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Comparing deliantra/server/common/object.C (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:45 2006 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 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 1.27 2006/09/11 12:08:45 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
233
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 235static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
65{ 237{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
71 */ 241 */
72 242
73 /* For each field in wants, */ 243 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
75 { 245 if (has->kv.get (kv->key) != kv->value)
76 key_value *has_field; 246 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 }
96 247
97 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 249 return true;
99} 250}
100 251
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 253static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 255{
105 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
107 */ 258 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
109} 261}
110 262
111/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 264 * they can be merged together.
113 * 265 *
114 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
117 * 269 *
118 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
119 * 271 *
120 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
121 * check weight 273 * check weight
122 */ 274 */
123
124bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
125{ 276{
126 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
128 return 0; 284 return 0;
129 285
130 if (ob1->speed != ob2->speed) 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
131 return 0; 289 return 0;
132 290
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. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 295 * flags lose any meaning.
145 */ 296 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
148 299
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
151 302
152 303 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) || 304 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 307 || 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) || 308 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
174 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
176 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 322 || 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)) 323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 328 return 0;
184 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
185 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
187 */ 339 */
188 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
189 { 341 {
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)) 342 if (!(ob1->inv && ob2->inv))
196 return 0; 343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
197 350
198 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 352 * if it is valid.
200 */ 353 */
201 } 354 }
202 355
203 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
206 */ 359 */
207 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
208 return 0; 361 return 0;
209 362
210 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
212 * check? 365 * check?
213 */ 366 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
215 return 0; 368 return 0;
216 369
217 switch (ob1->type) 370 switch (ob1->type)
218 { 371 {
219 case SCROLL: 372 case SCROLL:
220 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
221 return 0; 374 return 0;
222 break; 375 break;
223 } 376 }
224 377
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
226 { 379 {
227 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
229 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 385 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 386 }
234 387
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
237 { 389 {
238 ob1->optimise (); 390 ob1->optimise ();
239 ob2->optimise (); 391 ob2->optimise ();
240 392
241 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
242 return 0; 399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
243 } 407 }
244 408
245 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
246 return 1; 410 return 1;
247} 411}
248 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
249/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
250 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
253 */ 488 */
254signed long 489void
255sum_weight (object *op) 490object::update_weight ()
256{ 491{
257 signed long sum; 492 sint32 sum = 0;
258 object *inv;
259 493
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
261 {
262 if (inv->inv)
263 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 495 {
266 if (op->type == CONTAINER && op->stats.Str) 496 op->update_weight ();
267 sum = (sum * (100 - op->stats.Str)) / 100; 497
268 if (op->carrying != sum) 498 sum += weight_adjust_for (this, op->total_weight ());
499 }
500
501 if (sum != carrying)
502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
269 op->carrying = sum; 507 carrying = sum;
270 return sum;
271}
272 508
273/** 509 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 510 if (pl != this) // player is handled lazily
275 */ 511 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 { 512 }
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} 513}
355 514
356/* 515/*
357 * Dumps an object. Returns output in the static global errmsg array. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 517 */
359 518char *
360void
361dump_object (object *op) 519dump_object (object *op)
362{ 520{
363 if (op == NULL) 521 if (!op)
364 { 522 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 523
372void 524 object_freezer freezer;
373dump_all_objects (void) 525 op->write (freezer);
374{ 526 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} 527}
383 528
384/* 529char *
385 * get_nearest_part(multi-object, object 2) returns the part of the 530object::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{ 531{
393 object *tmp, *closest; 532 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} 533}
403 534
404/* 535/*
405 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
406 */ 538 */
407
408object * 539object *
409find_object (tag_t i) 540find_object (tag_t i)
410{ 541{
411 object *op; 542 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 543 if (op->count == i)
415 break;
416 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
417} 562}
418 563
419/* 564/*
420 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
423 */ 568 */
424
425object * 569object *
426find_object_name (const char *str) 570find_object_name (const char *str)
427{ 571{
428 const char *name = shstr::find (str); 572 shstr_cmp str_ (str);
429 object *op;
430 573
431 for (op = objects; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
432 if (&op->name == name) 576 if (op->name == str_)
433 break; 577 return op;
434 578
435 return op; 579 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} 580}
481 581
482/* 582/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 584 * skill and experience objects.
485 */ 585 * 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 */ 586 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 587void
588object::set_owner (object *owner)
589{
590 // allow objects which own objects
591 if (owner)
592 while (owner->owner)
500 owner = owner->owner; 593 owner = owner->owner;
501 594
502 /* IF the owner still has an owner, we did not resolve to a final owner. 595 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 { 596 {
531 /* players don't have owners - they own themselves. Update 597 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; 598 return;
538 }
539
540 set_owner (op, owner);
541}
542
543/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links.
545 */
546static void
547free_key_values (object *op)
548{
549 for (key_value *i = op->key_values; i != 0;)
550 { 599 }
551 key_value *next = i->next;
552 delete i;
553 600
554 i = next; 601 this->owner = owner;
555 }
556
557 op->key_values = 0;
558} 602}
559 603
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/* 604/*
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, 605 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 608 * 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 609 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 610 * will point at garbage.
632 */ 611 */
633
634void 612void
635copy_object (object *op2, object *op) 613object::copy_to (object *dst)
636{ 614{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
639 617
640 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
641 620
642 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
643 SET_FLAG (op, FLAG_FREED); 622 dst->activate ();
644 if (is_removed) 623}
645 SET_FLAG (op, FLAG_REMOVED);
646 624
647 if (op2->speed < 0) 625void
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
649 630
650 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
651 if (op2->key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
652 { 633 speed_left = - speed - rndm (); // TODO animation
653 key_value *tail = 0; 634 else
654 key_value *i; 635 speed_left = -1.;
655 636
656 op->key_values = 0; 637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
657 645
658 for (i = op2->key_values; i; i = i->next) 646 attachable::instantiate ();
659 { 647}
660 key_value *new_link = new key_value;
661 648
662 new_link->next = 0; 649object *
663 new_link->key = i->key; 650object::clone ()
664 new_link->value = i->value; 651{
652 object *neu = create ();
653 copy_to (neu);
665 654
666 /* Try and be clever here, too. */ 655 // TODO: unclean state changes, should not be done in clone AND instantiate
667 if (!op->key_values) 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
668 { 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
669 op->key_values = new_link;
670 tail = new_link;
671 }
672 else
673 {
674 tail->next = new_link;
675 tail = new_link;
676 }
677 }
678 }
679 658
680 update_ob_speed (op); 659 neu->map = map; // not copied by copy_to
660 return neu;
681} 661}
682 662
683/* 663/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * 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 665 * 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. 666 * be called to update the face variable, _and_ how it looks on the map.
687 */ 667 */
688
689void 668void
690update_turn_face (object *op) 669update_turn_face (object *op)
691{ 670{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
693 return; 672 return;
673
694 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
696} 676}
697 677
698/* 678/*
699 * Updates the speed of an object. If the speed changes from 0 to another 679 * 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. 680 * 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. 681 * This function needs to be called whenever the speed of an object changes.
702 */ 682 */
703
704void 683void
705update_ob_speed (object *op) 684object::set_speed (float speed)
706{ 685{
707 extern int arch_init; 686 this->speed = speed;
708 687
709 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
710 * since they never really need to be updated. 689 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 690 else
740 { 691 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} 692}
761 693
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/* 694/*
794 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 697 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 698 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 699 * 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 700 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
801 * 702 *
802 * action is a hint of what the caller believes need to be done. 703 * 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: 704 * current action are:
808 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 707 * 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. 708 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
813 */ 710 */
814
815void 711void
816update_object (object *op, int action) 712update_object (object *op, int action)
817{ 713{
818 int update_now = 0, flags; 714 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 715 {
823 /* this should never happen */ 716 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 718 return;
826 } 719 }
827 720
828 if (op->env != NULL) 721 if (!op->is_on_map ())
829 { 722 {
830 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
831 * to do in this case. 724 * to do in this case.
832 */ 725 */
833 return; 726 return;
834 } 727 }
835 728
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 */ 729 /* 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)) 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 731 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 733#ifdef MANY_CORES
847 abort (); 734 abort ();
848#endif 735#endif
849 return; 736 return;
850 } 737 }
851 738
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 739 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);
858 740
741 if (!(m.flags_ & P_UPTODATE))
742 /* nop */;
859 if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
860 { 744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
863 749 || (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)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
874 update_now = 1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
875 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
876 if ((move_on | op->move_on) != move_on) 753 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 754 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 755 || (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 756 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 757 * have move_allow right now.
