 newob = object_create_clone (orig_ob);
1719 if ((orig_ob->nrof -= nr) < 1)
1720 {
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed)
1726 {
1727 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730 {
1731 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL;
1734 }
1735 }
1736 newob->nrof = nr;
1737
1738 return newob;
1739} 1619}
1740 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
1741/* 1643/*
1742 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1743 * 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
1744 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1745 * 1647 *
1746 * 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
1747 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1748 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 */
1749object * 1681object *
1750decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1751{ 1683{
1752 object * 1684 int have = number_of ();
1753 tmp;
1754 player *
1755 pl;
1756 1685
1757 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1758 return op; 1687 return 0;
1759 1688 else if (have == nr)
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i;
1766 } 1689 {
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp)
1780 {
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env)
1783 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 }
1789
1790 if (i < op->nrof)
1791 {
1792 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i;
1794 if (tmp)
1795 {
1796 esrv_send_item (tmp, op);
1797 }
1798 }
1799 else
1800 {
1801 remove_ob (op); 1690 remove ();
1802 op->nrof = 0; 1691 return this;
1803 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808 } 1692 }
1809 else 1693 else
1810 { 1694 {
1811 object * 1695 decrease (nr);
1812 above = op->above;
1813 1696
1814 if (i < op->nrof) 1697 object *op = deep_clone ();
1815 {
1816 op->nrof -= i;
1817 }
1818 else
1819 {
1820 remove_ob (op);
1821 op->nrof = 0; 1698 op->nrof = nr;
1822 }
1823 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above)
1825 if (tmp->type == PLAYER)
1826 {
1827 if (op->nrof)
1828 esrv_send_item (tmp, op);
1829 else
1830 esrv_del_item (tmp->contr, op->count);
1831 }
1832 }
1833
1834 if (op->nrof)
1835 {
1836 return op; 1699 return op;
1837 } 1700 }
1838 else 1701}
1702
1703object *
1704insert_ob_in_ob (object *op, object *where)
1705{
1706 if (!where)
1839 { 1707 {
1840 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);
1841 return NULL; 1711 return op;
1842 }
1843}
1844
1845/*
1846 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying.
1848 */
1849
1850void
1851add_weight (object *op, signed long weight)
1852{
1853 while (op != NULL)
1854 { 1712 }
1855 if (op->type == CONTAINER) 1713
1856 { 1714 if (where->head_ () != where)
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 }
1859 op->carrying += weight;
1860 op = op->env;
1861 } 1715 {
1862} 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1717 where = where->head;
1718 }
1863 1719
1720 return where->insert (op);
1721}
1722
1864/* 1723/*
1865 * insert_ob_in_ob(op,environment): 1724 * env->insert (op)
1866 * This function inserts the object op in the linked list 1725 * This function inserts the object op in the linked list
1867 * inside the object environment. 1726 * inside the object environment.
1868 * 1727 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * 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
1875 * be != op, if items are merged. -Tero 1729 * be != op, if items are merged. -Tero
1876 */ 1730 */
1877
1878object * 1731object *
1879insert_ob_in_ob (object *op, object *where) 1732object::insert (object *op)
1880{ 1733{
1881 object *
1882 tmp, *
1883 otmp;
1884
1885 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 {
1887 dump_object (op);
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more) 1734 if (op->more)
1903 { 1735 {
1904 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);
1905 return op; 1737 return op;
1906 } 1738 }
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1739
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1740 op->remove ();
1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1909 if (op->nrof) 1744 if (op->nrof)
1910 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1913 { 1747 {
1914 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1749 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1751
1918 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1919 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1920 add_weight (where, op->weight * op->nrof); 1754
1921 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1922 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1923 op = tmp; 1758 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1925 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break;
1927 } 1760 }
1928 1761
1929 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1930 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do
1933 * the linking below
1934 */
1935 add_weight (where, op->weight * op->nrof);
1936 }
1937 else
1938 add_weight (where, (op->weight + op->carrying));
1939
1940 otmp = is_player_inv (where);
1941 if (otmp && otmp->contr != NULL)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp);
1945 }
1946
1947 op->map = NULL; 1763 op->map = 0;
1948 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1949 op->above = NULL; 1767 op->above = 0;
1950 op->below = NULL; 1768 op->below = inv;
1951 op->x = 0, op->y = 0; 1769 op->env = this;
1952 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:
1953 /* 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 */
1954 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1955 {
1956#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map))
1960 update_all_los (where->map, where->x, where->y);
1961 } 1786 {
1962 1787 update_stats ();
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1964 * It sure simplifies this function...
