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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.349 by root, Sun May 8 11:44:43 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <skills.h>
34#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37 33
38object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
40 38
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 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
43}; 55};
44short 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,
45 -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
46};
47int 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,
48 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
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 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,
52 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
53}; 67};
54 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
55/* 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. */
56static int 235static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
58{ 237{
59 key_value *wants_field;
60
61 /* 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
62 * 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
63 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
64 */ 241 */
65 242
66 /* For each field in wants, */ 243 /* For each field in wants, */
67 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)
68 { 245 if (has->kv.get (kv->key) != kv->value)
69 key_value *has_field; 246 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 247
90 /* 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. */
91 return TRUE; 249 return true;
92} 250}
93 251
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 253static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 254compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 255{
98 /* 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,
99 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
100 */ 258 */
101 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);
102} 261}
103 262
104/* 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
105 * they can be merged together. 264 * they can be merged together.
106 * 265 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
110 * 269 *
111 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
112 * 271 *
113 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
114 * check weight 273 * check weight
115 */ 274 */
116
117bool object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
118{ 276{
119 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
120 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)
121 return 0; 284 return 0;
122 285
123 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)
124 return 0; 289 return 0;
125 290
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * 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
135 * 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
136 * 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
137 * flags lose any meaning. 295 * flags lose any meaning.
138 */ 296 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
141 299
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
144 302
145 303 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 304 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 307 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 308 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
166 (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
167 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
175 (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)))
176 return 0; 328 return 0;
177 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
178 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
180 */ 339 */
181 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
182 { 341 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
189 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 */
190 350
191 /* 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
192 * if it is valid. 352 * if it is valid.
193 */ 353 */
194 } 354 }
195 355
196 /* 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,
197 * 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
198 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
199 */ 359 */
200 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
201 return 0; 361 return 0;
202 362
203 /* 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
204 * 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
205 * check? 365 * check?
206 */ 366 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
208 return 0; 368 return 0;
209 369
210 switch (ob1->type) 370 switch (ob1->type)
211 { 371 {
212 case SCROLL: 372 case SCROLL:
213 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
214 return 0; 374 return 0;
215 break; 375 break;
216 } 376 }
217 377
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
219 { 379 {
220 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
222 /* 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))
223 return 0; 385 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 386 }
227 387
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
230 { 389 {
231 ob1->optimise (); 390 ob1->optimise ();
232 ob2->optimise (); 391 ob2->optimise ();
233 392
234 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)
235 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 }
236 } 407 }
237 408
238 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
239 return 1; 410 return 1;
240} 411}
241 412
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
242/* 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/*
243 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
244 * 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
245 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
246 */ 488 */
247long 489void
248sum_weight (object *op) 490object::update_weight ()
249{ 491{
250 long sum; 492 sint32 sum = 0;
251 object *inv;
252 493
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 494 for (object *op = inv; op; op = op->below)
254 {
255 if (inv->inv)
256 sum_weight (inv);
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 495 {
259 if (op->type == CONTAINER && op->stats.Str) 496 op->update_weight ();
260 sum = (sum * (100 - op->stats.Str)) / 100; 497
261 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
262 op->carrying = sum; 507 carrying = sum;
263 return sum;
264}
265 508
266/** 509 if (object *pl = visible_to ())
267 * Return the outermost environment object for a given object. 510 if (pl != this) // player is handled lazily
268 */ 511 esrv_update_item (UPD_WEIGHT, pl, this);
269
270object *
271object_get_env_recursive (object *op)
272{
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276}
277
278/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array.
297 */
298
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 { 512 }
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347} 513}
348 514
349/* 515/*
350 * Dumps an object. Returns output in the static global errmsg array. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
351 */ 517 */
352 518char *
353void
354dump_object (object *op) 519dump_object (object *op)
355{ 520{
356 if (op == NULL) 521 if (!op)
357 { 522 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 523
365void 524 object_freezer freezer;
366dump_all_objects (void) 525 op->write (freezer);
367{ 526 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 527}
376 528
377/* 529char *
378 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
379 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned.
381 */
382
383object *
384get_nearest_part (object *op, const object *pl)
385{ 531{
386 object *tmp, *closest; 532 return dump_object (this);
387 int last_dist, i;
388
389 if (op->more == NULL)
390 return op;
391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
392 if ((i = distance (tmp, pl)) < last_dist)
393 closest = tmp, last_dist = i;
394 return closest;
395} 533}
396 534
397/* 535/*
398 * 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.
399 */ 538 */
400
401object * 539object *
402find_object (tag_t i) 540find_object (tag_t i)
403{ 541{
404 object *op; 542 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 543 if (op->count == i)
408 break;
409 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;
410} 562}
411 563
412/* 564/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
416 */ 568 */
417
418object * 569object *
419find_object_name (const char *str) 570find_object_name (const char *str)
420{ 571{
421 const char *name = shstr::find (str); 572 shstr_cmp str_ (str);
422 object *op;
423 573
424 for (op = objects; op != NULL; op = op->next) 574 if (str_)
575 for_all_objects (op)
425 if (&op->name == name) 576 if (op->name == str_)
426 break; 577 return op;
427 578
428 return op; 579 return 0;
429}
430
431void
432free_all_object_data ()
433{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473} 580}
474 581
475/* 582/*
476 * 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
477 * skill and experience objects. 584 * skill and experience objects.
478 */ 585 * ACTUALLY NO! investigate! TODO
479void
480set_owner (object *op, object *owner)
481{
482 if (owner == NULL || op == NULL)
483 return;
484
485 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid.
491 */ 586 */
492 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)
493 owner = owner->owner; 593 owner = owner->owner;
494 594
495 /* IF the owner still has an owner, we did not resolve to a final owner. 595 if (flag [FLAG_FREED])
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 { 596 {
524 /* 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 ());
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return; 598 return;
531 }
532
533 set_owner (op, owner);
534}
535
536/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links.
538 */
539static void
540free_key_values (object *op)
541{
542 for (key_value *i = op->key_values; i != 0;)
543 { 599 }
544 key_value *next = i->next;
545 delete i;
546 600
547 i = next; 601 this->owner = owner;
548 }
549
550 op->key_values = 0;
551} 602}
552 603
553void object::clear ()
554{
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/* 604/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object, 605 * copy_to first frees everything allocated by the dst object,
620 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
621 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
622 * 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,
623 * 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
624 * will point at garbage. 610 * will point at garbage.
625 */ 611 */
626
627void 612void
628copy_object (object *op2, object *op) 613object::copy_to (object *dst)
629{ 614{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
632 617
633 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
634 620
635 if (is_freed) 621 dst->flag [FLAG_REMOVED] = true;
636 SET_FLAG (op, FLAG_FREED); 622 dst->activate ();
637 if (is_removed) 623}
638 SET_FLAG (op, FLAG_REMOVED);
639 624
640 if (op2->speed < 0) 625void
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
642 630
643 /* Copy over key_values, if any. */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
644 if (op2->key_values) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
645 { 633 speed_left = - speed - rndm (); // TODO animation
646 key_value *tail = 0; 634 else
647 key_value *i; 635 speed_left = -1.;
648 636
649 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;
650 645
651 for (i = op2->key_values; i; i = i->next) 646 attachable::instantiate ();
652 { 647}
653 key_value *new_link = new key_value;
654 648
655 new_link->next = 0; 649object *
656 new_link->key = i->key; 650object::clone ()
657 new_link->value = i->value; 651{
652 object *neu = create ();
653 copy_to (neu);
658 654
659 /* Try and be clever here, too. */ 655 // TODO: unclean state changes, should not be done in clone AND instantiate
660 if (!op->key_values) 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
661 { 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
662 op->key_values = new_link;
663 tail = new_link;
664 }
665 else
666 {
667 tail->next = new_link;
668 tail = new_link;
669 }
670 }
671 }
672 658
673 update_ob_speed (op); 659 neu->map = map; // not copied by copy_to
660 return neu;
674} 661}
675 662
676/* 663/*
677 * 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
678 * 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
679 * 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.
680 */ 667 */
681
682void 668void
683update_turn_face (object *op) 669update_turn_face (object *op)
684{ 670{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
686 return; 672 return;
673
687 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
689} 676}
690 677
691/* 678/*
692 * 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
693 * 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.
694 * 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.
