--- deliantra/server/common/object.C 2006/08/31 17:54:14 1.10
+++ deliantra/server/common/object.C 2011/04/23 04:56:46 1.343
@@ -1,113 +1,263 @@
/*
- * static char *rcsid_object_c =
- * "$Id: object.C,v 1.10 2006/08/31 17:54:14 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
+#include
+#include
+#include
+#include
+#include
+#include
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
+#include
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
+UUID UUID::cur;
+static uint64_t seq_next_save;
+static const uint64 UUID_GAP = 1<<19;
+uint32_t mapspace::smellcount = 10000;
+
+objectvec objects;
+activevec actives;
+
+freelist_item *object::freelist;
+uint32_t object::object_count;
+uint32_t object::free_count;
+uint32_t object::create_count;
+uint32_t object::destroy_count;
+
+//+GPL
+
+short 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,
+ 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
+};
+short 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,
+ -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
+};
+int freedir[SIZEOFFREE] = {
+ 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,
+ 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
+};
+
+static int 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,
+ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
+};
+
+const char *wall_suffix[16] = {
+ "0",
+ "1_3",
+ "1_4",
+ "2_1_2",
+ "1_2",
+ "2_2_4",
+ "2_2_1",
+ "3_1",
+ "1_1",
+ "2_2_3",
+ "2_2_2",
+ "3_3",
+ "2_1_1",
+ "3_4",
+ "3_2",
+ "4"
+};
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
+static void
+write_uuid (uval64 skip, bool sync)
+{
+ CALL_BEGIN (2);
+ CALL_ARG_SV (newSVval64 (skip));
+ CALL_ARG_SV (boolSV (sync));
+ CALL_CALL ("cf::write_uuid", G_DISCARD);
+ CALL_END;
+}
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+static void
+read_uuid ()
+{
+ char filename[MAX_BUF];
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+ sprintf (filename, "%s/uuid", settings.localdir);
-/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
- sub/add_weight will transcend the environment updating the carrying
- variable. */
-#include
-#ifndef WIN32 /* ---win32 exclude headers */
-#include
-#include
-#include
-#endif /* win32 */
-#include
-#include
-#include
-#include
-#ifdef MEMORY_DEBUG
-int nroffreeobjects = 0;
-int nrofallocobjects = 0;
-#undef OBJ_EXPAND
-#define OBJ_EXPAND 1
-#else
-object objarray[STARTMAX]; /* All objects, allocated this way at first */
-int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
-int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
-#endif
+ seq_next_save = 0;
+
+ FILE *fp;
+
+ if (!(fp = fopen (filename, "r")))
+ {
+ if (errno == ENOENT)
+ {
+ LOG (llevInfo, "RESET uid to 1\n");
+ UUID::cur.seq = 0;
+ write_uuid (UUID_GAP, true);
+ return;
+ }
+
+ LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
+ _exit (1);
+ }
+
+ char buf [UUID::MAX_LEN];
+ buf[0] = 0;
+ fgets (buf, sizeof (buf), fp);
+
+ if (!UUID::cur.parse (buf))
+ {
+ LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
+ _exit (1);
+ }
+
+ LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
+
+ write_uuid (UUID_GAP, true);
+ fclose (fp);
+}
+
+UUID
+UUID::gen ()
+{
+ UUID uid;
+
+ uid.seq = ++cur.seq;
+
+ if (expect_false (cur.seq >= seq_next_save))
+ {
+ seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
+ write_uuid (UUID_GAP, false);
+ }
+
+
+ return uid;
+}
+
+void
+UUID::init ()
+{
+ read_uuid ();
+}
+
+bool
+UUID::parse (const char *s)
+{
+ if (*s++ != '<' || *s++ != '1' || *s++ != '.')
+ return false;
+
+ seq = 0;
+
+ while (*s != '>')
+ {
+ if (*s < '0')
+ return false;
+
+ // this gives nice branchless code with gcc
+ assert ('0' < 'a' && '0' == 48 && 'a' == 97);
+ int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
+
+ seq = (seq << 4) | digit;
+
+ ++s;
+ }
+
+ return true;
+}
+
+char *
+UUID::append (char *buf) const
+{
+ *buf++ = '<';
+ *buf++ = '1';
+ *buf++ = '.';
+
+ uint64_t seq = this->seq;
+ const int bits = 64;
+ char nz = 0;
+ static const char tohex [] = "0123456789abcdef";
+
+ // assert (len >= 3 + bits / 4 + 1 + 1);
+ for (int i = bits / 4; --i; )
+ {
+ uint8_t digit = seq >> (bits - 4);
-object *objects; /* Pointer to the list of used objects */
-object *free_objects; /* Pointer to the list of unused objects */
-object *active_objects; /* List of active objects that need to be processed */
-
-short 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,
- 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1};
-short 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,
- -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3};
-int 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,
- 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
-int freedir[SIZEOFFREE]= {
- 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,
- 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8};
+ *buf = tohex [digit];
+ nz |= digit;
+ buf += nz ? 1 : 0;
+ seq <<= 4;
+ }
+
+ // last digit is special - always emit
+ uint8_t digit = seq >> (bits - 4);
+ *buf++ = tohex [digit];
+
+ *buf++ = '>';
+
+ return buf;
+}
+char *
+UUID::c_str () const
+{
+ static char buf [MAX_LEN];
+ *append (buf) = 0;
+ return buf;
+}
/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
-static int compare_ob_value_lists_one(const object * wants, const object * has) {
- key_value * wants_field;
-
- /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
- * objects with lists are rare, and lists stay short. If not, use a
- * different structure or at least keep the lists sorted...
- */
-
- /* For each field in wants, */
- for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) {
- key_value * has_field;
-
- /* Look for a field in has with the same key. */
- has_field = get_ob_key_link(has, wants_field->key);
-
- if (has_field == NULL) {
- /* No field with that name. */
- return FALSE;
- }
-
- /* Found the matching field. */
- if (has_field->value != wants_field->value) {
- /* Values don't match, so this half of the comparison is false. */
- return FALSE;
- }
-
- /* If we get here, we found a match. Now for the next field in wants. */
- }
-
- /* If we get here, every field in wants has a matching field in has. */
- return TRUE;
+static bool
+compare_ob_value_lists_one (const object *wants, const object *has)
+{
+ /* n-squared behaviour (see kv_get), but I'm hoping both
+ * objects with lists are rare, and lists stay short. If not, use a
+ * different structure or at least keep the lists sorted...
+ */
+
+ /* For each field in wants, */
+ for (key_value *kv = wants->key_values; kv; kv = kv->next)
+ if (has->kv_get (kv->key) != kv->value)
+ return false;
+
+ /* If we get here, every field in wants has a matching field in has. */
+ return true;
}
/* Returns TRUE if ob1 has the same key_values as ob2. */
-static int compare_ob_value_lists(const object * ob1, const object * ob2) {
- /* However, there may be fields in has which aren't partnered in wants,
- * so we need to run the comparison *twice*. :(
- */
- return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1);
+static bool
+compare_ob_value_lists (const object *ob1, const object *ob2)
+{
+ /* However, there may be fields in has which aren't partnered in wants,
+ * so we need to run the comparison *twice*. :(
+ */
+ return compare_ob_value_lists_one (ob1, ob2)
+ && compare_ob_value_lists_one (ob2, ob1);
}
/* Function examines the 2 objects given to it, and returns true if
@@ -117,698 +267,439 @@
* replaces - this is mostly for clarity - a decent compiler should hopefully
* reduce this to the same efficiency.
*
- * Check nrof variable *before* calling CAN_MERGE()
+ * Check nrof variable *before* calling can_merge()
*
* Improvements made with merge: Better checking on potion, and also
* check weight
*/
+bool object::can_merge_slow (object *ob1, object *ob2)
+{
+ /* A couple quick sanity checks */
+ if (ob1 == ob2
+ || ob1->type != ob2->type
+ || ob1->value != ob2->value
+ || ob1->name != ob2->name
+ || ob1->custom_name != ob2->custom_name
+ || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
+ return 0;
-int CAN_MERGE(object *ob1, object *ob2) {
+ /* Do not merge objects if nrof would overflow, assume nrof
+ * is always 0 .. 2**31-1 */
+ if (ob1->nrof > 0x7fffffff - ob2->nrof)
+ return 0;
- /* A couple quicksanity checks */
- if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0;
+ /* If the objects have been identified, set the BEEN_APPLIED flag.