1965 */
1966 if (where->inv == NULL)
1967 where->inv = op;
1968 else
1969 { 1789 }
1970 op->below = where->inv; 1790 else if (is_player ())
1971 op->below->above = op; 1791 // if this is a player's inventory, update stats
1972 where->inv = op; 1792 contr->queue_stats_update ();
1973 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1974 return op; 1796 return op;
1975} 1797}
1976 1798
1977/* 1799/*
1978 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1992 * 1814 *
1993 * 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
1994 * 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
1995 * on top. 1817 * on top.
1996 */ 1818 */
1997
1998int 1819int
1999check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator)
2000{ 1821{
2001 object * 1822 if (op->flag [FLAG_NO_APPLY])
2002 tmp;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y;
2009 MoveType
2010 move_on,
2011 move_slow,
2012 move_block;
2013
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1823 return 0;
2016 1824
2017 tag = op->count; 1825 object *tmp;
1826 maptile *m = op->map;
1827 int x = op->x, y = op->y;
2018 1828
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1829 mapspace &ms = m->at (x, y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1830
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1831 ms.update ();
1832
1833 MoveType move_on = ms.move_on;
1834 MoveType move_slow = ms.move_slow;
1835 MoveType move_block = ms.move_block;
2022 1836
2023 /* 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,
2024 * 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
2025 * 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
2026 * as walking. 1840 * as walking.
2037 return 0; 1851 return 0;
2038 1852
2039 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
2041 */ 1855 */
2042 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2044 {
2045 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them.
2048 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break;
2051 } 1857 {
2052 for (; tmp != NULL; tmp = tmp->below) 1858 next = tmp->below;
2053 { 1859
2054 if (tmp == op) 1860 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
2056 1862
2057 /* 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.
2058 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
2059 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
2060 * 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
2061 * 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.
2062 */ 1868 */
2063 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
2064 { 1870 {
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((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))
2067 { 1873 {
2068
2069 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
2073 if (op->type == PLAYER) 1875
2074 { 1876 if (op->is_player ())
2075 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)) ||
2076 (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)))
2077 {
2078 diff /= 4.0; 1879 diff /= 4.0;
2079 } 1880
2080 }
2081 op->speed_left -= diff; 1881 op->speed_left -= diff;
2082 } 1882 }
2083 } 1883 }
2084 1884
2085 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((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))
2088 { 1888 {
2089
2090 move_apply (tmp, op, originator); 1889 move_apply (tmp, op, originator);
1890
2091 if (was_destroyed (op, tag)) 1891 if (op->destroyed ())
2092 return 1; 1892 return 1;
2093 1893
2094 /* what the person/creature stepped onto has moved the object 1894 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1895 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1896 * have a feeling strange problems would result.
2097 */ 1897 */
2098 if (op->map != m || op->x != x || op->y != y) 1898 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1899 return 0;
2100 } 1900 }
2101 } 1901 }
1902
2102 return 0; 1903 return 0;
2103} 1904}
2104 1905
2105/* 1906/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1907 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1908 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2109 */ 1910 */
2110
2111object * 1911object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1912present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1913{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1914 if (!m || out_of_map (m, x, y))
2118 { 1915 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1916 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1917 return NULL;
2121 } 1918 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1919
2123 if (tmp->arch == at) 1920 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1921 if (tmp->arch->archname == at->archname)
2124 return tmp; 1922 return tmp;
1923
2125 return NULL; 1924 return NULL;
2126} 1925}
2127 1926
2128/* 1927/*
2129 * present(type, map, x, y) searches for any objects with 1928 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1929 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2132 */ 1931 */
2133
2134object * 1932object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1933present (unsigned char type, maptile *m, int x, int y)
2136{ 1934{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1935 if (out_of_map (m, x, y))
2141 { 1936 {
2142 LOG (llevError, "Present called outside map.\n"); 1937 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1938 return NULL;
2144 } 1939 }
2145 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)
2146 if (tmp->type == type) 1942 if (tmp->type == type)
2147 return tmp; 1943 return tmp;
1944
2148 return NULL; 1945 return NULL;
2149} 1946}
2150 1947
2151/* 1948/*
2152 * present_in_ob(type, object) searches for any objects with 1949 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1950 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1951 * The first matching object is returned, or NULL if none.