695 */ 682 */
696
697void 683void
698update_ob_speed (object *op) 684object::set_speed (float speed)
699{ 685{
700 extern int arch_init; 686 this->speed = speed;
701 687
702 /* No reason putting the archetypes objects on the speed list, 688 if (has_active_speed ())
703 * since they never really need to be updated. 689 activate ();
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0;
713#endif
714 }
715 if (arch_init)
716 {
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724
725 /* process_events() expects us to insert the object at the beginning
726 * of the list. */
727 op->active_next = active_objects;
728 if (op->active_next != NULL)
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 690 else
733 { 691 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 692}
754 693
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 694/*
787 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
789 * 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
790 * invisible object, etc...) 698 * invisible object, etc...)
791 * 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
792 * 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
793 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
794 * 702 *
795 * 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.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 704 * current action are:
801 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
803 * 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
804 * 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.
805 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
806 */ 710 */
807
808void 711void
809update_object (object *op, int action) 712update_object (object *op, int action)
810{ 713{
811 int update_now = 0, flags; 714 if (!op)
812 MoveType move_on, move_off, move_block, move_slow;
813
814 if (op == NULL)
815 { 715 {
816 /* this should never happen */ 716 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
818 return; 718 return;
819 } 719 }
820 720
821 if (op->env != NULL) 721 if (!op->is_on_map ())
822 { 722 {
823 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
824 * to do in this case. 724 * to do in this case.
825 */ 725 */
826 return; 726 return;
827 } 727 }
828 728
829 /* If the map is saving, don't do anything as everything is
830 * going to get freed anyways.
831 */
832 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return;
834
835 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
836 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)
837 { 731 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 733#ifdef MANY_CORES
840 abort (); 734 abort ();
841#endif 735#endif
842 return; 736 return;
843 } 737 }
844 738
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 739 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 740
741 if (!(m.flags_ & P_UPTODATE))
742 m.update_up (); // nothing to do except copy up
852 if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
853 { 744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
856 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
858 update_now = 1;
859
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
867 update_now = 1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
868 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
869 if ((move_on | op->move_on) != move_on) 753 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 754 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 755 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* 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
876 * to have move_allow right now. 757 * have move_allow right now.
877 */ 758 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 760 m.invalidate ();
880 761#else
881 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
882 update_now = 1; 763 m.invalidate ();
764#endif
883 } 765 }
884 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 768 * that is being removed.
887 */ 769 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 771 m.invalidate ();
890 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 773 m.update_up (); // nothing to do for that case, except copy up
892 else 774 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 776
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 777 if (op->more)
902 update_object (op->more, action); 778 update_object (op->more, action);
903} 779}
904 780
905static unordered_vector<object *> mortals;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918}
919
920object::object () 781object::object ()
921{ 782{
922 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
923 784
924 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
925 face = blank_face; 786 face = blank_face;
926 attacked_by_count = -1; 787 material = MATERIAL_NULL;
927} 788}
928 789
929object::~object () 790object::~object ()
930{ 791{
931 free_key_values (this); 792 unlink ();
793
794 kv.clear ();
932} 795}
933 796
934void object::link () 797void object::link ()
935{ 798{
936 count = ++ob_count; 799 assert (!index);//D
800 uuid = UUID::gen ();
937 801
938 prev = 0; 802 refcnt_inc ();
939 next = objects; 803 objects.insert (this);
940 804
941 if (objects) 805 ++create_count;
942 objects->prev = this;
943 806
944 objects = this;
945} 807}
946 808
947void object::unlink () 809void object::unlink ()
948{ 810{
949 count = 0; 811 if (!index)
812 return;
950 813
951 /* Remove this object from the list of used objects */ 814 ++destroy_count;
952 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);
953 { 833 }
954 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->linkable ()
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;
955 prev = 0; 941 op->env = 0;
956 } 942 if ((inv = inv->below))
943 inv->above = 0;
957 944
958 if (next) 945 // then destroy
946 op->destroy ();
959 { 947 }
960 next->prev = prev; 948}
961 next = 0; 949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
962 } 954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
963 957
964 if (this == objects) 958 sfree ((char *)freelist, sizeof (object));
965 objects = next;
966}
967 959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
968object *object::create () 966object::create ()
969{ 967{
970 object *op; 968 object *op;
971 969
972 if (freed.empty ()) 970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
973 op = new object; 975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
974 else 981 else
975 { 982 {
976 // highly annoying, but the only way to get it stable right now 983 void *ni = salloc0<char> (sizeof (object));
977 op = freed.back (); freed.pop_back (); 984
978 op->~object (); 985 op = new(ni) object;
979 new ((void *)op) object; 986
987 op->count = ++object_count;
980 } 988 }
981 989
982 op->link (); 990 op->link ();
991
983 return op; 992 return op;
984} 993}
985 994
986/* 995void
987 * free_object() frees everything allocated by an object, removes 996object::do_delete ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 997{
998 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)
999 { 1014 {
1000 LOG (llevDebug, "Free object called with non removed object\n"); 1015 path = "<freed objects map>";
1001 dump_object (this); 1016 name = "/internal/freed_objects_map";
1002#ifdef MANY_CORES 1017 no_drop = 1;
1003 abort (); 1018 no_reset = 1;
1004#endif 1019
1020 state = MAP_ACTIVE;
1005 } 1021 }
1006 1022
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1023 ~freed_map ()
1008 { 1024 {
1009 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])
1010 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)
1011 } 1053 {
1012 1054 more->destroy ();
1013 if (QUERY_FLAG (this, FLAG_FREED)) 1055 more = 0;
1014 { 1056 }
1015 dump_object (this); 1057
1016 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 ();
1017 return; 1077 return;
1018 } 1078 }
1019 1079
1020 if (more) 1080 destroy_inv_fast ();
1021 {
1022 more->free (free_inventory);
1023 more = 0;
1024 }
1025 1081
1026 if (inv) 1082 if (is_head ())
1027 { 1083 if (sound_destroy)
1028 /* Only if the space blocks everything do we not process - 1084 play_sound (sound_destroy);
1029 * if some form of movement is allowed, let objects 1085 else if (flag [FLAG_MONSTER])
1030 * drop on that space. 1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 1087
1037 while (op) 1088 attachable::destroy ();
1038 {
1039 object *
1040 tmp = op->below;
1041
1042 remove_ob (op);
1043 op->free (free_inventory);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051
1052 while (op)
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 1089}
1086 1090
1087/* 1091/* op->remove ():
1088 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)).
1090 */
1091
1092void
1093sub_weight (object *op, signed long weight)
1094{
1095 while (op != NULL)
1096 {
1097 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 }
1101 op->carrying -= weight;
1102 op = op->env;
1103 }
1104}
1105
1106/* remove_ob(op):
1107 * 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
1108 * 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
1109 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 1096 * the previous environment.
1112 * Beware: This function is called from the editor as well!
1113 */ 1097 */
1114
1115void 1098void
1116remove_ob (object *op) 1099object::do_remove ()
1117{ 1100{
1118 object *tmp, *last = NULL; 1101 if (flag [FLAG_REMOVED])
1119 object *otmp; 1102 return;
1120 1103
1121 tag_t tag; 1104 INVOKE_OBJECT (REMOVE, this);
1122 int check_walk_off;
1123 mapstruct *m;
1124 1105
1125 sint16 x, y; 1106 flag [FLAG_REMOVED] = true;
1126 1107
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 1108 if (more)
1128 { 1109 more->remove ();
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED);
1149 1110
1150 /* 1111 /*
1151 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1152 * inventory. 1113 * inventory.
1153 */ 1114 */
1154 if (op->env != NULL) 1115 if (env)
1155 { 1116 {
1156 if (op->nrof) 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1157 sub_weight (op->env, op->weight * op->nrof); 1118 if (object *pl = visible_to ())
1158 else 1119 esrv_del_item (pl->contr, count);
1159 sub_weight (op->env, op->weight + op->carrying); 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1160 1121
1161 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1162 * made to players inventory. If set, avoiding the call
1163 * to save cpu time.