+ * This is to the comparison of the flags below will be OK. We
+ * just can't ignore the been applied or identified flags, as they
+ * are not equal - just if it has been identified, the been_applied
+ * flags lose any meaning.
+ */
+ if (ob1->flag [FLAG_IDENTIFIED])
+ ob1->set_flag (FLAG_BEEN_APPLIED);
- if (ob1->speed != ob2->speed) return 0;
- /* Note sure why the following is the case - either the object has to
- * be animated or have a very low speed. Is this an attempted monster
- * check?
- */
- if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
- return 0;
+ if (ob2->flag [FLAG_IDENTIFIED])
+ ob2->set_flag (FLAG_BEEN_APPLIED);
- /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
- * value could not be stored in a sint32 (which unfortunately sometimes is
- * used to store nrof).
- */
- if (ob1->nrof+ob2->nrof >= 1UL<<31)
- return 0;
+ if (ob1->arch->archname != ob2->arch->archname
+ || ob1->name != ob2->name
+ || ob1->title != ob2->title
+ || ob1->msg != ob2->msg
+ || ob1->weight != ob2->weight
+ || ob1->attacktype != ob2->attacktype
+ || ob1->magic != ob2->magic
+ || ob1->slaying != ob2->slaying
+ || ob1->skill != ob2->skill
+ || ob1->value != ob2->value
+ || ob1->animation_id != ob2->animation_id
+ || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
+ || ob1->client_type != ob2->client_type
+ || ob1->material != ob2->material
+ || ob1->lore != ob2->lore
+ || ob1->subtype != ob2->subtype
+ || ob1->move_type != ob2->move_type
+ || ob1->move_block != ob2->move_block
+ || ob1->move_allow != ob2->move_allow
+ || ob1->move_on != ob2->move_on
+ || ob1->move_off != ob2->move_off
+ || ob1->move_slow != ob2->move_slow
+ || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
+ || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
+ || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
+ return 0;
- /* This is really a spellbook check - really, we should
- * check all objects in the inventory.
- */
- if (ob1->inv || ob2->inv) {
- /* if one object has inventory but the other doesn't, not equiv */
- if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
-
- /* Now check to see if the two inventory objects could merge */
- if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
-
- /* inventory ok - still need to check rest of this object to see
- * if it is valid.
- */
- }
-
- /* If the objects have been identified, set the BEEN_APPLIED flag.
- * This is to the comparison of the flags below will be OK. We
- * just can't ignore the been applied or identified flags, as they
- * are not equal - just if it has been identified, the been_applied
- * flags lose any meaning.
- */
- if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
- SET_FLAG(ob1, FLAG_BEEN_APPLIED);
+ if ((ob1->flag ^ ob2->flag)
+ .reset (FLAG_INV_LOCKED)
+ .reset (FLAG_REMOVED)
+ .any ())
+ return 0;
- if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
- SET_FLAG(ob2, FLAG_BEEN_APPLIED);
+ /* This is really a spellbook check - we should in general
+ * not merge objects with real inventories, as splitting them
+ * is hard.
+ */
+ if (ob1->inv || ob2->inv)
+ {
+ if (!(ob1->inv && ob2->inv))
+ return 0; /* inventories differ in length */
+ if (ob1->inv->below || ob2->inv->below)
+ return 0; /* more than one object in inv */
- /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
- * being locked in inventory should prevent merging.
- * 0x4 in flags3 is CLIENT_SENT
- */
- if ((ob1->arch != ob2->arch) ||
- (ob1->flags[0] != ob2->flags[0]) ||
- (ob1->flags[1] != ob2->flags[1]) ||
- ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
- ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
- (ob1->name != ob2->name) ||
- (ob1->title != ob2->title) ||
- (ob1->msg != ob2->msg) ||
- (ob1->weight != ob2->weight) ||
- (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
- (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
- (ob1->attacktype != ob2->attacktype) ||
- (ob1->magic != ob2->magic) ||
- (ob1->slaying != ob2->slaying) ||
- (ob1->skill != ob2->skill) ||
- (ob1->value != ob2->value) ||
- (ob1->animation_id != ob2->animation_id) ||
- (ob1->client_type != ob2->client_type) ||
- (ob1->materialname != ob2->materialname) ||
- (ob1->lore != ob2->lore) ||
- (ob1->subtype != ob2->subtype) ||
- (ob1->move_type != ob2->move_type) ||
- (ob1->move_block != ob2->move_block) ||
- (ob1->move_allow != ob2->move_allow) ||
- (ob1->move_on != ob2->move_on) ||
- (ob1->move_off != ob2->move_off) ||
- (ob1->move_slow != ob2->move_slow) ||
- (ob1->move_slow_penalty != ob2->move_slow_penalty)
- )
- return 0;
+ if (!object::can_merge (ob1->inv, ob2->inv))
+ return 0; /* inventory objects differ */
- /* Don't merge objects that are applied. With the new 'body' code,
- * it is possible for most any character to have more than one of
- * some items equipped, and we don't want those to merge.
- */
- if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
- return 0;
+ /* inventory ok - still need to check rest of this object to see
+ * if it is valid.
+ */
+ }
+
+ /* Don't merge objects that are applied. With the new 'body' code,
+ * it is possible for most any character to have more than one of
+ * some items equipped, and we don't want those to merge.
+ */
+ if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
+ return 0;
+
+ /* Note sure why the following is the case - either the object has to
+ * be animated or have a very low speed. Is this an attempted monster
+ * check?
+ */
+ if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
+ return 0;
+
+ switch (ob1->type)
+ {
+ case SCROLL:
+ if (ob1->level != ob2->level)
+ return 0;
+ break;
+ }
- switch (ob1->type) {
- case SCROLL:
- if (ob1->level != ob2->level) return 0;
- break;
+ if (ob1->key_values || ob2->key_values)
+ {
+ /* At least one of these has key_values. */
+ if ((!ob1->key_values) != (!ob2->key_values))
+ return 0; /* One has fields, but the other one doesn't. */
+ if (!compare_ob_value_lists (ob1, ob2))
+ return 0;
}
- if (ob1->key_values != NULL || ob2->key_values != NULL) {
- /* At least one of these has key_values. */
- if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
- /* One has fields, but the other one doesn't. */
+
+ if (ob1->self || ob2->self)
+ {
+ ob1->optimise ();
+ ob2->optimise ();
+
+ if (ob1->self || ob2->self)
+ {
+ int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
+ int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
+
+ if (k1 != k2)
return 0;
- } else if (!compare_ob_value_lists(ob1, ob2)) {
+
+ if (k1 == 0)
+ return 1;
+
+ if (!cfperl_can_merge (ob1, ob2))
return 0;
}
}
- /* Everything passes, must be OK. */
- return 1;
+ /* Everything passes, must be OK. */
+ return 1;
}
-/*
- * sum_weight() is a recursive function which calculates the weight
- * an object is carrying. It goes through in figures out how much
- * containers are carrying, and sums it up.
- */
-signed long sum_weight(object *op) {
- signed long sum;
- object *inv;
- for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) {
- if (inv->inv)
- sum_weight(inv);
- sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
- }
- if (op->type == CONTAINER && op->stats.Str)
- sum = (sum * (100 - op->stats.Str))/100;
- if(op->carrying != sum)
- op->carrying = sum;
- return sum;
-}
+// find player who can see this object
+object *
+object::visible_to () const
+{
+ if (client_visible () && !flag [FLAG_REMOVED])
+ {
+ // see if we are in a container of sorts
+ if (env)
+ {
+ // the player inventory itself is always visible
+ if (env->is_player ())
+ return env;
+
+ // else a player could have our env open
+ object *envest = env->outer_env_or_self ();
+
+ // the player itself is always on a map, so we will find him here
+ // even if our inv is in a player.
+ if (envest->is_on_map ())
+ if (object *pl = envest->ms ().player ())
+ if (pl->container_ () == env)
+ return pl;
+ }
+ else
+ {
+ // maybe there is a player standing on the same mapspace
+ // this will catch the case where "this" is a player
+ if (object *pl = ms ().player ())
+ if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
+ || pl->container_ () == this)
+ return pl;
+ }
+ }
-/**
- * Return the outermost environment object for a given object.
- */
+ return 0;
+}
-object *object_get_env_recursive (object *op) {
- while (op->env != NULL)
- op = op->env;
- return op;
+// adjust weight per container type ("of holding")
+static uint32
+weight_adjust_for (object *op, uint32 weight)
+{
+ return op->type == CONTAINER
+ ? weight - weight * op->stats.Str / 100
+ : weight;
}
/*
- * Eneq(@csd.uu.se): Since we can have items buried in a character we need
- * a better check. We basically keeping traversing up until we can't
- * or find a player.