2155 */ 1952 */
2156
2157object * 1953object *
2158present_in_ob (unsigned char type, const object *op) 1954present_in_ob (unsigned char type, const object *op)
2159{ 1955{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1957 if (tmp->type == type)
2165 return tmp; 1958 return tmp;
1959
2166 return NULL; 1960 return NULL;
2167} 1961}
2168 1962
2169/* 1963/*
2170 * present_in_ob (type, str, object) searches for any objects with 1964 * present_in_ob (type, str, object) searches for any objects with
2178 * 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
2179 * 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
2180 * 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
2181 * to be unique. 1975 * to be unique.
2182 */ 1976 */
2183
2184object * 1977object *
2185present_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)
2186{ 1979{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1981 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1982 return tmp;
2194 } 1983
2195 return NULL; 1984 return 0;
2196} 1985}
2197 1986
2198/* 1987/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1988 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1989 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2202 */ 1991 */
2203
2204object * 1992object *
2205present_arch_in_ob (const archetype *at, const object *op) 1993present_arch_in_ob (const archetype *at, const object *op)
2206{ 1994{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2211 if (tmp->arch == at) 1996 if (tmp->arch->archname == at->archname)
2212 return tmp; 1997 return tmp;
1998
2213 return NULL; 1999 return NULL;
2214} 2000}
2215 2001
2216/* 2002/*
2217 * activate recursively a flag on an object inventory 2003 * activate recursively a flag on an object inventory
2218 */ 2004 */
2219void 2005void
2220flag_inv (object *op, int flag) 2006flag_inv (object *op, int flag)
2221{ 2007{
2222 object *
2223 tmp;
2224
2225 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2227 { 2009 {
2228 SET_FLAG (tmp, flag); 2010 tmp->set_flag (flag);
2229 flag_inv (tmp, flag); 2011 flag_inv (tmp, flag);
2230 } 2012 }
2231} /* 2013}
2014
2015/*
2232 * desactivate recursively a flag on an object inventory 2016 * deactivate recursively a flag on an object inventory
2233 */ 2017 */
2234void 2018void
2235unflag_inv (object *op, int flag) 2019unflag_inv (object *op, int flag)
2236{ 2020{
2237 object *
2238 tmp;
2239
2240 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2242 { 2022 {
2243 CLEAR_FLAG (tmp, flag); 2023 tmp->clr_flag (flag);
2244 unflag_inv (tmp, flag); 2024 unflag_inv (tmp, flag);
2245 } 2025 }
2246}
2247
2248/*
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function.
2253 */
2254
2255void
2256set_cheat (object *op)
2257{
2258 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ);
2260} 2026}
2261 2027
2262/* 2028/*
2263 * 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
2264 * 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
2266 * to search (see the freearr_x/y[] definition). 2032 * to search (see the freearr_x/y[] definition).
2267 * It returns a random choice among the alternatives found. 2033 * It returns a random choice among the alternatives found.
2268 * 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
2269 * does all 4 immediate directions). This returns the index into the 2035 * does all 4 immediate directions). This returns the index into the
2270 * 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)
2271 * Note - this only checks to see if there is space for the head of the
2272 * object - if it is a multispace object, this should be called for all
2273 * pieces.
2274 * Note2: This function does correctly handle tiled maps, but does not 2037 * Note: This function does correctly handle tiled maps, but does not
2275 * inform the caller. However, insert_ob_in_map will update as 2038 * inform the caller. However, insert_ob_in_map will update as
2276 * 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.
2277 * 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
2278 * 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
2279 * 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
2280 * 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
2281 * customized, changed states, etc. 2044 * customized, changed states, etc.
2282 */ 2045 */
2283
2284int 2046int
2285find_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)
2286{ 2048{
2287 int
2288 i,
2289 index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 2049 int altern[SIZEOFFREE];
2050 int index = 0, flag;
2292 2051
2293 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2294 { 2053 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 mapxy pos (m, x, y); pos.move (i);
2296 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 {
2297 altern[index++] = i; 2070 altern [index++] = i;
2071 continue;
2072 }
2298 2073
2299 /* 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.
2300 * 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.
2301 * 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 -
2302 * 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
2303 * 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
2304 * to only the spaces immediately surrounding the target area, and 2079 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2080 * won't look 2 spaces south of the target space.
2306 */ 2081 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2082 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2083 {
2308 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;
2309 } 2098 }
2099
2310 if (!index) 2100 if (!index)
2311 return -1; 2101 return -1;
2102
2312 return altern[RANDOM () % index]; 2103 return altern [rndm (index)];
2313} 2104}
2314 2105
2315/* 2106/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2107 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2108 * find_free_spot(), but it will search max number of squares.
2318 * 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.
2319 * 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.