1164 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp);
1167 1123
1168 if (op->above != NULL) 1124 object *pl = in_player ();
1169 op->above->below = op->below;
1170 else
1171 op->env->inv = op->below;
1172
1173 if (op->below != NULL)
1174 op->below->above = op->above;
1175 1125
1176 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1177 * 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
1178 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1179 */ 1129 */
1180 op->x = op->env->x, op->y = op->env->y;
1181 op->map = op->env->map; 1130 map = env->map;
1182 op->above = NULL, op->below = NULL; 1131 x = env->x;
1183 op->env = NULL; 1132 y = env->y;
1184 return;
1185 }
1186 1133
1187 /* If we get here, we are removing it from a map */ 1134 // make sure cmov optimisation is applicable
1188 if (op->map == NULL) 1135 *(above ? &above->below : &env->inv) = below;
1189 return; 1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1190 1137
1191 x = op->x; 1138 above = 0;
1192 y = op->y; 1139 below = 0;
1193 m = get_map_from_coord (op->map, &x, &y); 1140 env = 0;
1194 1141
1195 if (!m) 1142 if (pl && pl->is_player ())
1196 {
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 }
1205 if (op->map != m)
1206 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1208 op->map->path, m->path, op->x, op->y, x, y);
1209 }
1210
1211 /* Re did the following section of code - it looks like it had
1212 * lots of logic for things we no longer care about
1213 */
1214
1215 /* link the object above us */
1216 if (op->above)
1217 op->above->below = op->below;
1218 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1220
1221 /* Relink the object below us, if there is one */
1222 if (op->below)
1223 op->below->above = op->above;
1224 else
1225 {
1226 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is
1228 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 { 1143 {
1232 dump_object (op); 1144 if (expect_false (pl->contr->combat_ob == this))
1233 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 {
1234 errmsg); 1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1235 dump_object (GET_MAP_OB (m, x, y)); 1147 pl->contr->combat_ob = 0;
1236 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);
1237 } 1162 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 { 1163 }
1253 /* No point updating the players look faces if he is the object 1164 else if (map)
1254 * being removed. 1165 {
1255 */ 1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1256 1168
1257 if (tmp->type == PLAYER && tmp != op) 1169 if (object *pl = ms.player ())
1258 { 1170 {
1259 /* If a container that the player is currently using somehow gets 1171 if (is_player ())
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */
1263 if (tmp->container == op)
1264 { 1172 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 1173 if (!flag [FLAG_WIZPASS])
1266 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 ();
1267 } 1184 }
1268 1185 else if (pl->container_ () == this)
1269 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);
1270 } 1192 }
1271 /* See if player moving off should effect something */ 1193
1272 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 int check_walk_off = !flag [FLAG_NO_APPLY];
1205
1206 if (object *pl = ms.player ())
1273 { 1207 {
1274 move_apply (tmp, op, NULL); 1208 if (pl->container_ () == this)
1275 1209 /* If a container that the player is currently using somehow gets
1276 if (was_destroyed (op, tag)) 1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1277 { 1212 */
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1213 pl->close_container ();
1279 } 1214
1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1218 if (pl->contr->ns)
1219 pl->contr->ns->floorbox_update ();
1280 } 1220 }
1281 1221
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1222 if (check_walk_off)
1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1224 {
1225 above = tmp->above;
1283 1226
1284 if (tmp->above == tmp) 1227 /* No point updating the players look faces if he is the object
1285 tmp->above = NULL; 1228 * being removed.
1229 */
1286 1230
1287 last = tmp; 1231 /* See if object moving off should effect something */
1288 } 1232 if ((move_type & tmp->move_off)
1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1234 move_apply (tmp, this, 0);
1235 }
1289 1236
1290 /* last == NULL of there are no objects on this space */ 1237 if (affects_los ())
1291 if (last == NULL) 1238 update_all_los (map, x, y);
1292 { 1239 }
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else
1302 update_object (last, UP_OBJ_REMOVE);
1303
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1305 update_all_los (op->map, op->x, op->y);
1306} 1240}
1307 1241
1308/* 1242/*
1309 * merge_ob(op,top): 1243 * merge_ob(op,top):
1310 * 1244 *
1311 * This function goes through all objects below and including top, and 1245 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1246 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1247 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1248 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1249 */
1316
1317object * 1250object *
1318merge_ob (object *op, object *top) 1251merge_ob (object *op, object *top)
1319{ 1252{
1320 if (!op->nrof) 1253 if (!op->nrof)
1321 return 0; 1254 return 0;
1322 if (top == NULL) 1255
1256 if (!top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1257 for (top = op; top && top->above; top = top->above)
1258 ;
1259
1324 for (; top != NULL; top = top->below) 1260 for (; top; top = top->below)
1325 { 1261 if (object::can_merge (op, top))
1326 if (top == op)
1327 continue;
1328 if (CAN_MERGE (op, top))
1329 { 1262 {
1330 top->nrof += op->nrof; 1263 top->nrof += op->nrof;
1331 1264
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1265 if (object *pl = top->visible_to ())
1333 op->weight = 0; /* Don't want any adjustements now */ 1266 esrv_update_item (UPD_NROF, pl, top);
1334 remove_ob (op); 1267
1335 free_object (op); 1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1271 op->destroy ();
1272
1336 return top; 1273 return top;
1337 } 1274 }
1338 } 1275
1339 return NULL; 1276 return 0;
1340} 1277}
1341 1278
1279void
1280object::expand_tail ()
1281{
1282 if (more)
1283 return;
1284
1285 object *prev = this;
1286
1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1288 {
1289 object *op = at->instance ();
1290
1291 op->name = name;
1292 op->name_pl = name_pl;
1293 op->title = title;
1294
1295 op->head = this;
1296 prev->more = op;
1297
1298 prev = op;
1299 }
1300}
1301
1342/* 1302/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1303 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1344 * job preparing multi-part monsters 1304 * job preparing multi-part monsters.
1345 */ 1305 */
1346object * 1306object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1308{
1349 object * 1309 op->remove ();
1350 tmp;
1351 1310
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1312 {
1356 tmp->x = x + tmp->arch->clone.x; 1313 tmp->x = x + tmp->arch->x;
1357 tmp->y = y + tmp->arch->clone.y; 1314 tmp->y = y + tmp->arch->y;
1358 } 1315 }
1316
1359 return insert_ob_in_map (op, m, originator, flag); 1317 return insert_ob_in_map (op, m, originator, flag);
1360} 1318}
1361 1319
1362/* 1320/*
1363 * insert_ob_in_map (op, map, originator, flag): 1321 * insert_ob_in_map (op, map, originator, flag):
1374 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1375 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1376 * 1334 *
1377 * Return value: 1335 * Return value:
1378 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1380 * just 'op' otherwise 1338 * just 'op' otherwise
1381 */ 1339 */
1382
1383object * 1340object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1342{
1386 object *tmp, *top, *floor = NULL; 1343 op->remove ();
1387 sint16 x, y;
1388 1344
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1345 if (m == &freed_map)//D TODO: remove soon
1390 { 1346 {//D
1391 LOG (llevError, "Trying to insert freed object!\n"); 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1392 return NULL;
1393 } 1348 }//D
1394
1395 if (m == NULL)
1396 {
1397 dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1399 return op;
1400 }
1401
1402 if (out_of_map (m, op->x, op->y))
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1406#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted.
1410 */
1411 abort ();
1412#endif
1413 return op;
1414 }
1415
1416 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 {
1418 dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1420 return op;
1421 }
1422
1423 if (op->more != NULL)
1424 {
1425 /* The part may be on a different map. */
1426
1427 object *more = op->more;
1428
1429 /* We really need the caller to normalize coordinates - if
1430 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it.
1433 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map)
1437 {
1438 /* For backwards compatibility - when not dealing with tiled maps,
1439 * more->map should always point to the parent.
1440 */
1441 more->map = m;
1442 }
1443
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 {
1446 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448
1449 return NULL;
1450 }
1451 }
1452
1453 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1349
1455 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1456 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1457 * need extra work 1352 * need extra work
1458 */ 1353 */
1459 op->map = get_map_from_coord (m, &op->x, &op->y); 1354 maptile *newmap = m;
1460 x = op->x; 1355 if (!xy_normalise (newmap, op->x, op->y))
1461 y = op->y; 1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1358 return 0;
1359 }
1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1367 op->map = newmap;
1368
1369 mapspace &ms = op->ms ();
1462 1370
1463 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1464 */ 1372 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1375 if (object::can_merge (op, tmp))
1468 { 1376 {
1377 // TODO: we actually want to update tmp, not op,
1378 // but some caller surely breaks when we return tmp
1379 // from here :/
1469 op->nrof += tmp->nrof; 1380 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1381 tmp->destroy ();
1471 free_object (tmp);
1472 } 1382 }
1473 1383
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1476 1386
1477 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1387 if (!op->flag [FLAG_ALIVE])
1478 CLEAR_FLAG (op, FLAG_NO_STEAL); 1388 op->clr_flag (FLAG_NO_STEAL);
1479 1389
1480 if (flag & INS_BELOW_ORIGINATOR) 1390 if (flag & INS_BELOW_ORIGINATOR)
1481 { 1391 {
1482 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1483 { 1393 {
1484 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1485 abort (); 1395 abort ();
1486 } 1396 }
1487 1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1488 op->above = originator; 1405 op->above = originator;
1489 op->below = originator->below; 1406 op->below = originator->below;
1490
1491 if (op->below)
1492 op->below->above = op;
1493 else
1494 SET_MAP_OB (op->map, op->x, op->y, op);
1495
1496 /* since *below* originator, no need to update top */
1497 originator->below = op; 1407 originator->below = op;
1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1498 } 1410 }
1499 else 1411 else
1500 { 1412 {
1413 object *floor = 0;
1414 object *top = ms.top;
1415
1501 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1417 if (top)
1503 { 1418 {
1504 object *last = NULL;
1505
1506 /* 1419 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1510 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1513 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1517 */ 1430 */
1518 1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1519 while (top != NULL)
1520 { 1432 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1522 floor = top; 1434 floor = tmp;
1523 1435
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1525 { 1437 {
1526 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1527 top = top->below; 1439 top = tmp->below;
1528 break; 1440 break;
1529 } 1441 }
1530 1442
1531 last = top;
1532 top = top->above; 1443 top = tmp;
1533 } 1444 }
1534
1535 /* Don't want top to be NULL, so set it to the last valid object */
1536 top = last;
1537 1445
1538 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1539 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1540 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1541 */ 1449 */
1542 1450
1543 /* Have object 'fall below' other objects that block view. 1451 /* Have object 'fall below' other objects that block view.