+ * subtracts, then adds, the specified weight to an object,
+ * and also updates how much the environment(s) is/are carrying.
*/
+static void
+adjust_weight (object *op, sint32 sub, sint32 add)
+{
+ while (op)
+ {
+ sint32 ocarrying = op->carrying;
-object *is_player_inv (object *op) {
- for (;op!=NULL&&op->type!=PLAYER; op=op->env)
- if (op->env==op)
- op->env = NULL;
- return op;
-}
+ op->carrying -= weight_adjust_for (op, sub);
+ op->carrying += weight_adjust_for (op, add);
-/*
- * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
- * Some error messages.
- * The result of the dump is stored in the static global errmsg array.
- */
+ if (object *pl = op->visible_to ())
+ if (pl != op) // player is handled lazily
+ esrv_update_item (UPD_WEIGHT, pl, op);
-void dump_object2(object *op) {
-errmsg[0] = 0;
-return;
- //TODO//D#d#
-#if 0
- char *cp;
-/* object *tmp;*/
+ sub = ocarrying;
+ add = op->carrying;
- if(op->arch!=NULL) {
- strcat(errmsg,"arch ");
- strcat(errmsg,op->arch->name?op->arch->name:"(null)");
- strcat(errmsg,"\n");
- if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
- strcat(errmsg,cp);
-#if 0
- /* Don't dump player diffs - they are too long, mostly meaningless, and
- * will overflow the buffer.
- * Changed so that we don't dump inventory either. This may
- * also overflow the buffer.
- */
- if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
- strcat(errmsg,cp);
- for (tmp=op->inv; tmp; tmp=tmp->below)
- dump_object2(tmp);
-#endif
- strcat(errmsg,"end\n");
- } else {
- strcat(errmsg,"Object ");
- if (op->name==NULL) strcat(errmsg, "(null)");
- else strcat(errmsg,op->name);
- strcat(errmsg,"\n");
-#if 0
- if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
- strcat(errmsg,cp);
- for (tmp=op->inv; tmp; tmp=tmp->below)
- dump_object2(tmp);
-#endif
- strcat(errmsg,"end\n");
- }
-#endif
+ op = op->env;
+ }
}
/*
- * Dumps an object. Returns output in the static global errmsg array.
+ * this is a recursive function which calculates the weight
+ * an object is carrying. It goes through op and figures out how much
+ * containers are carrying, and sums it up.
*/
+void
+object::update_weight ()
+{
+ sint32 sum = 0;
-void dump_object(object *op) {
- if(op==NULL) {
- strcpy(errmsg,"[NULL pointer]");
- return;
- }
- errmsg[0]='\0';
- dump_object2(op);
-}
+ for (object *op = inv; op; op = op->below)
+ {
+ op->update_weight ();
-void dump_all_objects(void) {
- object *op;
- for(op=objects;op!=NULL;op=op->next) {
- dump_object(op);
- fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
- }
+ sum += weight_adjust_for (this, op->total_weight ());
+ }
+
+ if (sum != carrying)
+ {
+ if (carrying != sum && carrying)//D
+ LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
+ (long long)sum, (long long)carrying, debug_desc ());
+
+ carrying = sum;
+
+ if (object *pl = visible_to ())
+ if (pl != this) // player is handled lazily
+ esrv_update_item (UPD_WEIGHT, pl, this);
+ }
}
/*
- * get_nearest_part(multi-object, object 2) returns the part of the
- * multi-object 1 which is closest to the second object.
- * If it's not a multi-object, it is returned.
+ * Used by: Server DM commands: dumpbelow, dump. Some error messages.
*/
+char *
+dump_object (object *op)
+{
+ if (!op)
+ return strdup ("[NULLOBJ]");
-object *get_nearest_part(object *op, const object *pl) {
- object *tmp,*closest;
- int last_dist,i;
- if(op->more==NULL)
- return op;
- for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
- if((i=distance(tmp,pl))write (freezer);
+ return freezer.as_string ();
+}
+
+char *
+object::as_string ()
+{
+ return dump_object (this);
}
/*
* Returns the object which has the count-variable equal to the argument.
+ * VERRRY slow.
*/
+object *
+find_object (tag_t i)
+{
+ for_all_objects (op)
+ if (op->count == i)
+ return op;
-object *find_object(tag_t i) {
- object *op;
- for(op=objects;op!=NULL;op=op->next)
- if(op->count==i)
- break;
- return op;
+ return 0;
}
/*
- * Returns the first object which has a name equal to the argument.
- * Used only by the patch command, but not all that useful.
- * Enables features like "patch food 999"
+ * Returns the object which has the uuid equal to the argument.
+ * MOAR VERRRY slow.
*/
-object *find_object_name(const char *str) {
- const char *name=add_string(str);
- object *op;
- for(op=objects;op!=NULL;op=op->next)
- if(op->name==name)
- break;
- free_string(name);
- return op;
-}
+object *
+find_object_uuid (UUID i)
+{
+ for_all_objects (op)
+ if (op->uuid == i)
+ return op;
-void free_all_object_data(void) {
-#ifdef MEMORY_DEBUG
- object *op, *next;
-
- for (op=free_objects; op!=NULL; ) {
- next=op->next;
- free(op);
- nrofallocobjects--;
- nroffreeobjects--;
- op=next;
- }
-#endif
- LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
- nrofallocobjects, nroffreeobjects,STARTMAX);
+ return 0;
}
/*
- * Returns the object which this object marks as being the owner.
- * A id-scheme is used to avoid pointing to objects which have been
- * freed and are now reused. If this is detected, the owner is
- * set to NULL, and NULL is returned.
- * Changed 2004-02-12 - if the player is setting at the play again
- * prompt, he is removed, and we don't want to treat him as an owner of
- * anything, so check removed flag. I don't expect that this should break
- * anything - once an object is removed, it is basically dead anyways.
+ * Returns the first object which has a name equal to the argument.
+ * Used only by the patch command, but not all that useful.
+ * Enables features like "patch food 999"
*/
-
-object *get_owner(object *op) {
- if(op->owner==NULL)
- return NULL;
-
- if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
- op->owner->count==op->ownercount)
- return op->owner;
-
- op->owner=NULL;
- op->ownercount=0;
- return NULL;
-}
-
-void clear_owner(object *op)
+object *
+find_object_name (const char *str)
{
- if (!op) return;
+ shstr_cmp str_ (str);
- if (op->owner && op->ownercount == op->owner->count)
- op->owner->refcount--;
+ if (str_)
+ for_all_objects (op)
+ if (op->name == str_)
+ return op;
- op->owner = NULL;
- op->ownercount = 0;
+ return 0;
}
-
-
/*
* Sets the owner and sets the skill and exp pointers to owner's current
* skill and experience objects.
+ * ACTUALLY NO! investigate! TODO
*/
-void set_owner (object *op, object *owner)
+void
+object::set_owner (object *owner)
{
- if(owner==NULL||op==NULL)
- return;
-
- /* next line added to allow objects which own objects */
- /* Add a check for ownercounts in here, as I got into an endless loop
- * with the fireball owning a poison cloud which then owned the
- * fireball. I believe that was caused by one of the objects getting
- * freed and then another object replacing it. Since the ownercounts
- * didn't match, this check is valid and I believe that cause is valid.
- */
- while (owner->owner && owner!=owner->owner &&
- owner->ownercount==owner->owner->count) owner=owner->owner;
+ // allow objects which own objects
+ if (owner)
+ while (owner->owner)
+ owner = owner->owner;
- /* IF the owner still has an owner, we did not resolve to a final owner.
- * so lets not add to that.
- */
- if (owner->owner) return;
-
- op->owner=owner;
-
- op->ownercount=owner->count;
- owner->refcount++;
-
-}
-
-/* Set the owner to clone's current owner and set the skill and experience
- * objects to clone's objects (typically those objects that where the owner's
- * current skill and experience objects at the time when clone's owner was
- * set - not the owner's current skill and experience objects).
- *
- * Use this function if player created an object (e.g. fire bullet, swarm
- * spell), and this object creates further objects whose kills should be
- * accounted for the player's original skill, even if player has changed
- * skills meanwhile.