2320 */ 2111 */
2321
2322int 2112int
2323find_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)
2324{ 2114{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2115 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 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]))
2331 return i; 2117 return i;
2332 } 2118
2333 return -1; 2119 return -1;
2334} 2120}
2335 2121
2336/* 2122/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2123 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2124 * arr[begin..end-1].
2125 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2126 */
2340static void 2127static void
2341permute (int *arr, int begin, int end) 2128permute (int *arr, int begin, int end)
2342{ 2129{
2343 int 2130 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2131 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2132
2354 tmp = arr[i]; 2133 while (--end)
2355 arr[i] = arr[j]; 2134 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2135}
2359 2136
2360/* new function to make monster searching more efficient, and effective! 2137/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2138 * This basically returns a randomized array (in the passed pointer) of
2362 * 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
2365 * 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.
2366 */ 2143 */
2367void 2144void
2368get_search_arr (int *search_arr) 2145get_search_arr (int *search_arr)
2369{ 2146{
2370 int 2147 int i;
2371 i;
2372 2148
2373 for (i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2150 search_arr[i] = i;
2376 }
2377 2151
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2152 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2153 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2154 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2155}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2164 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * 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
2392 * 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
2393 * there is capable of. 2167 * there is capable of.
2394 */ 2168 */
2395
2396int 2169int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2170find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2171{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2172 int max = SIZEOFFREE, mflags;
2402 sint16 2173 MoveType move_type;
2403 nx,
2404 ny;
2405 object *
2406 tmp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2174
2413 if (exclude && exclude->head) 2175 if (exclude && exclude->head_ () != exclude)
2414 { 2176 {
2415 exclude = exclude->head; 2177 exclude = exclude->head;
2416 move_type = exclude->move_type; 2178 move_type = exclude->move_type;
2417 } 2179 }
2418 else 2180 else
2419 { 2181 {
2420 /* 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. */
2421 move_type = MOVE_ALL; 2183 move_type = MOVE_ALL;
2422 } 2184 }
2423 2185
2424 for (i = 1; i < max; i++) 2186 for (int i = 1; i < max; i++)
2425 { 2187 {
2426 mp = m; 2188 mapxy pos (m, x, y);
2427 nx = x + freearr_x[i]; 2189 pos.move (i);
2428 ny = y + freearr_y[i];
2429 2190
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2191 if (!pos.normalise ())
2431 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2192 max = maxfree[i];
2434 }
2435 else 2193 else
2436 { 2194 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2195 mapspace &ms = *pos;
2438 2196
2439 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)
2440 { 2200 {
2441 max = maxfree[i]; 2201 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2442 } 2202 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2443 else if (mflags & P_IS_ALIVE) 2203 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2444 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2446 {
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2449 break;
2450 }
2451 }
2452 if (tmp)
2453 {
2454 return freedir[i]; 2204 return freedir [i];
2455 }
2456 } 2205 }
2457 } 2206 }
2458 } 2207 }
2208
2459 return 0; 2209 return 0;
2460} 2210}
2461 2211
2462/* 2212/*
2463 * distance(object 1, object 2) will return the square of the 2213 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2214 * distance between the two given objects.
2465 */ 2215 */
2466
2467int 2216int
2468distance (const object *ob1, const object *ob2) 2217distance (const object *ob1, const object *ob2)
2469{ 2218{
2470 int
2471 i;
2472
2473 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);
2474 return i;
2475} 2220}
2476 2221
2477/* 2222/*
2478 * 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
2479 * an object which has subtracted the x and y coordinates of another 2224 * for running into direct [dx, dy].
2480 * object, needs to travel toward it. 2225 * (the opposite of crossfire's find_dir_2!)