884 */ 758 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 760 m.invalidate ();
887 761#else
888 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
889 update_now = 1; 763 m.invalidate ();
764#endif
890 } 765 }
891 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 768 * that is being removed.
894 */ 769 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 771 m.invalidate ();
897 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 773 /* Nothing to do for that case */ ;
899 else 774 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 776
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL) 777 if (op->more)
909 update_object (op->more, action); 778 update_object (op->more, action);
910} 779}
911 780
912static unordered_vector<object *> mortals;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925}
926
927object::object () 781object::object ()
928{ 782{
929 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
930 784
931 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
932 face = blank_face; 786 face = blank_face;
933 attacked_by_count = -1; 787 material = MATERIAL_NULL;
934} 788}
935 789
936object::~object () 790object::~object ()
937{ 791{
938 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
939} 795}
940 796
941void object::link () 797void object::link ()
942{ 798{
943 count = ++ob_count; 799 assert (!index);//D
800 uuid = UUID::gen ();
944 801
945 prev = 0; 802 refcnt_inc ();
946 next = objects; 803 objects.insert (this);
947 804
948 if (objects) 805 ++create_count;
949 objects->prev = this;
950 806
951 objects = this;
952} 807}
953 808
954void object::unlink () 809void object::unlink ()
955{ 810{
956 count = 0; 811 if (!index)
812 return;
957 813
958 /* Remove this object from the list of used objects */ 814 ++destroy_count;
959 if (prev) 815
816 objects.erase (this);
817 refcnt_dec ();
818}
819
820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
832 actives.insert (this);
960 { 833 }
961 prev->next = next; 834}
835
836void
837object::activate_recursive ()
838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880}
881
882/*
883 * Remove and free all objects in the inventory of the given object.
884 * object.c ?
885 */
886void
887object::destroy_inv (bool drop_to_ground)
888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
894 if (!inv)
895 return;
896
897 /* Only if the space blocks everything do we not process -
898 * if some form of movement is allowed, let objects
899 * drop on that space.
900 */
901 if (!drop_to_ground
902 || !map
903 || map->in_memory != MAP_ACTIVE
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
906 {
907 while (inv)
908 inv->destroy ();
909 }
910 else
911 { /* Put objects in inventory onto this space */
912 while (inv)
913 {
914 object *op = inv;
915
916 if (op->flag [FLAG_STARTEQUIP]
917 || op->flag [FLAG_NO_DROP]
918 || op->type == RUNE
919 || op->type == TRAP
920 || op->flag [FLAG_IS_A_TEMPLATE]
921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
925 }
926 }
927}
928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
962 prev = 0; 941 op->env = 0;
963 } 942 if ((inv = inv->below))
943 inv->above = 0;
964 944
965 if (next) 945 // then destroy
946 op->destroy ();
966 { 947 }
967 next->prev = prev; 948}
968 next = 0; 949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
969 } 954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
970 957
971 if (this == objects) 958 sfree ((char *)freelist, sizeof (object));
972 objects = next;
973}
974 959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
975object *object::create () 966object::create ()
976{ 967{
977 object *op; 968 object *op;
978 969
979 if (freed.empty ()) 970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
980 op = new object; 975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else 981 else
982 { 982 {
983 // highly annoying, but the only way to get it stable right now 983 void *ni = salloc0<char> (sizeof (object));
984 op = freed.back (); freed.pop_back (); 984
985 op->~object (); 985 op = new(ni) object;
986 new ((void *)op) object; 986
987 op->count = ++object_count;
987 } 988 }
988 989
989 op->link (); 990 op->link ();
991
990 return op; 992 return op;
991} 993}
992 994
993/* 995void
994 * free_object() frees everything allocated by an object, removes 996object::do_delete ()
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003void object::free (bool free_inventory)
1004{ 997{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1006 { 1014 {
1007 LOG (llevDebug, "Free object called with non removed object\n"); 1015 path = "<freed objects map>";
1008 dump_object (this); 1016 name = "/internal/freed_objects_map";
1009#ifdef MANY_CORES 1017 no_drop = 1;
1010 abort (); 1018 no_reset = 1;
1011#endif 1019
1020 in_memory = MAP_ACTIVE;
1012 } 1021 }
1013 1022
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1023 ~freed_map ()
1015 { 1024 {
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
1030object::do_destroy ()
1031{
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this); 1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1043 unlink ();
1044
1045 flag [FLAG_FREED] = 1;
1046
1047 // hack to ensure that freed objects still have a valid map
1048 map = &freed_map;
1049 x = 1;
1050 y = 1;
1051
1052 if (more)
1018 } 1053 {
1019 1054 more->destroy ();
1020 if (QUERY_FLAG (this, FLAG_FREED)) 1055 more = 0;
1021 { 1056 }
1022 dump_object (this); 1057
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1058 head = 0;
1059
1060 // clear those pointers that likely might cause circular references
1061 owner = 0;
1062 enemy = 0;
1063 attacked_by = 0;
1064 current_weapon = 0;
1065}
1066
1067void
1068object::destroy ()
1069{
1070 if (destroyed ())
1071 return;
1072
1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1024 return; 1077 return;
1025 } 1078 }
1026 1079
1027 if (more) 1080 destroy_inv_fast ();
1028 {
1029 more->free (free_inventory);
1030 more = 0;
1031 }
1032 1081
1033 if (inv) 1082 if (is_head ())
1034 { 1083 if (sound_destroy)
1035 /* Only if the space blocks everything do we not process - 1084 play_sound (sound_destroy);
1036 * if some form of movement is allowed, let objects 1085 else if (flag [FLAG_MONSTER])
1037 * drop on that space. 1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043 1087
1044 while (op) 1088 attachable::destroy ();
1045 {
1046 object *
1047 tmp = op->below;
1048
1049 remove_ob (op);
1050 op->free (free_inventory);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058
1059 while (op)
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0;
1085 update_ob_speed (this);
1086
1087 unlink ();
1088
1089 SET_FLAG (this, FLAG_FREED);
1090
1091 mortals.push_back (this);
1092} 1089}
1093 1090
1094/* 1091/* op->remove ():
1095 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)).
1097 */
1098
1099void
1100sub_weight (object *op, signed long weight)
1101{
1102 while (op != NULL)
1103 {
1104 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 }
1108 op->carrying -= weight;
1109 op = op->env;
1110 }
1111}
1112
1113/* remove_ob(op):
1114 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 1096 * the previous environment.
1119 * Beware: This function is called from the editor as well!
1120 */ 1097 */
1121
1122void 1098void
1123remove_ob (object *op) 1099object::do_remove ()
1124{ 1100{
1125 object *tmp, *last = NULL; 1101 if (flag [FLAG_REMOVED])
1126 object *otmp; 1102 return;
1127 1103
1128 tag_t tag; 1104 INVOKE_OBJECT (REMOVE, this);
1129 int check_walk_off;
1130 mapstruct *m;
1131 1105
1132 sint16 x, y; 1106 flag [FLAG_REMOVED] = true;
1133 1107
1134 if (QUERY_FLAG (op, FLAG_REMOVED)) 1108 if (more)
1135 { 1109 more->remove ();
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138
1139 /* Changed it to always dump core in this case. As has been learned
1140 * in the past, trying to recover from errors almost always
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED);
1156 1110
1157 /* 1111 /*
1158 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1159 * inventory. 1113 * inventory.
1160 */ 1114 */
1161 if (op->env != NULL) 1115 if (env)
1162 { 1116 {
1163 if (op->nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1164 sub_weight (op->env, op->weight * op->nrof); 1118 if (object *pl = visible_to ())
1165 else 1119 esrv_del_item (pl->contr, count);
1166 sub_weight (op->env, op->weight + op->carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1167 1121
1168 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1169 * made to players inventory. If set, avoiding the call
1170 * to save cpu time.