- */
-void copy_owner (object *op, object *clone)
-{
- object *owner = get_owner (clone);
- if (owner == NULL) {
- /* players don't have owners - they own themselves. Update
- * as appropriate.
- */
- if (clone->type == PLAYER) owner=clone;
- else return;
+ if (flag [FLAG_FREED])
+ {
+ LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
+ return;
}
- set_owner(op, owner);
-
-}
-
-/*
- * Resets vital variables in an object
- */
-
-void reset_object(object *op) {
- op->name = NULL;
- op->name_pl = NULL;
- op->title = NULL;
- op->race = NULL;
- op->slaying = NULL;
- op->skill = NULL;
- op->msg = NULL;
- op->materialname = NULL;
- op->lore = NULL;
- clear_object(op);
+ this->owner = owner;
}
/* Zero the key_values on op, decrementing the shared-string
* refcounts and freeing the links.
*/
-static void free_key_values(object * op) {
- key_value * i;
- key_value * next = NULL;
-
- if (op->key_values == NULL) return;
-
- for (i = op->key_values; i != NULL; i = next) {
- /* Store next *first*. */
- next = i->next;
-
- if (i->key) FREE_AND_CLEAR_STR(i->key);
- if (i->value) FREE_AND_CLEAR_STR(i->value);
- i->next = NULL;
- free(i);
- }
-
- op->key_values = NULL;
-}
-
-
-/*
- * clear_object() frees everything allocated by an object, and also
- * clears all variables and flags to default settings.
- */
-
-void clear_object(object *op) {
- op->clear ();
-
- event *evt;
- event *evt2;
-
- /* redo this to be simpler/more efficient. Was also seeing
- * crashes in the old code. Move this to the top - am
- * seeing periodic crashes in this code, and would like to have
- * as much info available as possible (eg, object name).
- */
- for (evt = op->events; evt; evt=evt2) {
- evt2 = evt->next;
-
- if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
- if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
- if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
+static void
+free_key_values (object *op)
+{
+ for (key_value *i = op->key_values; i; )
+ {
+ key_value *next = i->next;
+ delete i;
- free(evt);
+ i = next;
}
- op->events = NULL;
-
- free_key_values(op);
-
- /* the memset will clear all these values for us, but we need
- * to reduce the refcount on them.
- */
- if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
- if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
- if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
- if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
- if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
- if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
- if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
- if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
- if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
-
-
- memset((void*)op, 0, sizeof (object_special));
- /* Below here, we clear things that are not done by the memset,
- * or set default values that are not zero.
- */
- /* This is more or less true */
- SET_FLAG(op, FLAG_REMOVED);
-
-
- op->contr = NULL;
- op->below=NULL;
- op->above=NULL;
- op->inv=NULL;
- op->events=NULL;
- op->container=NULL;
- op->env=NULL;
- op->more=NULL;
- op->head=NULL;
- op->map=NULL;
- op->refcount=0;
- op->active_next = NULL;
- op->active_prev = NULL;
- /* What is not cleared is next, prev, and count */
-
- op->expmul=1.0;
- op->face = blank_face;
- op->attacked_by_count = (tag_t) -1;
- if (settings.casting_time)
- op->casting_time = -1;
+ op->key_values = 0;
}
/*
- * copy object first frees everything allocated by the second object,
- * and then copies the contends of the first object into the second
+ * copy_to first frees everything allocated by the dst object,
+ * and then copies the contents of itself into the second
* object, allocating what needs to be allocated. Basically, any
* data that is malloc'd needs to be re-malloc/copied. Otherwise,
* if the first object is freed, the pointers in the new object
* will point at garbage.
*/
+void
+object::copy_to (object *dst)
+{
+ dst->remove ();
+ *(object_copy *)dst = *this;
+ dst->flag [FLAG_REMOVED] = true;
+
+ /* Copy over key_values, if any. */
+ if (key_values)
+ {
+ key_value *tail = 0;
+ dst->key_values = 0;
+
+ for (key_value *i = key_values; i; i = i->next)
+ {
+ key_value *new_link = new key_value;
-void copy_object(object *op2, object *op) {
- int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
- event *evt, *evt2, *evt_new;
-
- op->clear ();
-
- /* Decrement the refcounts, but don't bother zeroing the fields;
- they'll be overwritten by memcpy. */
- if(op->name!=NULL) free_string(op->name);
- if(op->name_pl!=NULL) free_string(op->name_pl);
- if(op->title!=NULL) free_string(op->title);
- if(op->race!=NULL) free_string(op->race);
- if(op->slaying!=NULL) free_string(op->slaying);
- if(op->skill!=NULL) free_string(op->skill);
- if(op->msg!=NULL) free_string(op->msg);
- if(op->lore!=NULL) free_string(op->lore);
- if(op->materialname != NULL) free_string(op->materialname);
- if(op->custom_name != NULL) free_string(op->custom_name);
-
- /* Basically, same code as from clear_object() */
- for (evt = op->events; evt; evt=evt2) {
- evt2 = evt->next;
-
- if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
- if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
- if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
-
- free(evt);
- }
- op->events = NULL;
-
- free_key_values(op);
-
- *(object_special *)op = *(object_special *)op2;
- op2->clone (op);
-
- if(is_freed) SET_FLAG(op,FLAG_FREED);
- if(is_removed) SET_FLAG(op,FLAG_REMOVED);
- if(op->name!=NULL) add_refcount(op->name);
- if(op->name_pl!=NULL) add_refcount(op->name_pl);
- if(op->title!=NULL) add_refcount(op->title);
- if(op->race!=NULL) add_refcount(op->race);
- if(op->slaying!=NULL) add_refcount(op->slaying);
- if(op->skill!=NULL) add_refcount(op->skill);
- if(op->lore!=NULL) add_refcount(op->lore);
- if(op->msg!=NULL) add_refcount(op->msg);
- if(op->custom_name!=NULL) add_refcount(op->custom_name);
- if (op->materialname != NULL) add_refcount(op->materialname);
-
- if((op2->speed<0) && !editor)
- op->speed_left=op2->speed_left-RANDOM()%200/100.0;
-
- /* Copy over event information */
- evt2 = NULL;
- for (evt = op2->events; evt; evt=evt->next) {
- evt_new = (event *) malloc(sizeof(event));
- memcpy(evt_new, evt, sizeof(event));
- if (evt_new->hook) add_refcount(evt_new->hook);
- if (evt_new->plugin) add_refcount(evt_new->plugin);
- if (evt_new->options) add_refcount(evt_new->options);
- evt_new->next = NULL;
-
- /* Try to be a little clever here, and store away the
- * last event we copied, so that its simpler to update the
- * pointer.
- */
- if (evt2)
- evt2->next = evt_new;
- else
- op->events = evt_new;
-
- evt2 = evt_new;
- }
- /* Copy over key_values, if any. */
- if (op2->key_values != NULL) {
- key_value * tail = NULL;
- key_value * i;
-
- op->key_values = NULL;
-
- for (i = op2->key_values; i != NULL; i = i->next) {
- key_value * new_link = (key_value *) malloc(sizeof(key_value));
-
- new_link->next = NULL;
- new_link->key = add_refcount(i->key);
- if (i->value)
- new_link->value = add_refcount(i->value);
- else
- new_link->value = NULL;
-
- /* Try and be clever here, too. */
- if (op->key_values == NULL) {
- op->key_values = new_link;
- tail = new_link;
- } else {
- tail->next = new_link;
- tail = new_link;
+ new_link->next = 0;
+ new_link->key = i->key;
+ new_link->value = i->value;
+
+ /* Try and be clever here, too. */
+ if (!dst->key_values)
+ {
+ dst->key_values = new_link;
+ tail = new_link;
+ }
+ else
+ {
+ tail->next = new_link;
+ tail = new_link;
}
}
}
- update_ob_speed(op);
+ dst->activate ();
}
-/*
- * expand_objects() allocates more objects for the list of unused objects.
- * It is called from get_object() if the unused list is empty.