1544 * Unless those objects are exits, type 66 1452 * Unless those objects are exits.
1545 * If INS_ON_TOP is used, don't do this processing 1453 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1454 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1455 * stacking is a bit odd.
1548 */ 1456 */
1549 if (!(flag & INS_ON_TOP) && 1457 if (!(flag & INS_ON_TOP)
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1458 && ms.flags () & P_BLOCKSVIEW
1459 && (op->face && !faces [op->face].visibility))
1551 { 1460 {
1461 object *last;
1462
1552 for (last = top; last != floor; last = last->below) 1463 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1554 break; 1465 break;
1466
1555 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1556 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1557 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1558 * set top to the object below us. 1470 * set top to the object below us.
1559 */ 1471 */
1560 if (last && last->below && last != floor) 1472 if (last && last->below && last != floor)
1561 top = last->below; 1473 top = last->below;
1562 } 1474 }
1563 } /* If objects on this space */ 1475 } /* If objects on this space */
1564 1476
1565 if (flag & INS_MAP_LOAD)
1566 top = GET_MAP_TOP (op->map, op->x, op->y);
1567
1568 if (flag & INS_ABOVE_FLOOR_ONLY) 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1569 top = floor; 1478 top = floor;
1570 1479
1571 /* Top is the object that our object (op) is going to get inserted above. 1480 // insert object above top, or bottom-most if top = 0
1572 */
1573
1574 /* First object on this space */
1575 if (!top) 1481 if (!top)
1576 { 1482 {
1577 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578
1579 if (op->above)
1580 op->above->below = op;
1581
1582 op->below = NULL; 1483 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1484 op->above = ms.bot;
1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1584 } 1488 }
1585 else 1489 else
1586 { /* get inserted into the stack above top */ 1490 {
1587 op->above = top->above; 1491 op->above = top->above;
1588
1589 if (op->above)
1590 op->above->below = op; 1492 top->above = op;
1591 1493
1592 op->below = top; 1494 op->below = top;
1593 top->above = op; 1495 *(op->above ? &op->above->below : &ms.top) = op;
1594 } 1496 }
1497 }
1595 1498
1596 if (op->above == NULL) 1499 if (op->is_player ())
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1500 {
1598 } /* else not INS_BELOW_ORIGINATOR */
1599
1600 if (op->type == PLAYER)
1601 op->contr->do_los = 1; 1501 op->contr->do_los = 1;
1502 ++op->map->players;
1503 op->map->touch ();
1504 }
1602 1505
1603 /* If we have a floor, we know the player, if any, will be above 1506 op->map->dirty = true;
1604 * it, so save a few ticks and start from there. 1507
1605 */ 1508 if (object *pl = ms.player ())
1606 if (!(flag & INS_MAP_LOAD)) 1509 //TODO: the floorbox prev/next might need updating
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 //esrv_send_item (pl, op);
1608 if (tmp->type == PLAYER) 1511 //TODO: update floorbox to preserve ordering
1609 tmp->contr->socket.update_look = 1; 1512 if (pl->contr->ns)
1513 pl->contr->ns->floorbox_update ();
1610 1514
1611 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really 1516 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players 1517 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well 1518 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1522 * of effect may be sufficient.
1619 */ 1523 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1621 update_all_los (op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1622 1529
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1625 1532
1533 INVOKE_OBJECT (INSERT, op);
1534
1626 /* Don't know if moving this to the end will break anything. However, 1535 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this. 1536 * we want to have floorbox_update called before calling this.
1628 * 1537 *
1629 * check_move_on() must be after this because code called from 1538 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1539 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1541 * update_object().
1633 */ 1542 */
1634 1543
1635 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1637 { 1546 {
1638 if (check_move_on (op, originator)) 1547 if (check_move_on (op, originator, flag))
1639 return NULL; 1548 return 0;
1640 1549
1641 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1642 * walk on's. 1551 * walk on's.
1643 */ 1552 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1646 return NULL; 1555 return 0;
1647 } 1556 }
1648 1557
1649 return op; 1558 return op;
1650} 1559}
1651 1560
1652/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1655 */ 1564 */
1656void 1565void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1658{ 1567{
1659 object *tmp;
1660 object *tmp1;
1661
1662 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1663 1569
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1571 if (tmp->arch->archname == archname) /* same archetype */
1667 { 1572 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1573
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1674 1575
1675 tmp1->x = op->x; 1576 tmp->x = op->x;
1676 tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1678} 1580}
1679
1680/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array.
1686 */
1687 1581
1688object * 1582object *
1689get_split_ob (object *orig_ob, uint32 nr) 1583object::insert_at (object *where, object *originator, int flags)
1690{ 1584{
1691 object * 1585 if (where->env)
1692 newob; 1586 return where->env->insert (this);
1693 int 1587 else
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1695
1696 if (orig_ob->nrof < nr)
1697 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL;
1700 }
1701 newob = object_create_clone (orig_ob);
1702 if ((orig_ob->nrof -= nr) < 1)
1703 {
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed)
1709 {
1710 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1713 {
1714 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL;
1717 }
1718 }
1719 newob->nrof = nr;
1720
1721 return newob;
1722} 1589}
1723 1590
1591// check whether we can put this into the map, respect max_volume, max_items
1592bool
1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1596
1597 int items = ms.items ();
1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1602 return true;
1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1611}
1612
1724/* 1613/*
1725 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1726 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1728 * 1617 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1619 */
1620bool
1621object::decrease (sint32 nr)
1622{
1623 if (!nr)
1624 return true;
1731 1625
1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1732object * 1654object *
1733decrease_ob_nr (object *op, uint32 i) 1655object::split (sint32 nr)
1734{ 1656{
1735 object * 1657 int have = number_of ();
1736 tmp;
1737 player *
1738 pl;
1739 1658
1740 if (i == 0) /* objects with op->nrof require this check */ 1659 if (have < nr)
1741 return op; 1660 return 0;
1742 1661 else if (have == nr)
1743 if (i > op->nrof)
1744 i = op->nrof;
1745
1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i;
1749 } 1662 {
1750 else if (op->env != NULL)
1751 {
1752 /* is this object in the players inventory, or sub container
1753 * therein?
1754 */
1755 tmp = is_player_inv (op->env);
1756 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player.