1171 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp);
1174 1123
1175 if (op->above != NULL) 1124 object *pl = in_player ();
1176 op->above->below = op->below;
1177 else
1178 op->env->inv = op->below;
1179
1180 if (op->below != NULL)
1181 op->below->above = op->above;
1182 1125
1183 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1186 */ 1129 */
1187 op->x = op->env->x, op->y = op->env->y;
1188 op->map = op->env->map; 1130 map = env->map;
1189 op->above = NULL, op->below = NULL; 1131 x = env->x;
1190 op->env = NULL; 1132 y = env->y;
1191 return;
1192 }
1193 1133
1194 /* If we get here, we are removing it from a map */ 1134 // make sure cmov optimisation is applicable
1195 if (op->map == NULL) 1135 *(above ? &above->below : &env->inv) = below;
1196 return; 1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1197 1137
1198 x = op->x; 1138 above = 0;
1199 y = op->y; 1139 below = 0;
1200 m = get_map_from_coord (op->map, &x, &y); 1140 env = 0;
1201 1141
1202 if (!m) 1142 if (pl && pl->is_player ())
1203 {
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 }
1212 if (op->map != m)
1213 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1215 op->map->path, m->path, op->x, op->y, x, y);
1216 }
1217
1218 /* Re did the following section of code - it looks like it had
1219 * lots of logic for things we no longer care about
1220 */
1221
1222 /* link the object above us */
1223 if (op->above)
1224 op->above->below = op->below;
1225 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1227
1228 /* Relink the object below us, if there is one */
1229 if (op->below)
1230 op->below->above = op->above;
1231 else
1232 {
1233 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is
1235 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 { 1143 {
1239 dump_object (op); 1144 if (expect_false (pl->contr->combat_ob == this))
1240 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", 1145 {
1241 errmsg); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1242 dump_object (GET_MAP_OB (m, x, y)); 1147 pl->contr->combat_ob = 0;
1243 LOG (llevError, "%s\n", errmsg); 1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1244 } 1162 }
1245
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1247 }
1248
1249 op->above = NULL;
1250 op->below = NULL;
1251
1252 if (op->map->in_memory == MAP_SAVING)
1253 return;
1254
1255 tag = op->count;
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 { 1163 }
1260 /* No point updating the players look faces if he is the object 1164 else if (map)
1261 * being removed. 1165 {
1262 */ 1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1263 1168
1264 if (tmp->type == PLAYER && tmp != op) 1169 if (object *pl = ms.player ())
1265 { 1170 {
1266 /* If a container that the player is currently using somehow gets 1171 if (is_player ())
1267 * removed (most likely destroyed), update the player view
1268 * appropriately.
1269 */
1270 if (tmp->container == op)
1271 { 1172 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 1173 if (!flag [FLAG_WIZPASS])
1273 tmp->container = NULL; 1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1274 } 1184 }
1275 1185 else if (pl->container_ () == this)
1276 tmp->contr->socket.update_look = 1; 1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1277 } 1192 }
1278 /* See if player moving off should effect something */ 1193
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1194 /* link the object above us */
1195 // re-link, make sure compiler can easily use cmove
1196 *(above ? &above->below : &ms.top) = below;
1197 *(below ? &below->above : &ms.bot) = above;
1198
1199 above = 0;
1200 below = 0;
1201
1202 ms.invalidate ();
1203
1204 if (map->in_memory == MAP_SAVING)
1205 return;
1206
1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1208
1209 if (object *pl = ms.player ())
1280 { 1210 {
1281 move_apply (tmp, op, NULL); 1211 if (pl->container_ () == this)
1282 1212 /* If a container that the player is currently using somehow gets
1283 if (was_destroyed (op, tag)) 1213 * removed (most likely destroyed), update the player view
1214 * appropriately.
1284 { 1215 */
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1216 pl->close_container ();
1286 } 1217
1218 //TODO: the floorbox prev/next might need updating
1219 //esrv_del_item (pl->contr, count);
1220 //TODO: update floorbox to preserve ordering
1221 if (pl->contr->ns)
1222 pl->contr->ns->floorbox_update ();
1287 } 1223 }
1288 1224
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1225 if (check_walk_off)
1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1227 {
1228 above = tmp->above;
1290 1229
1291 if (tmp->above == tmp) 1230 /* No point updating the players look faces if he is the object
1292 tmp->above = NULL; 1231 * being removed.
1232 */
1293 1233
1294 last = tmp; 1234 /* See if object moving off should effect something */
1295 } 1235 if ((move_type & tmp->move_off)
1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1237 move_apply (tmp, this, 0);
1238 }
1296 1239
1297 /* last == NULL of there are no objects on this space */ 1240 if (affects_los ())
1298 if (last == NULL) 1241 update_all_los (map, x, y);
1299 { 1242 }
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else
1309 update_object (last, UP_OBJ_REMOVE);
1310
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1312 update_all_los (op->map, op->x, op->y);
1313} 1243}
1314 1244
1315/* 1245/*
1316 * merge_ob(op,top): 1246 * merge_ob(op,top):
1317 * 1247 *
1318 * This function goes through all objects below and including top, and 1248 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1249 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1250 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1251 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1252 */
1323
1324object * 1253object *
1325merge_ob (object *op, object *top) 1254merge_ob (object *op, object *top)
1326{ 1255{
1327 if (!op->nrof) 1256 if (!op->nrof)
1328 return 0; 1257 return 0;
1329 if (top == NULL) 1258
1259 if (!top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1260 for (top = op; top && top->above; top = top->above)
1261 ;
1262
1331 for (; top != NULL; top = top->below) 1263 for (; top; top = top->below)
1332 { 1264 if (object::can_merge (op, top))
1333 if (top == op)
1334 continue;
1335 if (CAN_MERGE (op, top))
1336 { 1265 {
1337 top->nrof += op->nrof; 1266 top->nrof += op->nrof;
1338 1267
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1268 if (object *pl = top->visible_to ())
1340 op->weight = 0; /* Don't want any adjustements now */ 1269 esrv_update_item (UPD_NROF, pl, top);
1341 remove_ob (op); 1270
1342 free_object (op); 1271 op->weight = 0; // cancel the addition above
1272 op->carrying = 0; // must be 0 already
1273
1274 op->destroy ();
1275
1343 return top; 1276 return top;
1344 } 1277 }
1345 } 1278
1346 return NULL; 1279 return 0;
1347} 1280}
1348 1281
1282void
1283object::expand_tail ()
1284{
1285 if (more)
1286 return;
1287
1288 object *prev = this;
1289
1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1291 {
1292 object *op = at->instance ();
1293
1294 op->name = name;
1295 op->name_pl = name_pl;
1296 op->title = title;
1297
1298 op->head = this;
1299 prev->more = op;
1300
1301 prev = op;
1302 }
1303}
1304
1349/* 1305/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1306 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1351 * job preparing multi-part monsters 1307 * job preparing multi-part monsters.
1352 */ 1308 */
1353object * 1309object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1310insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1311{
1356 object * 1312 op->remove ();
1357 tmp;
1358 1313
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1314 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1315 {
1363 tmp->x = x + tmp->arch->clone.x; 1316 tmp->x = x + tmp->arch->x;
1364 tmp->y = y + tmp->arch->clone.y; 1317 tmp->y = y + tmp->arch->y;
1365 } 1318 }
1319
1366 return insert_ob_in_map (op, m, originator, flag); 1320 return insert_ob_in_map (op, m, originator, flag);
1367} 1321}
1368 1322
1369/* 1323/*
1370 * insert_ob_in_map (op, map, originator, flag): 1324 * insert_ob_in_map (op, map, originator, flag):
1381 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1382 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1383 * 1337 *
1384 * Return value: 1338 * Return value:
1385 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1387 * just 'op' otherwise 1341 * just 'op' otherwise
1388 */ 1342 */
1389
1390object * 1343object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1345{
1393 object *tmp, *top, *floor = NULL; 1346 op->remove ();
1394 sint16 x, y;
1395 1347
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1348 if (m == &freed_map)//D TODO: remove soon
1397 { 1349 {//D
1398 LOG (llevError, "Trying to insert freed object!\n"); 1350 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1399 return NULL;
1400 } 1351 }//D
1401
1402 if (m == NULL)
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1406 return op;
1407 }
1408
1409 if (out_of_map (m, op->x, op->y))
1410 {
1411 dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1413#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted.
1417 */
1418 abort ();
1419#endif
1420 return op;
1421 }
1422
1423 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 {
1425 dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1427 return op;
1428 }
1429
1430 if (op->more != NULL)
1431 {
1432 /* The part may be on a different map. */
1433
1434 object *more = op->more;
1435
1436 /* We really need the caller to normalize coordinates - if
1437 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it.
1440 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map)
1444 {
1445 /* For backwards compatibility - when not dealing with tiled maps,
1446 * more->map should always point to the parent.