- */
+void
+object::instantiate ()
+{
+ if (!uuid.seq) // HACK
+ uuid = UUID::gen ();
-void expand_objects(void) {
- int i;
- object *obj;
- obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
+ // TODO: unclean state changes, should not be done in copy_to AND instantiate
+ if (flag [FLAG_RANDOM_SPEED] && speed)
+ speed_left = - speed - rndm (); // TODO animation
+ else
+ speed_left = -1.;
- if(obj==NULL)
- fatal(OUT_OF_MEMORY);
- free_objects=obj;
- obj[0].prev=NULL;
- obj[0].next= &obj[1],
- SET_FLAG(&(obj[0]), FLAG_REMOVED);
- SET_FLAG(&(obj[0]), FLAG_FREED);
-
- for(i=1;iflag [FLAG_RANDOM_SPEED] && neu->speed)
+ neu->speed_left = - neu->speed - rndm (); // TODO animation
- if(free_objects==NULL) {
- expand_objects();
- }
- op=free_objects;
-#ifdef MEMORY_DEBUG
- /* The idea is hopefully by doing a realloc, the memory
- * debugging program will now use the current stack trace to
- * report leaks.
- */
- op = realloc(op, sizeof(object));
- SET_FLAG(op, FLAG_REMOVED);
- SET_FLAG(op, FLAG_FREED);
-#endif
-
- if(!QUERY_FLAG(op,FLAG_FREED)) {
- LOG(llevError,"Fatal: Getting busy object.\n");
- }
- free_objects=op->next;
- if(free_objects!=NULL)
- free_objects->prev=NULL;
- op->count= ++ob_count;
- op->name=NULL;
- op->name_pl=NULL;
- op->title=NULL;
- op->race=NULL;
- op->slaying=NULL;
- op->skill = NULL;
- op->lore=NULL;
- op->msg=NULL;
- op->materialname=NULL;
- op->next=objects;
- op->prev=NULL;
- op->active_next = NULL;
- op->active_prev = NULL;
- if(objects!=NULL)
- objects->prev=op;
- objects=op;
- clear_object(op);
- SET_FLAG(op,FLAG_REMOVED);
- nroffreeobjects--;
- return op;
+ neu->map = map; // not copied by copy_to
+ return neu;
}
/*
@@ -816,12 +707,14 @@
* to the closest player being on the other side, this function can
* be called to update the face variable, _and_ how it looks on the map.
*/
+void
+update_turn_face (object *op)
+{
+ if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
+ return;
-void update_turn_face(object *op) {
- if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL)
- return;
- SET_ANIMATION(op, op->direction);
- update_object(op,UP_OBJ_FACE);
+ SET_ANIMATION (op, op->direction);
+ update_object (op, UP_OBJ_FACE);
}
/*
@@ -829,87 +722,19 @@
* value, or vice versa, then add/remove the object from the active list.
* This function needs to be called whenever the speed of an object changes.
*/
-
-void update_ob_speed(object *op) {
- extern int arch_init;
-
- /* No reason putting the archetypes objects on the speed list,
- * since they never really need to be updated.
- */
-
- if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
- LOG(llevError,"Object %s is freed but has speed.\n", op->name);
-#ifdef MANY_CORES
- abort();
-#else
- op->speed = 0;
-#endif
- }
- if (arch_init) {
- return;
- }
- if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
- /* If already on active list, don't do anything */
- if (op->active_next || op->active_prev || op==active_objects)
- return;
-
- /* process_events() expects us to insert the object at the beginning
- * of the list. */
- op->active_next = active_objects;
- if (op->active_next!=NULL)
- op->active_next->active_prev = op;
- active_objects = op;
- }
- else {
- /* If not on the active list, nothing needs to be done */
- if (!op->active_next && !op->active_prev && op!=active_objects)
- return;
-
- if (op->active_prev==NULL) {
- active_objects = op->active_next;
- if (op->active_next!=NULL)
- op->active_next->active_prev = NULL;
- }
- else {
- op->active_prev->active_next = op->active_next;
- if (op->active_next)
- op->active_next->active_prev = op->active_prev;
- }
- op->active_next = NULL;
- op->active_prev = NULL;
- }
-}
-
-/* This function removes object 'op' from the list of active
- * objects.
- * This should only be used for style maps or other such
- * reference maps where you don't want an object that isn't
- * in play chewing up cpu time getting processed.
- * The reverse of this is to call update_ob_speed, which
- * will do the right thing based on the speed of the object.
- */
-void remove_from_active_list(object *op)
+void
+object::set_speed (float speed)
{
- /* If not on the active list, nothing needs to be done */
- if (!op->active_next && !op->active_prev && op!=active_objects)
- return;
+ this->speed = speed;
- if (op->active_prev==NULL) {
- active_objects = op->active_next;
- if (op->active_next!=NULL)
- op->active_next->active_prev = NULL;
- }
- else {
- op->active_prev->active_next = op->active_next;
- if (op->active_next)
- op->active_next->active_prev = op->active_prev;
- }
- op->active_next = NULL;
- op->active_prev = NULL;
+ if (has_active_speed ())
+ activate ();
+ else
+ deactivate ();
}
/*
- * update_object() updates the array which represents the map.
+ * update_object() updates the the map.
* It takes into account invisible objects (and represent squares covered
* by invisible objects by whatever is below them (unless it's another
* invisible object, etc...)
@@ -918,10 +743,6 @@
* updating that window, though, since update_object() is called _often_)
*
* action is a hint of what the caller believes need to be done.
- * For example, if the only thing that has changed is the face (due to
- * an animation), we don't need to call update_position until that actually
- * comes into view of a player. OTOH, many other things, like addition/removal
- * of walls or living creatures may need us to update the flags now.
* current action are:
* UP_OBJ_INSERT: op was inserted
* UP_OBJ_REMOVE: op was removed
@@ -929,452 +750,538 @@
* as that is easier than trying to look at what may have changed.
* UP_OBJ_FACE: only the objects face has changed.
*/
-
-void update_object(object *op, int action) {
- int update_now=0, flags;
- MoveType move_on, move_off, move_block, move_slow;
-
- if (op == NULL) {
- /* this should never happen */
- LOG(llevDebug,"update_object() called for NULL object.\n");
- return;
+void
+update_object (object *op, int action)
+{
+ if (!op)
+ {
+ /* this should never happen */
+ LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
+ return;
}
-
- if(op->env!=NULL) {
- /* Animation is currently handled by client, so nothing
- * to do in this case.
- */
- return;
+
+ if (!op->is_on_map ())
+ {
+ /* Animation is currently handled by client, so nothing
+ * to do in this case.
+ */
+ return;
}
- /* If the map is saving, don't do anything as everything is
- * going to get freed anyways.
- */
- if (!op->map || op->map->in_memory == MAP_SAVING) return;
-
- /* make sure the object is within map boundaries */
- if (op->x < 0 || op->x >= MAP_WIDTH(op->map) ||
- op->y < 0 || op->y >= MAP_HEIGHT(op->map)) {
- LOG(llevError,"update_object() called for object out of map!\n");
+ /* make sure the object is within map boundaries */
+ if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
+ {
+ LOG (llevError, "update_object() called for object out of map!\n");
#ifdef MANY_CORES
- abort();
+ abort ();
+#endif
+ return;
+ }
+
+ mapspace &m = op->ms ();
+
+ if (!(m.flags_ & P_UPTODATE))
+ /* nop */;
+ else if (action == UP_OBJ_INSERT)
+ {
+#if 0
+ // this is likely overkill, TODO: revisit (schmorp)
+ if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
+ || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
+ || (op->is_player () && !(m.flags_ & P_PLAYER))
+ || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
+ || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
+ || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
+ || (m.move_on | op->move_on ) != m.move_on
+ || (m.move_off | op->move_off ) != m.move_off
+ || (m.move_slow | op->move_slow) != m.move_slow
+ /* This isn't perfect, but I don't expect a lot of objects to
+ * have move_allow right now.
+ */
+ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
+ m.invalidate ();
+#else
+ // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
+ m.invalidate ();
#endif
- return;
}
-
- flags = GET_MAP_FLAGS(op->map, op->x, op->y);
- SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
- move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
- move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
- move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
- move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
-
- if (action == UP_OBJ_INSERT) {
- if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
- update_now=1;
-
- if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
- update_now=1;
-
- if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
- update_now=1;
-
- if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
- update_now=1;
-
- if ((move_on | op->move_on) != move_on) update_now=1;
- if ((move_off | op->move_off) != move_off) update_now=1;
- /* This isn't perfect, but I don't expect a lot of objects to
- * to have move_allow right now.
- */
- if (((move_block | op->move_block) & ~op->move_allow) != move_block)
- update_now=1;
- if ((move_slow | op->move_slow) != move_slow) update_now=1;
- }
/* if the object is being removed, we can't make intelligent
* decisions, because remove_ob can't really pass the object
* that is being removed.