2481 */ 2226 */
2482
2483int 2227int
2484find_dir_2 (int x, int y) 2228find_dir_2 (int x, int y)
2485{ 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 // basically, it maps these comparisons to each bit
2236 // bit #3: x < 0
2237 // bit #2: y < 0
2238 // bit #1: x > y
2239 // bit #0: x > 2y
2240
2241 static const uint8 dir[16] = {
2242 4, 5, 4, 3,
2243 2, 1, 2, 3,
2244 6, 5, 6, 7,
2245 8, 1, 8, 7,
2246 };
2247 int sector = 0;
2248
2249 // this is a bit ugly, but more likely to result in branchless code
2250 sector |= x < 0 ? 8 : 0;
2251 x = x < 0 ? -x : x; // abs
2252
2253 sector |= y < 0 ? 4 : 0;
2254 y = y < 0 ? -y : y; // abs
2255
2256 if (x > y)
2257 {
2258 sector |= 2;
2259
2260 if (x > y * 2)
2261 sector |= 1;
2262 }
2263 else
2264 {
2265 if (y > x * 2)
2266 sector |= 1;
2267 else if (!y)
2268 return 0; // x == 0 here
2269 }
2270
2271 return dir [sector];
2272#else // old algorithm
2486 int 2273 int q;
2487 q;
2488 2274
2489 if (y) 2275 if (y)
2490 q = x * 100 / y; 2276 q = 128 * x / y;
2491 else if (x) 2277 else if (x)
2492 q = -300 * x; 2278 q = -512 * x; // to make it > 309
2493 else 2279 else
2494 return 0; 2280 return 0;
2495 2281
2496 if (y > 0) 2282 if (y > 0)
2497 { 2283 {
2498 if (q < -242) 2284 if (q < -309) return 7;
2285 if (q < -52) return 6;
2286 if (q < 52) return 5;
2287 if (q < 309) return 4;
2288
2499 return 3; 2289 return 3;
2500 if (q < -41) 2290 }
2501 return 2; 2291 else
2502 if (q < 41) 2292 {
2503 return 1; 2293 if (q < -309) return 3;
2504 if (q < 242) 2294 if (q < -52) return 2;
2505 return 8; 2295 if (q < 52) return 1;
2296 if (q < 309) return 8;
2297
2506 return 7; 2298 return 7;
2507 } 2299 }
2508 2300#endif
2509 if (q < -242)
2510 return 7;
2511 if (q < -41)
2512 return 6;
2513 if (q < 41)
2514 return 5;
2515 if (q < 242)
2516 return 4;
2517
2518 return 3;
2519}
2520
2521/*
2522 * absdir(int): Returns a number between 1 and 8, which represent
2523 * the "absolute" direction of a number (it actually takes care of
2524 * "overflow" in previous calculations of a direction).
2525 */
2526
2527int
2528absdir (int d)
2529{
2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2534 return d;
2535} 2301}
2536 2302
2537/* 2303/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2304 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2305 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2306 */
2541
2542int 2307int
2543dirdiff (int dir1, int dir2) 2308dirdiff (int dir1, int dir2)
2544{ 2309{
2545 int
2546 d;
2547
2548 d = abs (dir1 - dir2); 2310 int d = abs (dir1 - dir2);
2549 if (d > 4) 2311
2550 d = 8 - d; 2312 return d > 4 ? 8 - d : d;
2551 return d;
2552} 2313}
2553 2314
2554/* peterm: 2315/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2316 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2556 * Basically, this is a table of directions, and what directions 2317 * Basically, this is a table of directions, and what directions
2558 * This basically means that if direction is 15, then it could either go 2319 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2320 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2321 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2322 * functions.
2562 */ 2323 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2324static const int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2325 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2326 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2327 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2328 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2329 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2377 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2378 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2379 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2380 * Modified to be map tile aware -.MSW
2622 */ 2381 */
2623
2624
2625int 2382int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2383can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2384{
2628 sint16 2385 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2386 int mflags;
2633 2387
2634 if (dir < 0) 2388 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2389 return 0; /* exit condition: invalid direction */
2636 2390
2637 dx = x + freearr_x[dir]; 2391 dx = x + freearr_x[dir];
2650 return 0; 2404 return 0;
2651 2405
2652 /* yes, can see. */ 2406 /* yes, can see. */
2653 if (dir < 9) 2407 if (dir < 9)
2654 return 1; 2408 return 1;
2409
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2410 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2411 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2412 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2413}
2658
2659
2660 2414
2661/* 2415/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2416 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2417 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2418 * picked up, otherwise 0.
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2420 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do. 2421 * core dumps if they do.