1761 */
1762 if (!tmp)
1763 {
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env)
1766 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 }
1772
1773 if (i < op->nrof)
1774 {
1775 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i;
1777 if (tmp)
1778 {
1779 esrv_send_item (tmp, op);
1780 }
1781 }
1782 else
1783 {
1784 remove_ob (op); 1663 remove ();
1785 op->nrof = 0; 1664 return this;
1786 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count);
1789 }
1790 }
1791 } 1665 }
1792 else 1666 else
1793 { 1667 {
1794 object * 1668 decrease (nr);
1795 above = op->above;
1796 1669
1797 if (i < op->nrof) 1670 object *op = deep_clone ();
1798 {
1799 op->nrof -= i;
1800 }
1801 else
1802 {
1803 remove_ob (op);
1804 op->nrof = 0; 1671 op->nrof = nr;
1805 }
1806 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above)
1808 if (tmp->type == PLAYER)
1809 {
1810 if (op->nrof)
1811 esrv_send_item (tmp, op);
1812 else
1813 esrv_del_item (tmp->contr, op->count);
1814 }
1815 }
1816
1817 if (op->nrof)
1818 {
1819 return op; 1672 return op;
1820 } 1673 }
1821 else 1674}
1675
1676object *
1677insert_ob_in_ob (object *op, object *where)
1678{
1679 if (!where)
1822 { 1680 {
1823 free_object (op); 1681 char *dump = dump_object (op);
1682 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1683 free (dump);
1824 return NULL; 1684 return op;
1825 }
1826}
1827
1828/*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833void
1834add_weight (object *op, signed long weight)
1835{
1836 while (op != NULL)
1837 { 1685 }
1838 if (op->type == CONTAINER) 1686
1839 { 1687 if (where->head_ () != where)
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 }
1842 op->carrying += weight;
1843 op = op->env;
1844 } 1688 {
1845} 1689 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1690 where = where->head;
1691 }
1846 1692
1693 return where->insert (op);
1694}
1695
1847/* 1696/*
1848 * insert_ob_in_ob(op,environment): 1697 * env->insert (op)
1849 * This function inserts the object op in the linked list 1698 * This function inserts the object op in the linked list
1850 * inside the object environment. 1699 * inside the object environment.
1851 * 1700 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1701 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1702 * be != op, if items are merged. -Tero
1859 */ 1703 */
1860
1861object * 1704object *
1862insert_ob_in_ob (object *op, object *where) 1705object::insert (object *op)
1863{ 1706{
1864 object *
1865 tmp, *
1866 otmp;
1867
1868 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1707 if (op->more)
1886 { 1708 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1710 return op;
1889 } 1711 }
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1712
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1713 op->remove ();
1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1892 if (op->nrof) 1717 if (op->nrof)
1893 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1719 if (object::can_merge (tmp, op))
1896 { 1720 {
1897 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1899 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1728
1901 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1902 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1731
1903 add_weight (where, op->weight * op->nrof); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1733
1905 free_object (op); /* free the inserted object */ 1734 op->destroy ();
1906 op = tmp; 1735 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1736 goto inserted;
1908 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break;
1910 } 1737 }
1911 1738
1912 /* I assume combined objects have no inventory 1739 op->owner = 0; // it's his/hers now. period.
1913 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do
1916 * the linking below
1917 */
1918 add_weight (where, op->weight * op->nrof);
1919 }
1920 else
1921 add_weight (where, (op->weight + op->carrying));
1922
1923 otmp = is_player_inv (where);
1924 if (otmp && otmp->contr != NULL)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp);
1928 }
1929
1930 op->map = NULL; 1740 op->map = 0;
1931 op->env = where; 1741 op->x = 0;
1742 op->y = 0;
1743
1932 op->above = NULL; 1744 op->above = 0;
1933 op->below = NULL; 1745 op->below = inv;
1934 op->x = 0, op->y = 0; 1746 op->env = this;
1935 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1936 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1762 if (op->glow_radius && is_on_map ())
1938 {
1939#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map))
1943 update_all_los (where->map, where->x, where->y);
1944 } 1763 {
1945 1764 update_stats ();
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1765 update_all_los (map, x, y);
1947 * It sure simplifies this function...
1948 */
1949 if (where->inv == NULL)
1950 where->inv = op;
1951 else
1952 { 1766 }
1953 op->below = where->inv; 1767 else if (is_player ())
1954 op->below->above = op; 1768 // if this is a player's inventory, update stats
1955 where->inv = op; 1769 contr->queue_stats_update ();
1956 } 1770
1771 INVOKE_OBJECT (INSERT, this);
1772
1957 return op; 1773 return op;
1958} 1774}
1959 1775
1960/* 1776/*
1961 * Checks if any objects has a move_type that matches objects 1777 * Checks if any objects has a move_type that matches objects
1975 * 1791 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1794 * on top.
1979 */ 1795 */
1980
1981int 1796int
1982check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
1983{ 1798{
1799 if (op->flag [FLAG_NO_APPLY])
1800 return 0;
1801
1984 object *tmp; 1802 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1803 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1804 int x = op->x, y = op->y;
1988 1805
1989 MoveType move_on, move_slow, move_block; 1806 mapspace &ms = m->at (x, y);
1990 1807
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1808 ms.update ();
1992 return 0;
1993 1809
1994 tag = op->count; 1810 MoveType move_on = ms.move_on;
1995 1811 MoveType move_slow = ms.move_slow;
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1812 MoveType move_block = ms.move_block;
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1813
2000 /* if nothing on this space will slow op down or be applied, 1814 /* if nothing on this space will slow op down or be applied,
2001 * no need to do checking below. have to make sure move_type 1815 * no need to do checking below. have to make sure move_type
2002 * is set, as lots of objects don't have it set - we treat that 1816 * is set, as lots of objects don't have it set - we treat that
2003 * as walking. 1817 * as walking.
2014 return 0; 1828 return 0;
2015 1829
2016 /* The objects have to be checked from top to bottom. 1830 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1831 * Hence, we first go to the top:
2018 */ 1832 */
2019 1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2021 {
2022 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them.
2025 */
2026 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2027 break;
2028 } 1834 {
1835 next = tmp->below;
2029 1836
2030 for (; tmp; tmp = tmp->below)
2031 {
2032 if (tmp == op) 1837 if (tmp == op)
2033 continue; /* Can't apply yourself */ 1838 continue; /* Can't apply yourself */
2034 1839
2035 /* Check to see if one of the movement types should be slowed down. 1840 /* Check to see if one of the movement types should be slowed down.
2036 * Second check makes sure that the movement types not being slowed 1841 * Second check makes sure that the movement types not being slowed
2037 * (~slow_move) is not blocked on this space - just because the 1842 * (~slow_move) is not blocked on this space - just because the
2038 * space doesn't slow down swimming (for example), if you can't actually 1843 * space doesn't slow down swimming (for example), if you can't actually
2039 * swim on that space, can't use it to avoid the penalty. 1844 * swim on that space, can't use it to avoid the penalty.
2040 */ 1845 */
2041 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1846 if (!op->flag [FLAG_WIZPASS])
2042 { 1847 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1850 {
2046
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
2048 1852
2049 if (op->type == PLAYER) 1853 if (op->is_player ())
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1856 diff /= 4.0;
2053 1857
2054 op->speed_left -= diff; 1858 op->speed_left -= diff;
2055 } 1859 }
2056 } 1860 }
2057 1861
2058 /* Basically same logic as above, except now for actual apply. */ 1862 /* Basically same logic as above, except now for actual apply. */
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
2062 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
2063 1872
2064 if (was_destroyed (op, tag)) 1873 if (op->destroyed ())
2065 return 1; 1874 return 1;
2066 1875
2067 /* what the person/creature stepped onto has moved the object 1876 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1877 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1878 * have a feeling strange problems would result.
2079/* 1888/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2083 */ 1892 */
2084
2085object * 1893object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1895{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
2092 { 1897 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1899 return NULL;
2095 } 1900 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1901
2097 if (tmp->arch == at) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch->archname == at->archname)
2098 return tmp; 1904 return tmp;
1905
2099 return NULL; 1906 return NULL;
2100} 1907}
2101 1908
2102/* 1909/*
2103 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2106 */ 1913 */
2107
2108object * 1914object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1915present (unsigned char type, maptile *m, int x, int y)
2110{ 1916{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1917 if (out_of_map (m, x, y))
2115 { 1918 {
2116 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1920 return NULL;
2118 } 1921 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1924 if (tmp->type == type)
2121 return tmp; 1925 return tmp;
1926
2122 return NULL; 1927 return NULL;
2123} 1928}
2124 1929
2125/* 1930/*
2126 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2129 */ 1934 */
2130
2131object * 1935object *
2132present_in_ob (unsigned char type, const object *op) 1936present_in_ob (unsigned char type, const object *op)
2133{ 1937{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1939 if (tmp->type == type)
2139 return tmp; 1940 return tmp;
1941
2140 return NULL; 1942 return NULL;
2141} 1943}
2142 1944
2143/* 1945/*
2144 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1954 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1955 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1956 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1957 * to be unique.