*/
- else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) {
- update_now=1;
- } else if (action == UP_OBJ_FACE) {
- /* Nothing to do for that case */
- }
- else {
- LOG(llevError,"update_object called with invalid action: %d\n", action);
- }
+ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
+ m.invalidate ();
+ else if (action == UP_OBJ_FACE)
+ /* Nothing to do for that case */ ;
+ else
+ LOG (llevError, "update_object called with invalid action: %d\n", action);
- if (update_now) {
- SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
- update_position(op->map, op->x, op->y);
- }
+ if (op->more)
+ update_object (op->more, action);
+}
+
+object::object ()
+{
+ this->set_flag (FLAG_REMOVED);
- if(op->more!=NULL)
- update_object(op->more, action);
+ //expmul = 1.0; declared const for the time being
+ face = blank_face;
+ material = MATERIAL_NULL;
}
+object::~object ()
+{
+ unlink ();
-/*
- * free_object() frees everything allocated by an object, removes
- * it from the list of used objects, and puts it on the list of
- * free objects. The IS_FREED() flag is set in the object.
- * The object must have been removed by remove_ob() first for
- * this function to succeed.
- *
- * If free_inventory is set, free inventory as well. Else drop items in
- * inventory to the ground.
- */
+ free_key_values (this);
+}
+
+void object::link ()
+{
+ assert (!index);//D
+ uuid = UUID::gen ();
+
+ refcnt_inc ();
+ objects.insert (this);
+
+ ++create_count;
-void free_object(object *ob) {
- free_object2(ob, 0);
}
-void free_object2(object *ob, int free_inventory) {
- object *tmp,*op;
- ob->clear ();
+void object::unlink ()
+{
+ if (!index)
+ return;
- if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
- LOG(llevDebug,"Free object called with non removed object\n");
- dump_object(ob);
-#ifdef MANY_CORES
- abort();
-#endif
- }
- if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
- LOG(llevMonster,"Warning: tried to free friendly object.\n");
- remove_friendly_object(ob);
- }
- if(QUERY_FLAG(ob,FLAG_FREED)) {
- dump_object(ob);
- LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
- return;
- }
- if(ob->more!=NULL) {
- free_object2(ob->more, free_inventory);
- ob->more=NULL;
- }
- if (ob->inv) {
- /* Only if the space blocks everything do we not process -
- * if some form of movemnt is allowed, let objects
- * drop on that space.
- */
- if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
- (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
- {
- op=ob->inv;
- while(op!=NULL) {
- tmp=op->below;
- remove_ob(op);
- free_object2(op, free_inventory);
- op=tmp;
- }
- }
- else { /* Put objects in inventory onto this space */
- op=ob->inv;
- while(op!=NULL) {
- tmp=op->below;
- remove_ob(op);
- if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
- op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
- free_object(op);
- else {
- op->x=ob->x;
- op->y=ob->y;
- insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
- }
- op=tmp;
- }
- }
+ ++destroy_count;
+
+ objects.erase (this);
+ refcnt_dec ();
+}
+
+void
+object::activate ()
+{
+ /* If already on active list, don't do anything */
+ if (active)
+ return;
+
+ if (has_active_speed ())
+ {
+ if (flag [FLAG_FREED])
+ LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
+
+ actives.insert (this);
}
- /* Remove object from the active list */
- ob->speed = 0;
- update_ob_speed(ob);
-
- SET_FLAG(ob, FLAG_FREED);
- ob->count = 0;
-
- /* Remove this object from the list of used objects */
- if(ob->prev==NULL) {
- objects=ob->next;
- if(objects!=NULL)
- objects->prev=NULL;
- }
- else {
- ob->prev->next=ob->next;
- if(ob->next!=NULL)
- ob->next->prev=ob->prev;
- }
-
- if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
- if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
- if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
- if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
- if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
- if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
- if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
- if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
- if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
-
-
- /* Why aren't events freed? */
- free_key_values(ob);
-
-#if 0 /* MEMORY_DEBUG*/
- /* This is a nice idea. Unfortunately, a lot of the code in crossfire
- * presumes the freed_object will stick around for at least a little
- * bit
- */
- /* this is necessary so that memory debugging programs will
- * be able to accurately report source of malloc. If we recycle
- * objects, then some other area may be doing the get_object
- * and not freeing it, but the original one that malloc'd the
- * object will get the blame.
- */
- free(ob);
-#else
+}
- /* Now link it with the free_objects list: */
- ob->prev=NULL;
- ob->next=free_objects;
- if(free_objects!=NULL)
- free_objects->prev=ob;
- free_objects=ob;
- nroffreeobjects++;
-#endif
+void
+object::activate_recursive ()
+{
+ activate ();
+
+ for (object *op = inv; op; op = op->below)
+ op->activate_recursive ();
}
-/*
- * count_free() returns the number of objects on the list of free objects.
+/* This function removes object 'op' from the list of active
+ * objects.
+ * This should only be used for style maps or other such
+ * reference maps where you don't want an object that isn't
+ * in play chewing up cpu time getting processed.
+ * The reverse of this is to call update_ob_speed, which
+ * will do the right thing based on the speed of the object.
*/
+void
+object::deactivate ()
+{
+ /* If not on the active list, nothing needs to be done */
+ if (!active)
+ return;
-int count_free(void) {
- int i=0;
- object *tmp=free_objects;
- while(tmp!=NULL)
- tmp=tmp->next, i++;
- return i;
+ actives.erase (this);
}
-/*
- * count_used() returns the number of objects on the list of used objects.
- */
+void
+object::deactivate_recursive ()
+{
+ for (object *op = inv; op; op = op->below)
+ op->deactivate_recursive ();
-int count_used(void) {
- int i=0;
- object *tmp=objects;
- while(tmp!=NULL)
- tmp=tmp->next, i++;
- return i;
+ deactivate ();
+}
+
+void
+object::set_flag_inv (int flag, int value)
+{
+ for (object *op = inv; op; op = op->below)
+ {
+ op->flag [flag] = value;
+ op->set_flag_inv (flag, value);
+ }
}
/*
- * count_active() returns the number of objects on the list of active objects.
+ * Remove and free all objects in the inventory of the given object.
+ * object.c ?
*/
+void
+object::destroy_inv (bool drop_to_ground)
+{
+ // need to check first, because the checks below might segfault
+ // as we might be on an invalid mapspace and crossfire code
+ // is too buggy to ensure that the inventory is empty.
+ // corollary: if you create arrows etc. with stuff in its inventory,
+ // cf will crash below with off-map x and y
+ if (!inv)
+ return;
-int count_active(void) {
- int i=0;
- object *tmp=active_objects;
- while(tmp!=NULL)
- tmp=tmp->active_next, i++;
- return i;
+ /* Only if the space blocks everything do we not process -
+ * if some form of movement is allowed, let objects
+ * drop on that space.
+ */
+ if (!drop_to_ground
+ || !map
+ || map->in_memory != MAP_ACTIVE
+ || map->no_drop
+ || ms ().move_block == MOVE_ALL)
+ {
+ while (inv)
+ inv->destroy ();
+ }
+ else
+ { /* Put objects in inventory onto this space */
+ while (inv)
+ {
+ object *op = inv;
+
+ if (op->flag [FLAG_STARTEQUIP]
+ || op->flag [FLAG_NO_DROP]
+ || op->type == RUNE
+ || op->type == TRAP
+ || op->flag [FLAG_IS_A_TEMPLATE]
+ || op->flag [FLAG_DESTROY_ON_DEATH])
+ op->destroy ();
+ else
+ map->insert (op, x, y);
+ }
+ }
}
/*
- * sub_weight() recursively (outwards) subtracts a number from the
- * weight of an object (and what is carried by it's environment(s)).
+ * Remove and free all objects in the inventory of the given object.
+ * Unlike destroy_inv, this assumes the *this is destroyed as well
+ * well, so we can (and have to!) take shortcuts.