1447 */
1448 more->map = m;
1449 }
1450
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 {
1453 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455
1456 return NULL;
1457 }
1458 }
1459
1460 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1352
1462 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1463 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1464 * need extra work 1355 * need extra work
1465 */ 1356 */
1466 op->map = get_map_from_coord (m, &op->x, &op->y); 1357 maptile *newmap = m;
1467 x = op->x; 1358 if (!xy_normalise (newmap, op->x, op->y))
1468 y = op->y; 1359 {
1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1361 return 0;
1362 }
1363
1364 if (object *more = op->more)
1365 if (!insert_ob_in_map (more, m, originator, flag))
1366 return 0;
1367
1368 op->flag [FLAG_REMOVED] = false;
1369 op->env = 0;
1370 op->map = newmap;
1371
1372 mapspace &ms = op->ms ();
1469 1373
1470 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1471 */ 1375 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1378 if (object::can_merge (op, tmp))
1475 { 1379 {
1380 // TODO: we actually want to update tmp, not op,
1381 // but some caller surely breaks when we return tmp
1382 // from here :/
1476 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1384 tmp->destroy ();
1478 free_object (tmp);
1479 } 1385 }
1480 1386
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1483 1389
1484 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1485 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1486 1392
1487 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1488 { 1394 {
1489 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1490 { 1396 {
1491 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1492 abort (); 1398 abort ();
1493 } 1399 }
1494 1400
1401 if (!originator->is_on_map ())
1402 {
1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1407
1495 op->above = originator; 1408 op->above = originator;
1496 op->below = originator->below; 1409 op->below = originator->below;
1497
1498 if (op->below)
1499 op->below->above = op;
1500 else
1501 SET_MAP_OB (op->map, op->x, op->y, op);
1502
1503 /* since *below* originator, no need to update top */
1504 originator->below = op; 1410 originator->below = op;
1411
1412 *(op->below ? &op->below->above : &ms.bot) = op;
1505 } 1413 }
1506 else 1414 else
1507 { 1415 {
1416 object *floor = 0;
1417 object *top = ms.top;
1418
1508 /* If there are other objects, then */ 1419 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1420 if (top)
1510 { 1421 {
1511 object *last = NULL;
1512
1513 /* 1422 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1423 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1424 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1425 * Generally, we want to put the new object on top. But if
1517 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1520 * once we get to them. This reduces the need to traverse over all of 1429 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time 1430 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1524 */ 1433 */
1525 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1526 while (top != NULL)
1527 { 1435 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1529 floor = top; 1437 floor = tmp;
1530 1438
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1532 { 1440 {
1533 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1534 top = top->below; 1442 top = tmp->below;
1535 break; 1443 break;
1536 } 1444 }
1537 1445
1538 last = top;
1539 top = top->above; 1446 top = tmp;
1540 } 1447 }
1541
1542 /* Don't want top to be NULL, so set it to the last valid object */
1543 top = last;
1544 1448
1545 /* We let update_position deal with figuring out what the space 1449 /* We let update_position deal with figuring out what the space
1546 * looks like instead of lots of conditions here. 1450 * looks like instead of lots of conditions here.
1547 * makes things faster, and effectively the same result. 1451 * makes things faster, and effectively the same result.
1548 */ 1452 */
1549 1453
1550 /* Have object 'fall below' other objects that block view. 1454 /* Have object 'fall below' other objects that block view.
1551 * Unless those objects are exits, type 66 1455 * Unless those objects are exits.
1552 * If INS_ON_TOP is used, don't do this processing 1456 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1457 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1458 * stacking is a bit odd.
1555 */ 1459 */
1556 if (!(flag & INS_ON_TOP) && 1460 if (!(flag & INS_ON_TOP)
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1461 && ms.flags () & P_BLOCKSVIEW
1462 && (op->face && !faces [op->face].visibility))
1558 { 1463 {
1464 object *last;
1465
1559 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1561 break; 1468 break;
1469
1562 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1563 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1564 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1565 * set top to the object below us. 1473 * set top to the object below us.
1566 */ 1474 */
1567 if (last && last->below && last != floor) 1475 if (last && last->below && last != floor)
1568 top = last->below; 1476 top = last->below;
1569 } 1477 }
1570 } /* If objects on this space */ 1478 } /* If objects on this space */
1571 1479
1572 if (flag & INS_MAP_LOAD)
1573 top = GET_MAP_TOP (op->map, op->x, op->y);
1574
1575 if (flag & INS_ABOVE_FLOOR_ONLY) 1480 if (flag & INS_ABOVE_FLOOR_ONLY)
1576 top = floor; 1481 top = floor;
1577 1482
1578 /* Top is the object that our object (op) is going to get inserted above. 1483 // insert object above top, or bottom-most if top = 0
1579 */
1580
1581 /* First object on this space */
1582 if (!top) 1484 if (!top)
1583 { 1485 {
1584 op->above = GET_MAP_OB (op->map, op->x, op->y);
1585
1586 if (op->above)
1587 op->above->below = op;
1588
1589 op->below = NULL; 1486 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1487 op->above = ms.bot;
1488 ms.bot = op;
1489
1490 *(op->above ? &op->above->below : &ms.top) = op;
1591 } 1491 }
1592 else 1492 else
1593 { /* get inserted into the stack above top */ 1493 {
1594 op->above = top->above; 1494 op->above = top->above;
1595
1596 if (op->above)
1597 op->above->below = op; 1495 top->above = op;
1598 1496
1599 op->below = top; 1497 op->below = top;
1600 top->above = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1601 } 1499 }
1500 }
1602 1501
1603 if (op->above == NULL) 1502 if (op->is_player ())
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1503 {
1605 } /* else not INS_BELOW_ORIGINATOR */
1606
1607 if (op->type == PLAYER)
1608 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1505 ++op->map->players;
1506 op->map->touch ();
1507 }
1609 1508
1610 /* If we have a floor, we know the player, if any, will be above 1509 op->map->dirty = true;
1611 * it, so save a few ticks and start from there. 1510
1612 */ 1511 if (object *pl = ms.player ())
1613 if (!(flag & INS_MAP_LOAD)) 1512 //TODO: the floorbox prev/next might need updating
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1513 //esrv_send_item (pl, op);
1615 if (tmp->type == PLAYER) 1514 //TODO: update floorbox to preserve ordering
1616 tmp->contr->socket.update_look = 1; 1515 if (pl->contr->ns)
1516 pl->contr->ns->floorbox_update ();
1617 1517
1618 /* If this object glows, it may affect lighting conditions that are 1518 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1519 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players 1520 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well 1521 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1525 * of effect may be sufficient.
1626 */ 1526 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1628 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1629 1532
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1632 1535
1536 INVOKE_OBJECT (INSERT, op);
1537
1633 /* Don't know if moving this to the end will break anything. However, 1538 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this. 1539 * we want to have floorbox_update called before calling this.
1635 * 1540 *
1636 * check_move_on() must be after this because code called from 1541 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1542 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1544 * update_object().
1640 */ 1545 */
1641 1546
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1644 { 1549 {
1645 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1646 return NULL; 1551 return 0;
1647 1552
1648 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1649 * walk on's. 1554 * walk on's.
1650 */ 1555 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1653 return NULL; 1558 return 0;
1654 } 1559 }
1655 1560
1656 return op; 1561 return op;
1657} 1562}
1658 1563
1659/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1662 */ 1567 */
1663void 1568void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1665{ 1570{
1666 object *tmp;
1667 object *tmp1;
1668
1669 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1670 1572
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1674 { 1575 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1576
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1681 1578
1682 tmp1->x = op->x; 1579 tmp->x = op->x;
1683 tmp1->y = op->y; 1580 tmp->y = op->y;
1581
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1685} 1583}
1686
1687/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array.
1693 */
1694 1584
1695object * 1585object *
1696get_split_ob (object *orig_ob, uint32 nr) 1586object::insert_at (object *where, object *originator, int flags)
1697{ 1587{
1698 object * 1588 if (where->env)
1699 newob; 1589 return where->env->insert (this);
1700 int 1590 else
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1702
1703 if (orig_ob->nrof < nr)
1704 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL;
1707 }
1708 newob = object_create_clone (orig_ob);
1709 if ((orig_ob->nrof -= nr) < 1)
1710 {
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed)
1716 {
1717 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1720 {
1721 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL;
1724 }
1725 }
1726 newob->nrof = nr;
1727
1728 return newob;
1729} 1592}
1730 1593
1594// check whether we can put this into the map, respect max_volume, max_items
1595bool
1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1597{
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1614}
1615
1731/* 1616/*
1732 * decrease_ob_nr(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1733 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1734 * is subsequently removed and freed. 1619 * is subsequently removed and freed.