2668 * 2422 *
2669 * Add a check so we can't pick up invisible objects (0.93.8) 2423 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */ 2424 */
2671
2672int 2425int
2673can_pick (const object *who, const object *item) 2426can_pick (const object *who, const object *item)
2674{ 2427{
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2428 return /*who->flag [FLAG_WIZ]|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2429 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2430 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2678} 2431}
2679
2680 2432
2681/* 2433/*
2682 * create clone from object to another 2434 * create clone from object to another
2683 */ 2435 */
2684object * 2436object *
2685object_create_clone (object *asrc) 2437object::deep_clone ()
2686{ 2438{
2687 object * 2439 assert (("deep_clone called on non-head object", is_head ()));
2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2689 2440
2690 if (!asrc) 2441 object *dst = clone ();
2691 return NULL;
2692 src = asrc;
2693 if (src->head)
2694 src = src->head;
2695 2442
2696 prev = NULL; 2443 object *prev = dst;
2697 for (part = src; part; part = part->more) 2444 for (object *part = this->more; part; part = part->more)
2698 { 2445 {
2699 tmp = get_object (); 2446 object *tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x;
2702 tmp->y -= src->y;
2703 if (!part->head)
2704 {
2705 dst = tmp;
2706 tmp->head = NULL;
2707 }
2708 else
2709 {
2710 tmp->head = dst; 2447 tmp->head = dst;
2711 }
2712 tmp->more = NULL;
2713 if (prev)
2714 prev->more = tmp; 2448 prev->more = tmp;
2715 prev = tmp; 2449 prev = tmp;
2716 } 2450 }
2717 2451
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2452 for (object *item = inv; item; item = item->below)
2720 { 2453 insert_ob_in_ob (item->deep_clone (), dst);
2721 (void) insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2454
2724 return dst; 2455 return dst;
2725}
2726
2727/* return true if the object was destroyed, 0 otherwise */
2728int
2729was_destroyed (const object *op, tag_t old_tag)
2730{
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734}
2735
2736/* GROS - Creates an object using a string representing its content. */
2737
2738/* Basically, we save the content of the string to a temp file, then call */
2739
2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742/* but it was simple to make and allows reusing the load_object function. */
2743
2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */
2747
2748object *
2749load_object_str (const char *obstr)
2750{
2751 object *
2752 op;
2753 char
2754 filename[MAX_BUF];
2755
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757
2758 FILE *
2759 tempfile = fopen (filename, "w");
2760
2761 if (tempfile == NULL)
2762 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL;
2765 };
2766 fprintf (tempfile, obstr);
2767 fclose (tempfile);
2768
2769 op = get_object ();
2770
2771 object_thawer
2772 thawer (filename);
2773
2774 if (thawer)
2775 load_object (thawer, op, 0);
2776
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778 CLEAR_FLAG (op, FLAG_REMOVED);
2779
2780 return op;
2781} 2456}
2782 2457
2783/* This returns the first object in who's inventory that 2458/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2459 * has the same type and subtype match.
2785 * returns NULL if no match. 2460 * returns NULL if no match.
2786 */ 2461 */
2787object * 2462object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2463find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2464{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2465 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2466 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2467 return tmp;
2796 2468
2797 return NULL; 2469 return 0;
2798} 2470}
2799 2471
2800/* If ob has a field named key, return the link from the list, 2472shstr_tmp
2801 * otherwise return NULL. 2473object::kv_get (shstr_tmp key) const
2802 *
2803 * key must be a passed in shared string - otherwise, this won't
2804 * do the desired thing.
2805 */
2806key_value *
2807get_ob_key_link (const object *ob, const char *key)
2808{ 2474{
2809 key_value * 2475 for (key_value *kv = key_values; kv; kv = kv->next)
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next)
2813 {
2814 if (link->key == key) 2476 if (kv->key == key)
2477 return kv->value;
2478
2479 return shstr ();
2480}
2481
2482void
2483object::kv_set (shstr_tmp key, shstr_tmp value)
2484{
2485 for (key_value *kv = key_values; kv; kv = kv->next)
2486 if (kv->key == key)
2487 {
2488 kv->value = value;
2489 return;
2490 }
2491
2492 key_value *kv = new key_value;
2493
2494 kv->next = key_values;
2495 kv->key = key;
2496 kv->value = value;
2497
2498 key_values = kv;
2499}
2500
2501void
2502object::kv_del (shstr_tmp key)
2503{
2504 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2505 if ((*kvp)->key == key)
2506 {
2507 key_value *kv = *kvp;
2508 *kvp = (*kvp)->next;
2509 delete kv;
2510 return;
2511 }
2512}
2513
2514object::depth_iterator::depth_iterator (object *container)
2515: iterator_base (container)
2516{
2517 while (item->inv)
2518 item = item->inv;
2519}
2520
2521void
2522object::depth_iterator::next ()
2523{
2524 if (item->below)
2525 {
2526 item = item->below;
2527
2528 while (item->inv)
2529 item = item->inv;
2530 }
2531 else
2532 item = item->env;
2533}
2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2815 { 2546 {
2816 return link; 2547 snprintf (p, len, ",...");
2548 break;
2817 } 2549 }
2818 }
2819 2550
2820 return NULL; 2551 if (flag [i])
2821} 2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2822 2559
2823/* 2560 return desc;
2824 * Returns the value of op has an extra_field for key, or NULL. 2561}
2825 * 2562
2826 * The argument doesn't need to be a shared string. 2563// return a suitable string describing an object in enough detail to find it
2827 *
2828 * The returned string is shared.