*/
+void
+object::destroy_inv_fast ()
+{
+ while (object *op = inv)
+ {
+ // remove from object the fast way
+ op->flag [FLAG_REMOVED] = true;
+ op->env = 0;
+ if ((inv = inv->below))
+ inv->above = 0;
-void sub_weight (object *op, signed long weight) {
- while (op != NULL) {
- if (op->type == CONTAINER) {
- weight=(signed long)(weight*(100-op->stats.Str)/100);
+ // then destroy
+ op->destroy ();
}
- op->carrying-=weight;
- op = op->env;
+}
+
+void
+object::freelist_free (int count)
+{
+ while (count-- && freelist)
+ {
+ freelist_item *next = freelist->next;
+ // count is being "destroyed"
+
+ sfree ((char *)freelist, sizeof (object));
+
+ freelist = next;
+ --free_count;
+ }
+}
+
+object *
+object::create ()
+{
+ object *op;
+
+ if (freelist)
+ {
+ freelist_item li = *freelist;
+ memset (freelist, 0, sizeof (object));
+
+ op = new (freelist) object;
+ op->count = li.count;
+
+ freelist = li.next;
+ --free_count;
+ }
+ else
+ {
+ void *ni = salloc0 (sizeof (object));
+
+ op = new(ni) object;
+
+ op->count = ++object_count;
+ }
+
+ op->link ();
+
+ return op;
+}
+
+void
+object::do_delete ()
+{
+ uint32_t count = this->count;
+
+ this->~object ();
+
+ freelist_item *li = (freelist_item *)this;
+ li->next = freelist;
+ li->count = count;
+
+ freelist = li;
+ ++free_count;
+}
+
+static struct freed_map : maptile
+{
+ freed_map ()
+ : maptile (3, 3)
+ {
+ path = "";
+ name = "/internal/freed_objects_map";
+ no_drop = 1;
+ no_reset = 1;
+
+ in_memory = MAP_ACTIVE;
+ }
+
+ ~freed_map ()
+ {
+ destroy ();
}
+} freed_map; // freed objects are moved here to avoid crashes
+
+void
+object::do_destroy ()
+{
+ if (flag [FLAG_IS_LINKED])
+ remove_link ();
+
+ if (flag [FLAG_FRIENDLY])
+ remove_friendly_object (this);
+
+ remove ();
+
+ attachable::do_destroy ();
+
+ deactivate ();
+ unlink ();
+
+ flag [FLAG_FREED] = 1;
+
+ // hack to ensure that freed objects still have a valid map
+ map = &freed_map;
+ x = 1;
+ y = 1;
+
+ if (more)
+ {
+ more->destroy ();
+ more = 0;
+ }
+
+ head = 0;
+
+ // clear those pointers that likely might cause circular references
+ owner = 0;
+ enemy = 0;
+ attacked_by = 0;
+ current_weapon = 0;
+}
+
+void
+object::destroy ()
+{
+ if (destroyed ())
+ return;
+
+ if (!is_head () && !head->destroyed ())
+ {
+ LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
+ head->destroy ();
+ return;
+ }
+
+ destroy_inv_fast ();
+
+ if (is_head ())
+ if (sound_destroy)
+ play_sound (sound_destroy);
+ else if (flag [FLAG_MONSTER])
+ play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
+
+ attachable::destroy ();
}
-/* remove_ob(op):
+/* op->remove ():
* This function removes the object op from the linked list of objects
* which it is currently tied to. When this function is done, the
* object will have no environment. If the object previously had an
* environment, the x and y coordinates will be updated to
* the previous environment.
- * Beware: This function is called from the editor as well!
*/
+void
+object::do_remove ()
+{
+ if (flag [FLAG_REMOVED])
+ return;
-void remove_ob(object *op) {
- object *tmp,*last=NULL;
- object *otmp;
- tag_t tag;
- int check_walk_off;
- mapstruct *m;
- sint16 x,y;
-
-
- if(QUERY_FLAG(op,FLAG_REMOVED)) {
- dump_object(op);
- LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
-
- /* Changed it to always dump core in this case. As has been learned
- * in the past, trying to recover from errors almost always
- * make things worse, and this is a real error here - something
- * that should not happen.
- * Yes, if this was a mission critical app, trying to do something
- * to recover may make sense, but that is because failure of the app
- * may have other disastrous problems. Cf runs out of a script
- * so is easily enough restarted without any real problems.
- * MSW 2001-07-01
- */
- abort();
- }
- if(op->more!=NULL)
- remove_ob(op->more);
-
- SET_FLAG(op, FLAG_REMOVED);
-
- /*
- * In this case, the object to be removed is in someones
- * inventory.
- */
- if(op->env!=NULL) {
- if(op->nrof)
- sub_weight(op->env, op->weight*op->nrof);
- else
- sub_weight(op->env, op->weight+op->carrying);
-
- /* NO_FIX_PLAYER is set when a great many changes are being
- * made to players inventory. If set, avoiding the call
- * to save cpu time.
- */
- if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
- !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
- fix_player(otmp);
-
- if(op->above!=NULL)
- op->above->below=op->below;
- else
- op->env->inv=op->below;
-
- if(op->below!=NULL)
- op->below->above=op->above;
-
- /* we set up values so that it could be inserted into
- * the map, but we don't actually do that - it is up
- * to the caller to decide what we want to do.
- */
- op->x=op->env->x,op->y=op->env->y;
- op->ox=op->x,op->oy=op->y;
- op->map=op->env->map;
- op->above=NULL,op->below=NULL;
- op->env=NULL;
- return;
- }
+ INVOKE_OBJECT (REMOVE, this);
- /* If we get here, we are removing it from a map */
- if (op->map == NULL) return;
+ flag [FLAG_REMOVED] = true;
- x = op->x;
- y = op->y;
- m = get_map_from_coord(op->map, &x, &y);
-
- if (!m) {
- LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
- op->map->path, op->x, op->y);
- /* in old days, we used to set x and y to 0 and continue.
- * it seems if we get into this case, something is probablye
- * screwed up and should be fixed.
- */
- abort();
- }
- if (op->map != m) {
- LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
- op->map->path, m->path, op->x, op->y, x, y);
- }
+ if (more)
+ more->remove ();
- /* Re did the following section of code - it looks like it had
- * lots of logic for things we no longer care about
- */
+ /*
+ * In this case, the object to be removed is in someones
+ * inventory.
+ */
+ if (env)
+ {
+ flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
+ if (object *pl = visible_to ())
+ esrv_del_item (pl->contr, count);
+ flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
+
+ adjust_weight (env, total_weight (), 0);
+
+ object *pl = in_player ();
+
+ /* we set up values so that it could be inserted into
+ * the map, but we don't actually do that - it is up
+ * to the caller to decide what we want to do.
+ */
+ map = env->map;
+ x = env->x;
+ y = env->y;
+
+ // make sure cmov optimisation is applicable
+ *(above ? &above->below : &env->inv) = below;
+ *(below ? &below->above : &above ) = above; // &above is just a dummy
+
+ above = 0;
+ below = 0;
+ env = 0;
+
+ if (pl && pl->is_player ())
+ {
+ if (expect_false (pl->contr->combat_ob == this))
+ {
+ pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
+ pl->contr->combat_ob = 0;
+ if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
+ }
+
+ if (expect_false (pl->contr->ranged_ob == this))
+ {
+ pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
+ pl->contr->ranged_ob = 0;
+ if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
+ }
- /* link the object above us */
- if (op->above)
- op->above->below=op->below;
- else
- SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
-
- /* Relink the object below us, if there is one */
- if(op->below) {
- op->below->above=op->above;
- } else {
- /* Nothing below, which means we need to relink map object for this space
- * use translated coordinates in case some oddness with map tiling is
- * evident
- */
- if(GET_MAP_OB(m,x,y)!=op) {
- dump_object(op);
- 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", errmsg);
- dump_object(GET_MAP_OB(m,x,y));
- LOG(llevError,"%s\n",errmsg);
+ pl->contr->queue_stats_update ();
+
+ if (expect_false (glow_radius) && pl->is_on_map ())
+ update_all_los (pl->map, pl->x, pl->y);
}
- SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
}
- op->above=NULL;
- op->below=NULL;
+ else if (map)
+ {
+ map->dirty = true;
+ mapspace &ms = this->ms ();
+
+ if (object *pl = ms.player ())
+ {
+ if (is_player ())
+ {
+ if (!flag [FLAG_WIZPASS])
+ ms.smell = ++mapspace::smellcount; // remember the smell of the player
+
+ // leaving a spot always closes any open container on the ground
+ if (container && !container->env)
+ // this causes spurious floorbox updates, but it ensures
+ // that the CLOSE event is being sent.
+ close_container ();
+
+ --map->players;
+ map->touch ();
+ }
+ else if (pl->container_ () == this)
+ {
+ // removing a container should close it
+ close_container ();
+ }
+ else
+ esrv_del_item (pl->contr, count);
+ }
+
+ /* link the object above us */
+ // re-link, make sure compiler can easily use cmove
+ *(above ? &above->below : &ms.top) = below;
+ *(below ? &below->above : &ms.bot) = above;
+
+ above = 0;
+ below = 0;
+
+ ms.invalidate ();
- if (op->map->in_memory == MAP_SAVING)
+ if (map->in_memory == MAP_SAVING)
return;
- tag = op->count;
- check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
- for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
- /* No point updating the players look faces if he is the object
- * being removed.