1735 * 1620 *
1736 * Return value: 'op' if something is left, NULL if the amount reached 0 1621 * Return value: 'op' if something is left, NULL if the amount reached 0
1737 */ 1622 */
1623bool
1624object::decrease (sint32 nr)
1625{
1626 if (!nr)
1627 return true;
1738 1628
1629 nr = min (nr, nrof);
1630
1631 if (nrof > nr)
1632 {
1633 sint64 oweight = total_weight ();
1634
1635 nrof -= nr;
1636
1637 if (object *pl = visible_to ())
1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1641
1642 return true;
1643 }
1644 else
1645 {
1646 destroy ();
1647 return false;
1648 }
1649}
1650
1651/*
1652 * split(ob,nr) splits up ob into two parts. The part which
1653 * is returned contains nr objects, and the remaining parts contains
1654 * the rest (or is removed and returned if that number is 0).
1655 * On failure, NULL is returned.
1656 */
1739object * 1657object *
1740decrease_ob_nr (object *op, uint32 i) 1658object::split (sint32 nr)
1741{ 1659{
1742 object * 1660 int have = number_of ();
1743 tmp;
1744 player *
1745 pl;
1746 1661
1747 if (i == 0) /* objects with op->nrof require this check */ 1662 if (have < nr)
1748 return op; 1663 return 0;
1749 1664 else if (have == nr)
1750 if (i > op->nrof)
1751 i = op->nrof;
1752
1753 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i;
1756 } 1665 {
1757 else if (op->env != NULL)
1758 {
1759 /* is this object in the players inventory, or sub container
1760 * therein?
1761 */
1762 tmp = is_player_inv (op->env);
1763 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player.
1768 */
1769 if (!tmp)
1770 {
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env)
1773 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 }
1779
1780 if (i < op->nrof)
1781 {
1782 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i;
1784 if (tmp)
1785 {
1786 esrv_send_item (tmp, op);
1787 }
1788 }
1789 else
1790 {
1791 remove_ob (op); 1666 remove ();
1792 op->nrof = 0; 1667 return this;
1793 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798 } 1668 }
1799 else 1669 else
1800 { 1670 {
1801 object * 1671 decrease (nr);
1802 above = op->above;
1803 1672
1804 if (i < op->nrof) 1673 object *op = deep_clone ();
1805 {
1806 op->nrof -= i;
1807 }
1808 else
1809 {
1810 remove_ob (op);
1811 op->nrof = 0; 1674 op->nrof = nr;
1812 }
1813 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above)
1815 if (tmp->type == PLAYER)
1816 {
1817 if (op->nrof)
1818 esrv_send_item (tmp, op);
1819 else
1820 esrv_del_item (tmp->contr, op->count);
1821 }
1822 }
1823
1824 if (op->nrof)
1825 {
1826 return op; 1675 return op;
1827 } 1676 }
1828 else 1677}
1678
1679object *
1680insert_ob_in_ob (object *op, object *where)
1681{
1682 if (!where)
1829 { 1683 {
1830 free_object (op); 1684 char *dump = dump_object (op);
1685 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1686 free (dump);
1831 return NULL; 1687 return op;
1832 }
1833}
1834
1835/*
1836 * add_weight(object, weight) adds the specified weight to an object,
1837 * and also updates how much the environment(s) is/are carrying.
1838 */
1839
1840void
1841add_weight (object *op, signed long weight)
1842{
1843 while (op != NULL)
1844 { 1688 }
1845 if (op->type == CONTAINER) 1689
1846 { 1690 if (where->head_ () != where)
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 }
1849 op->carrying += weight;
1850 op = op->env;
1851 } 1691 {
1852} 1692 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1693 where = where->head;
1694 }
1853 1695
1696 return where->insert (op);
1697}
1698
1854/* 1699/*
1855 * insert_ob_in_ob(op,environment): 1700 * env->insert (op)
1856 * This function inserts the object op in the linked list 1701 * This function inserts the object op in the linked list
1857 * inside the object environment. 1702 * inside the object environment.
1858 * 1703 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can 1704 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1705 * be != op, if items are merged. -Tero
1866 */ 1706 */
1867
1868object * 1707object *
1869insert_ob_in_ob (object *op, object *where) 1708object::insert (object *op)
1870{ 1709{
1871 object *
1872 tmp, *
1873 otmp;
1874
1875 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 {
1877 dump_object (op);
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more) 1710 if (op->more)
1893 { 1711 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1712 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1713 return op;
1896 } 1714 }
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1715
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1716 op->remove ();
1717
1718 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1719
1899 if (op->nrof) 1720 if (op->nrof)
1900 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1722 if (object::can_merge (tmp, op))
1903 { 1723 {
1904 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1906 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1731
1908 * tmp->nrof, we need to increase the weight. 1732 if (object *pl = tmp->visible_to ())
1909 */ 1733 esrv_update_item (UPD_NROF, pl, tmp);
1734
1910 add_weight (where, op->weight * op->nrof); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1911 SET_FLAG (op, FLAG_REMOVED); 1736
1912 free_object (op); /* free the inserted object */ 1737 op->destroy ();
1913 op = tmp; 1738 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1739 goto inserted;
1915 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break;
1917 } 1740 }
1918 1741
1919 /* I assume combined objects have no inventory 1742 op->owner = 0; // it's his/hers now. period.
1920 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do
1923 * the linking below
1924 */
1925 add_weight (where, op->weight * op->nrof);
1926 }
1927 else
1928 add_weight (where, (op->weight + op->carrying));
1929
1930 otmp = is_player_inv (where);
1931 if (otmp && otmp->contr != NULL)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp);
1935 }
1936
1937 op->map = NULL; 1743 op->map = 0;
1938 op->env = where; 1744 op->x = 0;
1745 op->y = 0;
1746
1939 op->above = NULL; 1747 op->above = 0;
1940 op->below = NULL; 1748 op->below = inv;
1941 op->x = 0, op->y = 0; 1749 op->env = this;
1942 1750
1751 if (inv)
1752 inv->above = op;
1753
1754 inv = op;
1755
1756 op->flag [FLAG_REMOVED] = 0;
1757
1758 if (object *pl = op->visible_to ())
1759 esrv_send_item (pl, op);
1760
1761 adjust_weight (this, 0, op->total_weight ());
1762
1763inserted:
1943 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1765 if (op->glow_radius && is_on_map ())
1945 {
1946#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map))
1950 update_all_los (where->map, where->x, where->y);
1951 } 1766 {
1952 1767 update_stats ();
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1768 update_all_los (map, x, y);
1954 * It sure simplifies this function...
1955 */
1956 if (where->inv == NULL)
1957 where->inv = op;
1958 else
1959 { 1769 }
1960 op->below = where->inv; 1770 else if (is_player ())
1961 op->below->above = op; 1771 // if this is a player's inventory, update stats
1962 where->inv = op; 1772 contr->queue_stats_update ();
1963 } 1773
1774 INVOKE_OBJECT (INSERT, this);
1775
1964 return op; 1776 return op;
1965} 1777}
1966 1778
1967/* 1779/*
1968 * Checks if any objects has a move_type that matches objects 1780 * Checks if any objects has a move_type that matches objects
1982 * 1794 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1797 * on top.
1986 */ 1798 */
1987
1988int 1799int
1989check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1990{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1991 object *tmp; 1805 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map; 1806 maptile *m = op->map;
1994 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1995 1808
1996 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1997 1810
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1999 return 0;
2000 1812
2001 tag = op->count; 1813 MoveType move_on = ms.move_on;
2002 1814 MoveType move_slow = ms.move_slow;
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006 1816
2007 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
2008 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
2009 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
2010 * as walking. 1820 * as walking.
2021 return 0; 1831 return 0;
2022 1832
2023 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
2025 */ 1835 */
2026 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2028 {
2029 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them.
2032 */
2033 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2034 break;
2035 } 1837 {
1838 next = tmp->below;
2036 1839
2037 for (; tmp; tmp = tmp->below)
2038 {
2039 if (tmp == op) 1840 if (tmp == op)
2040 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
2041 1842
2042 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
2043 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
2044 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
2045 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
2046 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
2047 */ 1848 */
2048 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
2049 { 1850 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1853 {
2053
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
2055 1855
2056 if (op->type == PLAYER) 1856 if (op->is_player ())
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1859 diff /= 4.0;
2060 1860
2061 op->speed_left -= diff; 1861 op->speed_left -= diff;
2062 } 1862 }
2063 } 1863 }
2064 1864
2065 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
2069 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
2070 1875
2071 if (was_destroyed (op, tag)) 1876 if (op->destroyed ())
2072 return 1; 1877 return 1;
2073 1878
2074 /* what the person/creature stepped onto has moved the object 1879 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1880 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1881 * have a feeling strange problems would result.