2829 */
2830const char * 2564const char *
2831get_ob_key_value (const object *op, const char *const key) 2565object::debug_desc (char *info) const
2832{ 2566{
2833 key_value * 2567 char flagdesc[512];
2834 link; 2568 char info2[256 * 4];
2569 char *p = info;
2570
2571 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2572 count,
2573 uuid.c_str (),
2574 &name,
2575 title ? ",title:\"" : "",
2576 title ? (const char *)title : "",
2577 title ? "\"" : "",
2578 flag_desc (flagdesc, 512), type);
2579
2580 if (!flag[FLAG_REMOVED] && env)
2581 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2582
2583 if (map)
2584 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2585
2586 return info;
2587}
2588
2835 const char * 2589const char *
2836 canonical_key; 2590object::debug_desc () const
2591{
2592 static char info[3][256 * 4];
2593 static int info_idx;
2837 2594
2838 canonical_key = shstr::find (key); 2595 return debug_desc (info [++info_idx % 3]);
2596}
2839 2597
2840 if (canonical_key == NULL) 2598struct region *
2841 { 2599object::region () const
2842 /* 1. There being a field named key on any object 2600{
2843 * implies there'd be a shared string to find. 2601 return map ? map->region (x, y)
2844 * 2. Since there isn't, no object has this field. 2602 : region::default_region ();
2845 * 3. Therefore, *this* object doesn't have this field. 2603}
2846 */ 2604
2605void
2606object::open_container (object *new_container)
2607{
2608 if (container == new_container)
2847 return NULL; 2609 return;
2610
2611 object *old_container = container;
2612
2613 if (old_container)
2848 } 2614 {
2615 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2616 return;
2849 2617
2850 /* This is copied from get_ob_key_link() above - 2618#if 0
2851 * only 4 lines, and saves the function call overhead. 2619 // remove the "Close old_container" object.
2620 if (object *closer = old_container->inv)
2621 if (closer->type == CLOSE_CON)
2622 closer->destroy ();
2623#endif
2624
2625 // make sure the container is available
2626 esrv_send_item (this, old_container);
2627
2628 old_container->flag [FLAG_APPLIED] = false;
2629 container = 0;
2630
2631 // client needs item update to make it work, client bug requires this to be separate
2632 esrv_update_item (UPD_FLAGS, this, old_container);
2633
2634 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2635 play_sound (sound_find ("chest_close"));
2636 }
2637
2638 if (new_container)
2639 {
2640 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2641 return;
2642
2643 // TODO: this does not seem to serve any purpose anymore?
2644#if 0
2645 // insert the "Close Container" object.
2646 if (archetype *closer = new_container->other_arch)
2647 {
2648 object *closer = new_container->other_arch->instance ();
2649 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2650 new_container->insert (closer);
2651 }
2652#endif
2653
2654 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2655
2656 // make sure the container is available, client bug requires this to be separate
2657 esrv_send_item (this, new_container);
2658
2659 new_container->flag [FLAG_APPLIED] = true;
2660 container = new_container;
2661
2662 // client needs flag change
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 play_sound (sound_find ("chest_open"));
2666 }
2667// else if (!old_container->env && contr && contr->ns)
2668// contr->ns->floorbox_reset ();
2669}
2670
2671object *
2672object::force_find (shstr_tmp name)
2673{
2674 /* cycle through his inventory to look for the MARK we want to
2675 * place
2852 */ 2676 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2677 for (object *tmp = inv; tmp; tmp = tmp->below)
2854 { 2678 if (tmp->type == FORCE && tmp->slaying == name)
2855 if (link->key == canonical_key) 2679 return splay (tmp);
2856 { 2680
2857 return link->value;
2858 }
2859 }
2860 return NULL; 2681 return 0;
2861} 2682}
2862 2683
2684//-GPL
2863 2685
2864/* 2686void
2865 * Updates the canonical_key in op to value. 2687object::force_set_timer (int duration)
2866 *
2867 * canonical_key is a shared string (value doesn't have to be).
2868 *
2869 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2870 * keys.
2871 *
2872 * Returns TRUE on success.