2156 */ 1958 */
2157
2158object * 1959object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1960present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1961{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1964 return tmp;
2168 } 1965
2169 return NULL; 1966 return 0;
2170} 1967}
2171 1968
2172/* 1969/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2176 */ 1973 */
2177
2178object * 1974object *
2179present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
2180{ 1976{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2185 if (tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
2186 return tmp; 1979 return tmp;
1980
2187 return NULL; 1981 return NULL;
2188} 1982}
2189 1983
2190/* 1984/*
2191 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2192 */ 1986 */
2193void 1987void
2194flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
2195{ 1989{
2196 object *
2197 tmp;
2198
2199 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2201 { 1991 {
2202 SET_FLAG (tmp, flag); 1992 tmp->set_flag (flag);
2203 flag_inv (tmp, flag); 1993 flag_inv (tmp, flag);
2204 } 1994 }
2205} /* 1995}
1996
1997/*
2206 * desactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
2207 */ 1999 */
2208void 2000void
2209unflag_inv (object *op, int flag) 2001unflag_inv (object *op, int flag)
2210{ 2002{
2211 object *
2212 tmp;
2213
2214 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2216 { 2004 {
2217 CLEAR_FLAG (tmp, flag); 2005 tmp->clr_flag (flag);
2218 unflag_inv (tmp, flag); 2006 unflag_inv (tmp, flag);
2219 } 2007 }
2220}
2221
2222/*
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function.
2227 */
2228
2229void
2230set_cheat (object *op)
2231{
2232 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ);
2234} 2008}
2235 2009
2236/* 2010/*
2237 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * find_free_spot(object, map, x, y, start, stop) will search for
2238 * a spot at the given map and coordinates which will be able to contain 2012 * a spot at the given map and coordinates which will be able to contain
2240 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
2241 * It returns a random choice among the alternatives found. 2015 * It returns a random choice among the alternatives found.
2242 * start and stop are where to start relative to the free_arr array (1,9 2016 * start and stop are where to start relative to the free_arr array (1,9
2243 * does all 4 immediate directions). This returns the index into the 2017 * does all 4 immediate directions). This returns the index into the
2244 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2018 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2245 * Note - this only checks to see if there is space for the head of the
2246 * object - if it is a multispace object, this should be called for all
2247 * pieces.
2248 * Note2: This function does correctly handle tiled maps, but does not 2019 * Note: This function does correctly handle tiled maps, but does not
2249 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
2250 * necessary, so the caller shouldn't need to do any special work. 2021 * necessary, so the caller shouldn't need to do any special work.
2251 * Note - updated to take an object instead of archetype - this is necessary 2022 * Note - updated to take an object instead of archetype - this is necessary
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 2023 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use 2024 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been 2025 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 2026 * customized, changed states, etc.
2256 */ 2027 */
2257
2258int 2028int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 2030{
2261 int
2262 i,
2263 index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2032 int index = 0, flag;
2266 2033
2267 for (i = start; i < stop; i++) 2034 for (int i = start; i < stop; i++)
2268 { 2035 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2036 mapxy pos (m, x, y); pos.move (i);
2270 if (!flag) 2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2271 altern[index++] = i; 2052 altern [index++] = i;
2053 continue;
2054 }
2272 2055
2273 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall. 2057 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions - 2058 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty 2059 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space 2060 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2280 */ 2063 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2282 stop = maxfree[i]; 2066 stop = maxfree[i];
2067 continue;
2068 }
2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2283 } 2080 }
2081
2284 if (!index) 2082 if (!index)
2285 return -1; 2083 return -1;
2084
2286 return altern[RANDOM () % index]; 2085 return altern [rndm (index)];
2287} 2086}
2288 2087
2289/* 2088/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 2089 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2090 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 2091 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2092 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 2093 */
2295
2296int 2094int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2096{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2097 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2099 return i;
2306 } 2100
2307 return -1; 2101 return -1;
2308} 2102}
2309 2103
2310/* 2104/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2105 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2106 * arr[begin..end-1].
2107 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2108 */
2314static void 2109static void
2315permute (int *arr, int begin, int end) 2110permute (int *arr, int begin, int end)
2316{ 2111{
2317 int 2112 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2113 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2114
2328 tmp = arr[i]; 2115 while (--end)
2329 arr[i] = arr[j]; 2116 swap (arr [end], arr [rndm (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2117}
2333 2118
2334/* new function to make monster searching more efficient, and effective! 2119/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2120 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2121 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2124 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2125 */
2341void 2126void
2342get_search_arr (int *search_arr) 2127get_search_arr (int *search_arr)
2343{ 2128{
2344 int 2129 int i;
2345 i;
2346 2130
2347 for (i = 0; i < SIZEOFFREE; i++) 2131 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2132 search_arr[i] = i;
2350 }
2351 2133
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2134 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2135 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2136 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2137}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2146 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2147 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2148 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2149 * there is capable of.
2368 */ 2150 */
2369
2370int 2151int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2152find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2153{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2376 sint16 2155 MoveType move_type;
2377 nx,
2378 ny;
2379 object *
2380 tmp;
2381 mapstruct *
2382 mp;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2156
2387 if (exclude && exclude->head) 2157 if (exclude && exclude->head_ () != exclude)
2388 { 2158 {
2389 exclude = exclude->head; 2159 exclude = exclude->head;
2390 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2391 } 2161 }
2392 else 2162 else
2393 { 2163 {
2394 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2395 move_type = MOVE_ALL; 2165 move_type = MOVE_ALL;
2396 } 2166 }
2397 2167
2398 for (i = 1; i < max; i++) 2168 for (int i = 1; i < max; i++)
2399 { 2169 {
2400 mp = m; 2170 mapxy pos (m, x, y);
2401 nx = x + freearr_x[i]; 2171 pos.move (i);
2402 ny = y + freearr_y[i];
2403 2172
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2173 if (!pos.normalise ())
2405 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2174 max = maxfree[i];
2408 }
2409 else 2175 else
2410 { 2176 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2177 mapspace &ms = *pos;
2412 2178
2413 if ((move_type & blocked) == move_type) 2179 if ((move_type & ms.move_block) == move_type)
2180 max = maxfree [i];
2181 else if (ms.flags () & P_IS_ALIVE)
2414 { 2182 {
2415 max = maxfree[i]; 2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2416 } 2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2417 else if (mflags & P_IS_ALIVE) 2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2418 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2420 {
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2422 {
2423 break;
2424 }
2425 }
2426 if (tmp)
2427 {
2428 return freedir[i]; 2186 return freedir [i];
2429 }
2430 } 2187 }
2431 } 2188 }
2432 } 2189 }
2190
2433 return 0; 2191 return 0;
2434} 2192}
2435 2193
2436/* 2194/*
2437 * distance(object 1, object 2) will return the square of the 2195 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2196 * distance between the two given objects.
2439 */ 2197 */
2440
2441int 2198int
2442distance (const object *ob1, const object *ob2) 2199distance (const object *ob1, const object *ob2)
2443{ 2200{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2202}
2450 2203
2451/* 2204/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2453 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2454 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2455 */ 2208 */
2456
2457int 2209int
2458find_dir_2 (int x, int y) 2210find_dir_2 (int x, int y)
2459{ 2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2460 int 2255 int q;
2461 q;
2462 2256
2463 if (y) 2257 if (y)
2464 q = x * 100 / y; 2258 q = 128 * x / y;
2465 else if (x) 2259 else if (x)
2466 q = -300 * x; 2260 q = -512 * x; // to make it > 309
2467 else 2261 else
2468 return 0; 2262 return 0;
2469 2263
2470 if (y > 0) 2264 if (y > 0)
2471 { 2265 {
2472 if (q < -242) 2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2473 return 3; 2271 return 3;
2474 if (q < -41) 2272 }
2475 return 2; 2273 else
2476 if (q < 41) 2274 {
2477 return 1; 2275 if (q < -309) return 3;
2478 if (q < 242) 2276 if (q < -52) return 2;
2479 return 8; 2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2480 return 7; 2280 return 7;
2481 } 2281 }
2482 2282#endif
2483 if (q < -242)
2484 return 7;
2485 if (q < -41)
2486 return 6;
2487 if (q < 41)
2488 return 5;
2489 if (q < 242)
2490 return 4;
2491
2492 return 3;
2493}
2494
2495/*
2496 * absdir(int): Returns a number between 1 and 8, which represent
2497 * the "absolute" direction of a number (it actually takes care of
2498 * "overflow" in previous calculations of a direction).
2499 */
2500
2501int
2502absdir (int d)
2503{
2504 while (d < 1)
2505 d += 8;
2506 while (d > 8)
2507 d -= 8;
2508 return d;
2509} 2283}
2510 2284
2511/* 2285/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2513 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2514 */ 2288 */
2515
2516int 2289int
2517dirdiff (int dir1, int dir2) 2290dirdiff (int dir1, int dir2)
2518{ 2291{
2519 int
2520 d;
2521
2522 d = abs (dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2523 if (d > 4) 2293
2524 d = 8 - d; 2294 return d > 4 ? 8 - d : d;
2525 return d;
2526} 2295}
2527 2296
2528/* peterm: 2297/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2530 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2532 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2304 * functions.