2086/* 1891/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1892 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1893 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2090 */ 1895 */
2091
2092object * 1896object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1897present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1898{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1899 if (!m || out_of_map (m, x, y))
2099 { 1900 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1901 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1902 return NULL;
2102 } 1903 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1904
2104 if (tmp->arch == at) 1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1906 if (tmp->arch->archname == at->archname)
2105 return tmp; 1907 return tmp;
1908
2106 return NULL; 1909 return NULL;
2107} 1910}
2108 1911
2109/* 1912/*
2110 * present(type, map, x, y) searches for any objects with 1913 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1914 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2113 */ 1916 */
2114
2115object * 1917object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1918present (unsigned char type, maptile *m, int x, int y)
2117{ 1919{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1920 if (out_of_map (m, x, y))
2122 { 1921 {
2123 LOG (llevError, "Present called outside map.\n"); 1922 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1923 return NULL;
2125 } 1924 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1925
1926 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1927 if (tmp->type == type)
2128 return tmp; 1928 return tmp;
1929
2129 return NULL; 1930 return NULL;
2130} 1931}
2131 1932
2132/* 1933/*
2133 * present_in_ob(type, object) searches for any objects with 1934 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1935 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
2136 */ 1937 */
2137
2138object * 1938object *
2139present_in_ob (unsigned char type, const object *op) 1939present_in_ob (unsigned char type, const object *op)
2140{ 1940{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1942 if (tmp->type == type)
2146 return tmp; 1943 return tmp;
1944
2147 return NULL; 1945 return NULL;
2148} 1946}
2149 1947
2150/* 1948/*
2151 * present_in_ob (type, str, object) searches for any objects with 1949 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1957 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the 1958 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name 1959 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1960 * to be unique.
2163 */ 1961 */
2164
2165object * 1962object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1963present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1964{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1967 return tmp;
2175 } 1968
2176 return NULL; 1969 return 0;
2177} 1970}
2178 1971
2179/* 1972/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
2183 */ 1976 */
2184
2185object * 1977object *
2186present_arch_in_ob (const archetype *at, const object *op) 1978present_arch_in_ob (const archetype *at, const object *op)
2187{ 1979{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2192 if (tmp->arch == at) 1981 if (tmp->arch->archname == at->archname)
2193 return tmp; 1982 return tmp;
1983
2194 return NULL; 1984 return NULL;
2195} 1985}
2196 1986
2197/* 1987/*
2198 * activate recursively a flag on an object inventory 1988 * activate recursively a flag on an object inventory
2199 */ 1989 */
2200void 1990void
2201flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
2202{ 1992{
2203 object *
2204 tmp;
2205
2206 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2208 { 1994 {
2209 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
2210 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
2211 } 1997 }
2212} /* 1998}
1999
2000/*
2213 * desactivate recursively a flag on an object inventory 2001 * deactivate recursively a flag on an object inventory
2214 */ 2002 */
2215void 2003void
2216unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
2217{ 2005{
2218 object *
2219 tmp;
2220
2221 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2223 { 2007 {
2224 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
2225 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
2226 } 2010 }
2227}
2228
2229/*
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function.
2234 */
2235
2236void
2237set_cheat (object *op)
2238{
2239 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ);
2241} 2011}
2242 2012
2243/* 2013/*
2244 * find_free_spot(object, map, x, y, start, stop) will search for 2014 * find_free_spot(object, map, x, y, start, stop) will search for
2245 * a spot at the given map and coordinates which will be able to contain 2015 * a spot at the given map and coordinates which will be able to contain
2247 * to search (see the freearr_x/y[] definition). 2017 * to search (see the freearr_x/y[] definition).
2248 * It returns a random choice among the alternatives found. 2018 * It returns a random choice among the alternatives found.
2249 * start and stop are where to start relative to the free_arr array (1,9 2019 * start and stop are where to start relative to the free_arr array (1,9
2250 * does all 4 immediate directions). This returns the index into the 2020 * does all 4 immediate directions). This returns the index into the
2251 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2021 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2252 * Note - this only checks to see if there is space for the head of the
2253 * object - if it is a multispace object, this should be called for all
2254 * pieces.
2255 * Note2: This function does correctly handle tiled maps, but does not 2022 * Note: This function does correctly handle tiled maps, but does not
2256 * inform the caller. However, insert_ob_in_map will update as 2023 * inform the caller. However, insert_ob_in_map will update as
2257 * necessary, so the caller shouldn't need to do any special work. 2024 * necessary, so the caller shouldn't need to do any special work.
2258 * Note - updated to take an object instead of archetype - this is necessary 2025 * Note - updated to take an object instead of archetype - this is necessary
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 2026 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use 2027 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been 2028 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 2029 * customized, changed states, etc.
2263 */ 2030 */
2264
2265int 2031int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2032find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 2033{
2268 int
2269 i,
2270 index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 2034 int altern[SIZEOFFREE];
2035 int index = 0, flag;
2273 2036
2274 for (i = start; i < stop; i++) 2037 for (int i = start; i < stop; i++)
2275 { 2038 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2039 mapxy pos (m, x, y); pos.move (i);
2277 if (!flag) 2040
2041 if (!pos.normalise ())
2042 continue;
2043
2044 mapspace &ms = *pos;
2045
2046 if (ms.flags () & P_IS_ALIVE)
2047 continue;
2048
2049 /* However, often
2050 * ob doesn't have any move type (when used to place exits)
2051 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2052 */
2053 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2054 {
2278 altern[index++] = i; 2055 altern [index++] = i;
2056 continue;
2057 }
2279 2058
2280 /* Basically, if we find a wall on a space, we cut down the search size. 2059 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall. 2060 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions - 2061 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty 2062 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space 2063 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 2064 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 2065 * won't look 2 spaces south of the target space.
2287 */ 2066 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2067 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2068 {
2289 stop = maxfree[i]; 2069 stop = maxfree[i];
2070 continue;
2071 }
2072
2073 /* Note it is intentional that we check ob - the movement type of the
2074 * head of the object should correspond for the entire object.
2075 */
2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2077 continue;
2078
2079 if (ob->blocked (pos.m, pos.x, pos.y))
2080 continue;
2081
2082 altern [index++] = i;
2290 } 2083 }
2084
2291 if (!index) 2085 if (!index)
2292 return -1; 2086 return -1;
2087
2293 return altern[RANDOM () % index]; 2088 return altern [rndm (index)];
2294} 2089}
2295 2090
2296/* 2091/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 2096 */
2302
2303int 2097int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2098find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 2099{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 2100 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2101 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 2102 return i;
2313 } 2103
2314 return -1; 2104 return -1;
2315} 2105}
2316 2106
2317/* 2107/*
2318 * The function permute(arr, begin, end) randomly reorders the array 2108 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 2109 * arr[begin..end-1].
2110 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 2111 */
2321static void 2112static void
2322permute (int *arr, int begin, int end) 2113permute (int *arr, int begin, int end)
2323{ 2114{
2324 int 2115 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2116 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2117
2335 tmp = arr[i]; 2118 while (--end)
2336 arr[i] = arr[j]; 2119 swap (arr [end], arr [rndm (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2120}
2340 2121
2341/* new function to make monster searching more efficient, and effective! 2122/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2123 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for 2124 * the spaces to find monsters. In this way, it won't always look for
2346 * the 3x3 area will be searched, just not in a predictable order. 2127 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2128 */
2348void 2129void
2349get_search_arr (int *search_arr) 2130get_search_arr (int *search_arr)
2350{ 2131{
2351 int 2132 int i;
2352 i;
2353 2133
2354 for (i = 0; i < SIZEOFFREE; i++) 2134 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2135 search_arr[i] = i;
2357 }
2358 2136
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2137 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2138 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2139 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2140}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2149 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info 2150 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move 2151 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2152 * there is capable of.