2873 */
2874int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2688{
2877 key_value * 2689 this->duration = 1;
2878 field = NULL, *last = NULL; 2690 this->speed_left = -1.f;
2879 2691
2880 for (field = op->key_values; field != NULL; field = field->next) 2692 this->set_speed (duration ? 1.f / duration : 0.f);
2881 { 2693}
2882 if (field->key != canonical_key)
2883 {
2884 last = field;
2885 continue;
2886 }
2887 2694
2888 if (value) 2695object *
2889 field->value = value; 2696object::force_add (shstr_tmp name, int duration)
2890 else 2697{
2891 { 2698 if (object *force = force_find (name))
2892 /* Basically, if the archetype has this key set, 2699 force->destroy ();
2893 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load,
2895 * we get this value back again.
2896 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key))
2898 field->value = 0;
2899 else
2900 {
2901 if (last)
2902 last->next = field->next;
2903 else
2904 op->key_values = field->next;
2905 2700
2906 delete 2701 object *force = get_archetype (FORCE_NAME);
2907 field; 2702
2908 } 2703 force->slaying = name;
2909 } 2704 force->force_set_timer (duration);
2705 force->flag [FLAG_APPLIED] = true;
2706
2707 return insert (force);
2708}
2709
2710void
2711object::play_sound (faceidx sound) const
2712{
2713 if (!sound)
2910 return TRUE; 2714 return;
2715
2716 if (is_on_map ())
2717 map->play_sound (sound, x, y);
2718 else if (object *pl = in_player ())
2719 pl->contr->play_sound (sound);
2720}
2721
2722void
2723object::say_msg (const char *msg) const
2724{
2725 if (is_on_map ())
2726 map->say_msg (msg, x, y);
2727 else if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729}
2730
2731void
2732object::make_noise ()
2733{
2734 // we do not model noise in the map, so instead put
2735 // a temporary light into the noise source
2736 // could use the map instead, but that's less reliable for our
2737 // goal, which is to make invisibility a bit harder to exploit
2738
2739 // currently only works sensibly for players
2740 if (!is_player ())
2741 return;
2742
2743 // find old force, or create new one
2744 object *force = force_find (shstr_noise_force);
2745
2746 if (force)
2747 force->speed_left = -1.f; // patch old speed up
2748 else
2911 } 2749 {
2912 /* IF we get here, key doesn't exist */ 2750 force = archetype::get (shstr_noise_force);
2913 2751
2914 /* No field, we'll have to add it. */ 2752 force->slaying = shstr_noise_force;
2753 force->stats.food = 1;
2754 force->speed_left = -1.f;
2915 2755
2916 if (!add_key) 2756 force->set_speed (1.f / 4.f);
2757 force->flag [FLAG_IS_USED_UP] = true;
2758 force->flag [FLAG_APPLIED] = true;
2759
2760 insert (force);
2917 { 2761 }
2918 return FALSE; 2762}
2763
2764void object::change_move_type (MoveType mt)
2765{
2766 if (move_type == mt)
2767 return;
2768
2769 if (is_on_map ())
2919 } 2770 {
2920 /* There isn't any good reason to store a null 2771 // we are on the map, so handle move_on/off effects
2921 * value in the key/value list. If the archetype has 2772 remove ();
2922 * this key, then we should also have it, so shouldn't 2773 move_type = mt;
2923 * be here. If user wants to store empty strings, 2774 map->insert (this, x, y, this);
2924 * should pass in "" 2775 }
2776 else
2777 move_type = mt;
2778}
2779
2780/* object should be a player.
2781 * we return the object the player has marked with the 'mark' command
2782 * below. If no match is found (or object has changed), we return
2783 * NULL. We leave it up to the calling function to print messages if
2784 * nothing is found.
2925 */ 2785 */
2926 if (value == NULL) 2786object *
2787object::mark () const
2788{
2789 if (contr && contr->mark && contr->mark->env == this)
2790 return contr->mark;
2791 else
2927 return TRUE; 2792 return 0;
2928
2929 field = new key_value;
2930
2931 field->key = canonical_key;
2932 field->value = value;
2933 /* Usual prepend-addition. */
2934 field->next = op->key_values;
2935 op->key_values = field;
2936
2937 return TRUE;
2938} 2793}
2939 2794
2940/*
2941 * Updates the key in op to value.
2942 *
2943 * If add_key is FALSE, this will only update existing keys,
2944 * and not add new ones.
2945 * In general, should be little reason FALSE is ever passed in for add_key
2946 *
2947 * Returns TRUE on success.
2948 */
2949int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{
2952 shstr
2953 key_ (key);
2954
2955 return set_ob_key_value_s (op, key_, value, add_key);
2956}

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