2536 */ 2305 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2359 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2360 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2361 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2362 * Modified to be map tile aware -.MSW
2596 */ 2363 */
2597
2598
2599int 2364int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2365can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2366{
2602 sint16 2367 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2368 int mflags;
2607 2369
2608 if (dir < 0) 2370 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2371 return 0; /* exit condition: invalid direction */
2610 2372
2611 dx = x + freearr_x[dir]; 2373 dx = x + freearr_x[dir];
2624 return 0; 2386 return 0;
2625 2387
2626 /* yes, can see. */ 2388 /* yes, can see. */
2627 if (dir < 9) 2389 if (dir < 9)
2628 return 1; 2390 return 1;
2391
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2392 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2393 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2394 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2395}
2632
2633
2634 2396
2635/* 2397/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2398 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be 2399 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2400 * picked up, otherwise 0.
2640 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2402 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2641 * core dumps if they do. 2403 * core dumps if they do.
2642 * 2404 *
2643 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2644 */ 2406 */
2645
2646int 2407int
2647can_pick (const object *who, const object *item) 2408can_pick (const object *who, const object *item)
2648{ 2409{
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2410 return /*who->flag [FLAG_WIZ]|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2652} 2413}
2653 2414
2415//-GPL
2654 2416
2655/* 2417/*
2656 * create clone from object to another 2418 * create clone from object to another
2657 */ 2419 */
2658object * 2420object *
2659object_create_clone (object *asrc) 2421object::deep_clone ()
2660{ 2422{
2661 object * 2423 assert (("deep_clone called on non-head object", is_head ()));
2662 dst = NULL, *tmp, *src, *part, *prev, *item;
2663 2424
2664 if (!asrc) 2425 object *dst = clone ();
2665 return NULL;
2666 src = asrc;
2667 if (src->head)
2668 src = src->head;
2669 2426
2670 prev = NULL; 2427 object *prev = dst;
2671 for (part = src; part; part = part->more) 2428 for (object *part = this->more; part; part = part->more)
2672 { 2429 {
2673 tmp = get_object (); 2430 object *tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x;
2676 tmp->y -= src->y;
2677 if (!part->head)
2678 {
2679 dst = tmp;
2680 tmp->head = NULL;
2681 }
2682 else
2683 {
2684 tmp->head = dst; 2431 tmp->head = dst;
2685 }
2686 tmp->more = NULL;
2687 if (prev)
2688 prev->more = tmp; 2432 prev->more = tmp;
2689 prev = tmp; 2433 prev = tmp;
2690 } 2434 }
2691 2435
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2436 for (object *item = inv; item; item = item->below)
2694 { 2437 insert_ob_in_ob (item->deep_clone (), dst);
2695 (void) insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2438
2698 return dst; 2439 return dst;
2699}
2700
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */
2721
2722object *
2723load_object_str (const char *obstr)
2724{
2725 object *
2726 op;
2727 char
2728 filename[MAX_BUF];
2729
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731
2732 FILE *
2733 tempfile = fopen (filename, "w");
2734
2735 if (tempfile == NULL)
2736 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL;
2739 };
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer
2746 thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2440}
2756 2441
2757/* This returns the first object in who's inventory that 2442/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2443 * has the same type and subtype match.
2759 * returns NULL if no match. 2444 * returns NULL if no match.
2760 */ 2445 */
2761object * 2446object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2447find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2448{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2449 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2450 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2451 return tmp;
2770 2452
2771 return NULL; 2453 return 0;
2772} 2454}
2773 2455
2774/* If ob has a field named key, return the link from the list, 2456/* Zero the key_values on op, decrementing the shared-string
2775 * otherwise return NULL. 2457 * refcounts and freeing the links.
2776 * 2458 */
2777 * key must be a passed in shared string - otherwise, this won't 2459void
2778 * do the desired thing. 2460key_values::clear ()
2779 */
2780key_value *
2781get_ob_key_link (const object *ob, const char *key)
2782{ 2461{
2783 key_value * 2462 for (key_value *kvp = first; kvp; )
2784 link; 2463 {
2785 2464 key_value *next = kvp->next;
2786 for (link = ob->key_values; link != NULL; link = link->next) 2465 delete kvp;
2466 kvp = next;
2787 { 2467 }
2468
2469 first = 0;
2470}
2471
2472shstr_tmp
2473key_values::get (shstr_tmp key) const
2474{
2475 for (key_value *kv = first; kv; kv = kv->next)
2788 if (link->key == key) 2476 if (kv->key == key)
2477 return kv->value;
2478
2479 return shstr ();
2480}
2481
2482void
2483key_values::add (shstr_tmp key, shstr_tmp value)
2484{
2485 key_value *kv = new key_value;
2486
2487 kv->next = first;
2488 kv->key = key;
2489 kv->value = value;
2490
2491 first = kv;
2492}
2493
2494void
2495key_values::set (shstr_tmp key, shstr_tmp value)
2496{
2497 for (key_value *kv = first; kv; kv = kv->next)
2498 if (kv->key == key)
2499 {
2500 kv->value = value;
2501 return;
2502 }
2503
2504 add (key, value);
2505}
2506
2507void
2508key_values::del (shstr_tmp key)
2509{
2510 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2511 if ((*kvp)->key == key)
2512 {
2513 key_value *kv = *kvp;
2514 *kvp = (*kvp)->next;
2515 delete kv;
2516 return;
2517 }
2518}
2519
2520void
2521key_values::reverse ()
2522{
2523 key_value *prev = 0;
2524 key_value *head = first;
2525
2526 while (head)
2527 {
2528 key_value *node = head;
2529 head = head->next;
2530 node->next = prev;
2531 prev = node;
2532 }
2533
2534 first = prev;
2535}
2536
2537key_values &
2538key_values::operator =(const key_values &kv)
2539{
2540 clear ();
2541
2542 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2543 add (kvp->key, kvp->value);
2544
2545 reverse ();
2546}
2547
2548object::depth_iterator::depth_iterator (object *container)
2549: iterator_base (container)
2550{
2551 while (item->inv)
2552 item = item->inv;
2553}
2554
2555void
2556object::depth_iterator::next ()
2557{
2558 if (item->below)
2559 {
2560 item = item->below;
2561
2562 while (item->inv)
2563 item = item->inv;
2564 }
2565 else
2566 item = item->env;
2567}
2568
2569const char *
2570object::flag_desc (char *desc, int len) const
2571{
2572 char *p = desc;
2573 bool first = true;
2574
2575 *p = 0;
2576
2577 for (int i = 0; i < NUM_FLAGS; i++)
2578 {
2579 if (len <= 10) // magic constant!
2789 { 2580 {
2790 return link; 2581 snprintf (p, len, ",...");
2582 break;
2791 } 2583 }
2792 }
2793 2584
2794 return NULL; 2585 if (flag [i])
2795} 2586 {
2587 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2588 len -= cnt;
2589 p += cnt;
2590 first = false;
2591 }
2592 }
2796 2593
2797/* 2594 return desc;
2798 * Returns the value of op has an extra_field for key, or NULL. 2595}
2799 * 2596
2800 * The argument doesn't need to be a shared string. 2597// return a suitable string describing an object in enough detail to find it
2801 *
2802 * The returned string is shared.
2803 */
2804const char * 2598const char *
2805get_ob_key_value (const object *op, const char *const key) 2599object::debug_desc (char *info) const
2806{ 2600{
2807 key_value * 2601 char flagdesc[512];
2808 link; 2602 char info2[256 * 4];
2603 char *p = info;
2604
2605 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2606 count,
2607 uuid.c_str (),
2608 &name,
2609 title ? ",title:\"" : "",
2610 title ? (const char *)title : "",
2611 title ? "\"" : "",
2612 flag_desc (flagdesc, 512), type);
2613
2614 if (!flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616
2617 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619
2620 return info;
2621}
2622
2809 const char * 2623const char *
2810 canonical_key; 2624object::debug_desc () const
2625{
2626 static char info[3][256 * 4];
2627 static int info_idx;
2811 2628
2812 canonical_key = shstr::find (key); 2629 return debug_desc (info [++info_idx % 3]);
2630}
2813 2631
2814 if (canonical_key == NULL) 2632struct region *
2815 { 2633object::region () const
2816 /* 1. There being a field named key on any object 2634{
2817 * implies there'd be a shared string to find. 2635 return map ? map->region (x, y)
2818 * 2. Since there isn't, no object has this field. 2636 : region::default_region ();
2819 * 3. Therefore, *this* object doesn't have this field. 2637}
2820 */ 2638
2639//+GPL
2640
2641void
2642object::open_container (object *new_container)
2643{
2644 if (container == new_container)
2821 return NULL; 2645 return;
2646
2647 object *old_container = container;
2648
2649 if (old_container)
2822 } 2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2823 2653
2824 /* This is copied from get_ob_key_link() above - 2654#if 0
2825 * only 4 lines, and saves the function call overhead. 2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 // make sure the container is available
2662 esrv_send_item (this, old_container);
2663
2664 old_container->flag [FLAG_APPLIED] = false;
2665 container = 0;
2666
2667 // client needs item update to make it work, client bug requires this to be separate
2668 esrv_update_item (UPD_FLAGS, this, old_container);
2669
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2671 play_sound (sound_find ("chest_close"));
2672 }
2673
2674 if (new_container)
2675 {
2676 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2677 return;
2678
2679 // TODO: this does not seem to serve any purpose anymore?