2375 */ 2153 */
2376
2377int 2154int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2156{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2383 sint16 2158 MoveType move_type;
2384 nx,
2385 ny;
2386 object *
2387 tmp;
2388 mapstruct *
2389 mp;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2159
2394 if (exclude && exclude->head) 2160 if (exclude && exclude->head_ () != exclude)
2395 { 2161 {
2396 exclude = exclude->head; 2162 exclude = exclude->head;
2397 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2398 } 2164 }
2399 else 2165 else
2400 { 2166 {
2401 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2402 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2403 } 2169 }
2404 2170
2405 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2406 { 2172 {
2407 mp = m; 2173 mapxy pos (m, x, y);
2408 nx = x + freearr_x[i]; 2174 pos.move (i);
2409 ny = y + freearr_y[i];
2410 2175
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2412 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2177 max = maxfree[i];
2415 }
2416 else 2178 else
2417 { 2179 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2180 mapspace &ms = *pos;
2419 2181
2420 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2183 max = maxfree [i];
2184 else if (ms.flags () & P_IS_ALIVE)
2421 { 2185 {
2422 max = maxfree[i]; 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2423 } 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2424 else if (mflags & P_IS_ALIVE) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2425 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2427 {
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break;
2431 }
2432 }
2433 if (tmp)
2434 {
2435 return freedir[i]; 2189 return freedir [i];
2436 }
2437 } 2190 }
2438 } 2191 }
2439 } 2192 }
2193
2440 return 0; 2194 return 0;
2441} 2195}
2442 2196
2443/* 2197/*
2444 * distance(object 1, object 2) will return the square of the 2198 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2199 * distance between the two given objects.
2446 */ 2200 */
2447
2448int 2201int
2449distance (const object *ob1, const object *ob2) 2202distance (const object *ob1, const object *ob2)
2450{ 2203{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2205}
2457 2206
2458/* 2207/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2460 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2461 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2462 */ 2211 */
2463
2464int 2212int
2465find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2466{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2467 int 2258 int q;
2468 q;
2469 2259
2470 if (y) 2260 if (y)
2471 q = x * 100 / y; 2261 q = 128 * x / y;
2472 else if (x) 2262 else if (x)
2473 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2474 else 2264 else
2475 return 0; 2265 return 0;
2476 2266
2477 if (y > 0) 2267 if (y > 0)
2478 { 2268 {
2479 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2480 return 3; 2274 return 3;
2481 if (q < -41) 2275 }
2482 return 2; 2276 else
2483 if (q < 41) 2277 {
2484 return 1; 2278 if (q < -309) return 3;
2485 if (q < 242) 2279 if (q < -52) return 2;
2486 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2487 return 7; 2283 return 7;
2488 } 2284 }
2489 2285#endif
2490 if (q < -242)
2491 return 7;
2492 if (q < -41)
2493 return 6;
2494 if (q < 41)
2495 return 5;
2496 if (q < 242)
2497 return 4;
2498
2499 return 3;
2500}
2501
2502/*
2503 * absdir(int): Returns a number between 1 and 8, which represent
2504 * the "absolute" direction of a number (it actually takes care of
2505 * "overflow" in previous calculations of a direction).
2506 */
2507
2508int
2509absdir (int d)
2510{
2511 while (d < 1)
2512 d += 8;
2513 while (d > 8)
2514 d -= 8;
2515 return d;
2516} 2286}
2517 2287
2518/* 2288/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2520 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2521 */ 2291 */
2522
2523int 2292int
2524dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2525{ 2294{
2526 int
2527 d;
2528
2529 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2530 if (d > 4) 2296
2531 d = 8 - d; 2297 return d > 4 ? 8 - d : d;
2532 return d;
2533} 2298}
2534 2299
2535/* peterm: 2300/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2537 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2539 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2307 * functions.
2543 */ 2308 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2362 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2363 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2364 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2365 * Modified to be map tile aware -.MSW
2603 */ 2366 */
2604
2605
2606int 2367int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2368can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2369{
2609 sint16 2370 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2371 int mflags;
2614 2372
2615 if (dir < 0) 2373 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2374 return 0; /* exit condition: invalid direction */
2617 2375
2618 dx = x + freearr_x[dir]; 2376 dx = x + freearr_x[dir];
2631 return 0; 2389 return 0;
2632 2390
2633 /* yes, can see. */ 2391 /* yes, can see. */
2634 if (dir < 9) 2392 if (dir < 9)
2635 return 1; 2393 return 1;
2394
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2395 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2396 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2398}
2639
2640
2641 2399
2642/* 2400/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2401 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be 2402 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2403 * picked up, otherwise 0.
2647 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2405 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2648 * core dumps if they do. 2406 * core dumps if they do.
2649 * 2407 *
2650 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2651 */ 2409 */
2652
2653int 2410int
2654can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2655{ 2412{
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2659} 2416}
2660
2661 2417
2662/* 2418/*
2663 * create clone from object to another 2419 * create clone from object to another
2664 */ 2420 */
2665object * 2421object *
2666object_create_clone (object *asrc) 2422object::deep_clone ()
2667{ 2423{
2668 object * 2424 assert (("deep_clone called on non-head object", is_head ()));
2669 dst = NULL, *tmp, *src, *part, *prev, *item;
2670 2425
2671 if (!asrc) 2426 object *dst = clone ();
2672 return NULL;
2673 src = asrc;
2674 if (src->head)
2675 src = src->head;
2676 2427
2677 prev = NULL; 2428 object *prev = dst;
2678 for (part = src; part; part = part->more) 2429 for (object *part = this->more; part; part = part->more)
2679 { 2430 {
2680 tmp = get_object (); 2431 object *tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x;
2683 tmp->y -= src->y;
2684 if (!part->head)
2685 {
2686 dst = tmp;
2687 tmp->head = NULL;
2688 }
2689 else
2690 {
2691 tmp->head = dst; 2432 tmp->head = dst;
2692 }
2693 tmp->more = NULL;
2694 if (prev)
2695 prev->more = tmp; 2433 prev->more = tmp;
2696 prev = tmp; 2434 prev = tmp;
2697 } 2435 }
2698 2436
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2437 for (object *item = inv; item; item = item->below)
2701 { 2438 insert_ob_in_ob (item->deep_clone (), dst);
2702 (void) insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2439
2705 return dst; 2440 return dst;
2706}
2707
2708/* return true if the object was destroyed, 0 otherwise */
2709int
2710was_destroyed (const object *op, tag_t old_tag)
2711{
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715}
2716
2717/* GROS - Creates an object using a string representing its content. */
2718
2719/* Basically, we save the content of the string to a temp file, then call */
2720
2721/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723/* but it was simple to make and allows reusing the load_object function. */
2724
2725/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */
2728
2729object *
2730load_object_str (const char *obstr)
2731{
2732 object *
2733 op;
2734 char
2735 filename[MAX_BUF];
2736
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738
2739 FILE *
2740 tempfile = fopen (filename, "w");
2741
2742 if (tempfile == NULL)
2743 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL;
2746 };
2747 fprintf (tempfile, obstr);
2748 fclose (tempfile);
2749
2750 op = get_object ();
2751
2752 object_thawer
2753 thawer (filename);
2754
2755 if (thawer)
2756 load_object (thawer, op, 0);
2757
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 CLEAR_FLAG (op, FLAG_REMOVED);
2760
2761 return op;
2762} 2441}
2763 2442
2764/* This returns the first object in who's inventory that 2443/* This returns the first object in who's inventory that
2765 * has the same type and subtype match. 2444 * has the same type and subtype match.
2766 * returns NULL if no match. 2445 * returns NULL if no match.
2767 */ 2446 */
2768object * 2447object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2448find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2449{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2450 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2451 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2452 return tmp;
2777 2453
2778 return NULL; 2454 return 0;
2779} 2455}
2780 2456
2781/* If ob has a field named key, return the link from the list, 2457/* Zero the key_values on op, decrementing the shared-string
2782 * otherwise return NULL. 2458 * refcounts and freeing the links.
2783 * 2459 */
2784 * key must be a passed in shared string - otherwise, this won't 2460void
2785 * do the desired thing. 2461key_values::clear ()
2786 */
2787key_value *
2788get_ob_key_link (const object *ob, const char *key)
2789{ 2462{
2790 key_value * 2463 for (key_value *kvp = first; kvp; )
2791 link; 2464 {
2792 2465 key_value *next = kvp->next;
2793 for (link = ob->key_values; link != NULL; link = link->next) 2466 delete kvp;
2467 kvp = next;
2794 { 2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2476 for (key_value *kv = first; kv; kv = kv->next)
2795 if (link->key == key) 2477 if (kv->key == key)
2478 return kv->value;
2479
2480 return shstr ();
2481}
2482
2483void
2484key_values::add (shstr_tmp key, shstr_tmp value)
2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2498 for (key_value *kv = first; kv; kv = kv->next)
2499 if (kv->key == key)
2500 {
2501 kv->value = value;
2502 return;
2503 }
2504
2505 add (key, value);
2506}
2507
2508void
2509key_values::del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2513 {
2514 key_value *kv = *kvp;
2515 *kvp = (*kvp)->next;
2516 delete kv;
2517 return;
2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2547}
2548
2549object::depth_iterator::depth_iterator (object *container)
2550: iterator_base (container)
2551{
2552 while (item->inv)
2553 item = item->inv;
2554}
2555
2556void
2557object::depth_iterator::next ()
2558{
2559 if (item->below)
2560 {
2561 item = item->below;
2562
2563 while (item->inv)
2564 item = item->inv;
2565 }
2566 else
2567 item = item->env;
2568}
2569
2570const char *
2571object::flag_desc (char *desc, int len) const
2572{
2573 char *p = desc;
2574 bool first = true;
2575
2576 *p = 0;
2577
2578 for (int i = 0; i < NUM_FLAGS; i++)
2579 {
2580 if (len <= 10) // magic constant!