2680#if 0
2681 // insert the "Close Container" object.
2682 if (archetype *closer = new_container->other_arch)
2683 {
2684 object *closer = new_container->other_arch->instance ();
2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2686 new_container->insert (closer);
2687 }
2688#endif
2689
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2691
2692 // make sure the container is available, client bug requires this to be separate
2693 esrv_send_item (this, new_container);
2694
2695 new_container->flag [FLAG_APPLIED] = true;
2696 container = new_container;
2697
2698 // client needs flag change
2699 esrv_update_item (UPD_FLAGS, this, new_container);
2700 esrv_send_inventory (this, new_container);
2701 play_sound (sound_find ("chest_open"));
2702 }
2703// else if (!old_container->env && contr && contr->ns)
2704// contr->ns->floorbox_reset ();
2705}
2706
2707//-GPL
2708
2709// prefetch some flat area around the player
2710static void
2711prefetch_surrounding_area (object *op, maptile *map, int range)
2712{
2713 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2714 op->x - range , op->y - range ,
2715 op->x + range + 1, op->y + range + 1);
2716 rect->m;
2717 ++rect)
2718 {
2719 rect->m->touch ();
2720 rect->m->activate ();
2721 }
2722}
2723
2724// prefetch a generous area around the player, also up and down
2725void
2726object::prefetch_surrounding_maps ()
2727{
2728 prefetch_surrounding_area (this, map, 40);
2729
2730 if (maptile *m = map->tile_available (TILE_DOWN))
2731 prefetch_surrounding_area (this, m, 20);
2732
2733 if (maptile *m = map->tile_available (TILE_UP))
2734 prefetch_surrounding_area (this, m, 20);
2735}
2736
2737//+GPL
2738
2739object *
2740object::force_find (shstr_tmp name)
2741{
2742 /* cycle through his inventory to look for the MARK we want to
2743 * place
2826 */ 2744 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2745 for (object *tmp = inv; tmp; tmp = tmp->below)
2828 { 2746 if (tmp->type == FORCE && tmp->slaying == name)
2829 if (link->key == canonical_key) 2747 return splay (tmp);
2830 { 2748
2831 return link->value;
2832 }
2833 }
2834 return NULL; 2749 return 0;
2835} 2750}
2836 2751
2837 2752void
2838/* 2753object::force_set_timer (int duration)
2839 * Updates the canonical_key in op to value.
2840 *
2841 * canonical_key is a shared string (value doesn't have to be).
2842 *
2843 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2844 * keys.
2845 *
2846 * Returns TRUE on success.
2847 */
2848int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2754{
2851 key_value * 2755 this->duration = 1;
2852 field = NULL, *last = NULL; 2756 this->speed_left = -1.f;
2853 2757
2854 for (field = op->key_values; field != NULL; field = field->next) 2758 this->set_speed (duration ? 1.f / duration : 0.f);
2855 { 2759}
2856 if (field->key != canonical_key)
2857 {
2858 last = field;
2859 continue;
2860 }
2861 2760
2862 if (value) 2761object *
2863 field->value = value; 2762object::force_add (shstr_tmp name, int duration)
2864 else 2763{
2865 { 2764 if (object *force = force_find (name))
2866 /* Basically, if the archetype has this key set, 2765 force->destroy ();
2867 * we need to store the null value so when we save
2868 * it, we save the empty value so that when we load,
2869 * we get this value back again.
2870 */
2871 if (get_ob_key_link (&op->arch->clone, canonical_key))
2872 field->value = 0;
2873 else
2874 {
2875 if (last)
2876 last->next = field->next;
2877 else
2878 op->key_values = field->next;
2879 2766
2880 delete 2767 object *force = archetype::get (FORCE_NAME);
2881 field; 2768
2882 } 2769 force->slaying = name;
2883 } 2770 force->force_set_timer (duration);
2771 force->flag [FLAG_APPLIED] = true;
2772
2773 return insert (force);
2774}
2775
2776void
2777object::play_sound (faceidx sound) const
2778{
2779 if (!sound)
2884 return TRUE; 2780 return;
2781
2782 if (is_on_map ())
2783 map->play_sound (sound, x, y);
2784 else if (object *pl = in_player ())
2785 pl->contr->play_sound (sound);
2786}
2787
2788void
2789object::say_msg (const char *msg) const
2790{
2791 if (is_on_map ())
2792 map->say_msg (msg, x, y);
2793 else if (object *pl = in_player ())
2794 pl->contr->play_sound (sound);
2795}
2796
2797void
2798object::make_noise ()
2799{
2800 // we do not model noise in the map, so instead put
2801 // a temporary light into the noise source
2802 // could use the map instead, but that's less reliable for our
2803 // goal, which is to make invisibility a bit harder to exploit
2804
2805 // currently only works sensibly for players
2806 if (!is_player ())
2807 return;
2808
2809 // find old force, or create new one
2810 object *force = force_find (shstr_noise_force);
2811
2812 if (force)
2813 force->speed_left = -1.f; // patch old speed up
2814 else
2885 } 2815 {
2886 /* IF we get here, key doesn't exist */ 2816 force = archetype::get (shstr_noise_force);
2887 2817
2888 /* No field, we'll have to add it. */ 2818 force->slaying = shstr_noise_force;
2819 force->stats.food = 1;
2820 force->speed_left = -1.f;
2889 2821
2890 if (!add_key) 2822 force->set_speed (1.f / 4.f);
2823 force->flag [FLAG_IS_USED_UP] = true;
2824 force->flag [FLAG_APPLIED] = true;
2825
2826 insert (force);
2891 { 2827 }
2892 return FALSE; 2828}
2829
2830void object::change_move_type (MoveType mt)
2831{
2832 if (move_type == mt)
2833 return;
2834
2835 if (is_on_map ())
2893 } 2836 {
2894 /* There isn't any good reason to store a null 2837 // we are on the map, so handle move_on/off effects
2895 * value in the key/value list. If the archetype has 2838 remove ();
2896 * this key, then we should also have it, so shouldn't 2839 move_type = mt;
2897 * be here. If user wants to store empty strings, 2840 map->insert (this, x, y, this);
2898 * should pass in "" 2841 }
2842 else
2843 move_type = mt;
2844}
2845
2846/* object should be a player.
2847 * we return the object the player has marked with the 'mark' command
2848 * below. If no match is found (or object has changed), we return
2849 * NULL. We leave it up to the calling function to print messages if
2850 * nothing is found.
2899 */ 2851 */
2900 if (value == NULL) 2852object *
2853object::mark () const
2854{
2855 if (contr && contr->mark && contr->mark->env == this)
2856 return contr->mark;
2857 else
2901 return TRUE; 2858 return 0;
2902
2903 field = new key_value;
2904
2905 field->key = canonical_key;
2906 field->value = value;
2907 /* Usual prepend-addition. */
2908 field->next = op->key_values;
2909 op->key_values = field;
2910
2911 return TRUE;
2912} 2859}
2913 2860
2914/* 2861// put marked object first in the inventory
2915 * Updates the key in op to value. 2862// this is used by identify-like spells so players can influence
2916 * 2863// the order a bit.
2917 * If add_key is FALSE, this will only update existing keys, 2864void
2918 * and not add new ones. 2865object::splay_marked ()
2919 * In general, should be little reason FALSE is ever passed in for add_key
2920 *
2921 * Returns TRUE on success.
2922 */
2923int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{ 2866{
2926 shstr 2867 if (object *marked = mark ())
2927 key_ (key); 2868 splay (marked);
2928
2929 return set_ob_key_value_s (op, key_, value, add_key);
2930} 2869}
2870

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