2796 { 2581 {
2797 return link; 2582 snprintf (p, len, ",...");
2583 break;
2798 } 2584 }
2799 }
2800 2585
2801 return NULL; 2586 if (flag [i])
2802} 2587 {
2588 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2589 len -= cnt;
2590 p += cnt;
2591 first = false;
2592 }
2593 }
2803 2594
2804/* 2595 return desc;
2805 * Returns the value of op has an extra_field for key, or NULL. 2596}
2806 * 2597
2807 * The argument doesn't need to be a shared string. 2598// return a suitable string describing an object in enough detail to find it
2808 *
2809 * The returned string is shared.
2810 */
2811const char * 2599const char *
2812get_ob_key_value (const object *op, const char *const key) 2600object::debug_desc (char *info) const
2813{ 2601{
2814 key_value * 2602 char flagdesc[512];
2815 link; 2603 char info2[256 * 4];
2604 char *p = info;
2605
2606 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2607 count,
2608 uuid.c_str (),
2609 &name,
2610 title ? ",title:\"" : "",
2611 title ? (const char *)title : "",
2612 title ? "\"" : "",
2613 flag_desc (flagdesc, 512), type);
2614
2615 if (!flag[FLAG_REMOVED] && env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620
2621 return info;
2622}
2623
2816 const char * 2624const char *
2817 canonical_key; 2625object::debug_desc () const
2626{
2627 static char info[3][256 * 4];
2628 static int info_idx;
2818 2629
2819 canonical_key = shstr::find (key); 2630 return debug_desc (info [++info_idx % 3]);
2631}
2820 2632
2821 if (canonical_key == NULL) 2633struct region *
2822 { 2634object::region () const
2823 /* 1. There being a field named key on any object 2635{
2824 * implies there'd be a shared string to find. 2636 return map ? map->region (x, y)
2825 * 2. Since there isn't, no object has this field. 2637 : region::default_region ();
2826 * 3. Therefore, *this* object doesn't have this field. 2638}
2827 */ 2639
2640void
2641object::open_container (object *new_container)
2642{
2643 if (container == new_container)
2828 return NULL; 2644 return;
2645
2646 object *old_container = container;
2647
2648 if (old_container)
2829 } 2649 {
2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651 return;
2830 2652
2831 /* This is copied from get_ob_key_link() above - 2653#if 0
2832 * only 4 lines, and saves the function call overhead. 2654 // remove the "Close old_container" object.
2655 if (object *closer = old_container->inv)
2656 if (closer->type == CLOSE_CON)
2657 closer->destroy ();
2658#endif
2659
2660 // make sure the container is available
2661 esrv_send_item (this, old_container);
2662
2663 old_container->flag [FLAG_APPLIED] = false;
2664 container = 0;
2665
2666 // client needs item update to make it work, client bug requires this to be separate
2667 esrv_update_item (UPD_FLAGS, this, old_container);
2668
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2670 play_sound (sound_find ("chest_close"));
2671 }
2672
2673 if (new_container)
2674 {
2675 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2676 return;
2677
2678 // TODO: this does not seem to serve any purpose anymore?
2679#if 0
2680 // insert the "Close Container" object.
2681 if (archetype *closer = new_container->other_arch)
2682 {
2683 object *closer = new_container->other_arch->instance ();
2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2685 new_container->insert (closer);
2686 }
2687#endif
2688
2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2690
2691 // make sure the container is available, client bug requires this to be separate
2692 esrv_send_item (this, new_container);
2693
2694 new_container->flag [FLAG_APPLIED] = true;
2695 container = new_container;
2696
2697 // client needs flag change
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 play_sound (sound_find ("chest_open"));
2701 }
2702// else if (!old_container->env && contr && contr->ns)
2703// contr->ns->floorbox_reset ();
2704}
2705
2706object *
2707object::force_find (shstr_tmp name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2833 */ 2711 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2835 { 2713 if (tmp->type == FORCE && tmp->slaying == name)
2836 if (link->key == canonical_key) 2714 return splay (tmp);
2837 { 2715
2838 return link->value;
2839 }
2840 }
2841 return NULL; 2716 return 0;
2842} 2717}
2843 2718
2719//-GPL
2844 2720
2845/* 2721void
2846 * Updates the canonical_key in op to value. 2722object::force_set_timer (int duration)
2847 *
2848 * canonical_key is a shared string (value doesn't have to be).
2849 *
2850 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2851 * keys.
2852 *
2853 * Returns TRUE on success.
2854 */
2855int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2723{
2858 key_value * 2724 this->duration = 1;
2859 field = NULL, *last = NULL; 2725 this->speed_left = -1.f;
2860 2726
2861 for (field = op->key_values; field != NULL; field = field->next) 2727 this->set_speed (duration ? 1.f / duration : 0.f);
2862 { 2728}
2863 if (field->key != canonical_key)
2864 {
2865 last = field;
2866 continue;
2867 }
2868 2729
2869 if (value) 2730object *
2870 field->value = value; 2731object::force_add (shstr_tmp name, int duration)
2871 else 2732{
2872 { 2733 if (object *force = force_find (name))
2873 /* Basically, if the archetype has this key set, 2734 force->destroy ();
2874 * we need to store the null value so when we save
2875 * it, we save the empty value so that when we load,
2876 * we get this value back again.
2877 */
2878 if (get_ob_key_link (&op->arch->clone, canonical_key))
2879 field->value = 0;
2880 else
2881 {
2882 if (last)
2883 last->next = field->next;
2884 else
2885 op->key_values = field->next;
2886 2735
2887 delete 2736 object *force = get_archetype (FORCE_NAME);
2888 field; 2737
2889 } 2738 force->slaying = name;
2890 } 2739 force->force_set_timer (duration);
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 return insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2891 return TRUE; 2749 return;
2750
2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2776 return;
2777
2778 // find old force, or create new one
2779 object *force = force_find (shstr_noise_force);
2780
2781 if (force)
2782 force->speed_left = -1.f; // patch old speed up
2783 else
2892 } 2784 {
2893 /* IF we get here, key doesn't exist */ 2785 force = archetype::get (shstr_noise_force);
2894 2786
2895 /* No field, we'll have to add it. */ 2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2896 2790
2897 if (!add_key) 2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2898 { 2796 }
2899 return FALSE; 2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2900 } 2805 {
2901 /* There isn't any good reason to store a null 2806 // we are on the map, so handle move_on/off effects
2902 * value in the key/value list. If the archetype has 2807 remove ();
2903 * this key, then we should also have it, so shouldn't 2808 move_type = mt;
2904 * be here. If user wants to store empty strings, 2809 map->insert (this, x, y, this);
2905 * should pass in "" 2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2906 */ 2820 */
2907 if (value == NULL) 2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2908 return TRUE; 2827 return 0;
2909
2910 field = new key_value;
2911
2912 field->key = canonical_key;
2913 field->value = value;
2914 /* Usual prepend-addition. */
2915 field->next = op->key_values;
2916 op->key_values = field;
2917
2918 return TRUE;
2919} 2828}
2920 2829
2921/* 2830// put marked object first in the inventory
2922 * Updates the key in op to value. 2831// this is used by identify-like spells so players can influence
2923 * 2832// the order a bit.
2924 * If add_key is FALSE, this will only update existing keys, 2833void
2925 * and not add new ones. 2834object::splay_marked ()
2926 * In general, should be little reason FALSE is ever passed in for add_key
2927 *
2928 * Returns TRUE on success.
2929 */
2930int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2835{
2933 shstr 2836 if (object *marked = mark ())
2934 key_ (key); 2837 splay (marked);
2935
2936 return set_ob_key_value_s (op, key_, value, add_key);
2937} 2838}
2839

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