- */
+ int check_walk_off = !flag [FLAG_NO_APPLY];
- if(tmp->type==PLAYER && tmp!=op) {
+ if (object *pl = ms.player ())
+ {
+ if (pl->container_ () == this)
/* If a container that the player is currently using somehow gets
* removed (most likely destroyed), update the player view
* appropriately.
*/
- if (tmp->container==op) {
- CLEAR_FLAG(op, FLAG_APPLIED);
- tmp->container=NULL;
- }
- tmp->contr->socket.update_look=1;
- }
- /* See if player moving off should effect something */
- if (check_walk_off && ((op->move_type & tmp->move_off) &&
- (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
-
- move_apply(tmp, op, NULL);
- if (was_destroyed (op, tag)) {
- LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
- "leaving object\n", tmp->name, tmp->arch->name);
- }
- }
+ pl->close_container ();
- /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
+ //TODO: the floorbox prev/next might need updating
+ //esrv_del_item (pl->contr, count);
+ //TODO: update floorbox to preserve ordering
+ if (pl->contr->ns)
+ pl->contr->ns->floorbox_update ();
+ }
+
+ if (check_walk_off)
+ for (object *above, *tmp = ms.bot; tmp; tmp = above)
+ {
+ above = tmp->above;
- if(tmp->above == tmp)
- tmp->above = NULL;
- last=tmp;
- }
- /* last == NULL of there are no objects on this space */
- if (last==NULL) {
- /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
- * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
- * those out anyways, and if there are any flags set right now, they won't
- * be correct anyways.
- */
- SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
- update_position(op->map, op->x, op->y);
- }
- else
- update_object(last, UP_OBJ_REMOVE);
+ /* No point updating the players look faces if he is the object
+ * being removed.
+ */
- if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
- update_all_los(op->map, op->x, op->y);
+ /* See if object moving off should effect something */
+ if ((move_type & tmp->move_off)
+ && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
+ move_apply (tmp, this, 0);
+ }
+ if (affects_los ())
+ update_all_los (map, x, y);
+ }
}
/*
@@ -1385,41 +1292,74 @@
* If top is NULL, it is calculated.
* Returns pointer to object if it succeded in the merge, otherwise NULL
*/
-
-object *merge_ob(object *op, object *top) {
- if(!op->nrof)
+object *
+merge_ob (object *op, object *top)
+{
+ if (!op->nrof)
return 0;
- if(top==NULL)
- for(top=op;top!=NULL&&top->above!=NULL;top=top->above);
- for(;top!=NULL;top=top->below) {
- if(top==op)
- continue;
- if (CAN_MERGE(op,top))
- {
- top->nrof+=op->nrof;
-/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
- op->weight = 0; /* Don't want any adjustements now */
- remove_ob(op);
- free_object(op);
- return top;
+
+ if (!top)
+ for (top = op; top && top->above; top = top->above)
+ ;
+
+ for (; top; top = top->below)
+ if (object::can_merge (op, top))
+ {
+ top->nrof += op->nrof;
+
+ if (object *pl = top->visible_to ())
+ esrv_update_item (UPD_NROF, pl, top);
+
+ op->weight = 0; // cancel the addition above
+ op->carrying = 0; // must be 0 already
+
+ op->destroy ();
+
+ return top;
+ }
+
+ return 0;
+}
+
+void
+object::expand_tail ()
+{
+ if (more)
+ return;
+
+ object *prev = this;
+
+ for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
+ {
+ object *op = at->instance ();
+
+ op->name = name;
+ op->name_pl = name_pl;
+ op->title = title;
+
+ op->head = this;
+ prev->more = op;
+
+ prev = op;
}
- }
- return NULL;
}
/*
- * same as insert_ob_in_map except it handle separate coordinates and do a clean
- * job preparing multi-part monsters
+ * same as insert_ob_in_map except it handles separate coordinates and does a clean
+ * job preparing multi-part monsters.
*/
-object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){
- object* tmp;
- if (op->head)
- op=op->head;
- for (tmp=op;tmp;tmp=tmp->more){
- tmp->x=x+tmp->arch->clone.x;
- tmp->y=y+tmp->arch->clone.y;
+object *
+insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
+{
+ op->remove ();
+
+ for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
+ {
+ tmp->x = x + tmp->arch->x;
+ tmp->y = y + tmp->arch->y;
}
- return insert_ob_in_map (op, m, originator, flag);
+
+ return insert_ob_in_map (op, m, originator, flag);
}
/*
@@ -1439,507 +1379,442 @@
*
* Return value:
* new object if 'op' was merged with other object
- * NULL if 'op' was destroyed
+ * NULL if there was an error (destroyed, blocked etc.)
* just 'op' otherwise
*/
-
-object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
+object *
+insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
{
- object *tmp, *top, *floor=NULL;
- sint16 x,y;
+ op->remove ();
- if (QUERY_FLAG (op, FLAG_FREED)) {
- LOG (llevError, "Trying to insert freed object!\n");
- return NULL;
- }
- if(m==NULL) {
- dump_object(op);
- LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
- return op;
- }
- if(out_of_map(m,op->x,op->y)) {
- dump_object(op);
- LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
-#ifdef MANY_CORES
- /* Better to catch this here, as otherwise the next use of this object
- * is likely to cause a crash. Better to find out where it is getting
- * improperly inserted.
- */
- abort();
-#endif
- return op;
- }
- if(!QUERY_FLAG(op,FLAG_REMOVED)) {
- dump_object(op);
- LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
- return op;
+ if (m == &freed_map)//D TODO: remove soon
+ {//D
+ LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
+ }//D
+
+ /* Ideally, the caller figures this out. However, it complicates a lot
+ * of areas of callers (eg, anything that uses find_free_spot would now
+ * need extra work
+ */
+ maptile *newmap = m;
+ if (!xy_normalise (newmap, op->x, op->y))
+ {
+ op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
+ return 0;
}
- if(op->more!=NULL) {
- /* The part may be on a different map. */
- object *more = op->more;
+ if (object *more = op->more)
+ if (!insert_ob_in_map (more, m, originator, flag))
+ return 0;
- /* We really need the caller to normalize coordinates - if
- * we set the map, that doesn't work if the location is within
- * a map and this is straddling an edge. So only if coordinate
- * is clear wrong do we normalize it.
- */
- if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
- /* Debugging information so you can see the last coordinates this object had */
- more->ox = more->x;
- more->oy = more->y;
- more->map = get_map_from_coord(m, &more->x, &more->y);
- } else if (!more->map) {
- /* For backwards compatibility - when not dealing with tiled maps,
- * more->map should always point to the parent.
- */
- more->map = m;
+ op->flag [FLAG_REMOVED] = false;
+ op->env = 0;
+ op->map = newmap;
+
+ mapspace &ms = op->ms ();
+
+ /* this has to be done after we translate the coordinates.
+ */
+ if (op->nrof && !(flag & INS_NO_MERGE))
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
+ if (object::can_merge (op, tmp))
+ {
+ // TODO: we actually want to update tmp, not op,
+ // but some caller surely breaks when we return tmp
+ // from here :/
+ op->nrof += tmp->nrof;
+ tmp->destroy ();
}
- if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
- if ( ! op->head)
- LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
- return NULL;
+ op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
+ op->clr_flag (FLAG_INV_LOCKED);
+
+ if (!op->flag [FLAG_ALIVE])
+ op->clr_flag (FLAG_NO_STEAL);
+
+ if (flag & INS_BELOW_ORIGINATOR)
+ {
+ if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
+ {
+ LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
+ abort ();
}
- }
- CLEAR_FLAG(op,FLAG_REMOVED);
- /* Debugging information so you can see the last coordinates this object had */
- op->ox=op->x;
- op->oy=op->y;
+ if (!originator->is_on_map ())
+ {
+ LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
+ op->debug_desc (), originator->debug_desc ());
+ abort ();
+ }
- /* Ideally, the caller figures this out. However, it complicates a lot
- * of areas of callers (eg, anything that uses find_free_spot would now
- * need extra work
- */
- op->map=get_map_from_coord(m, &op->x, &op->y);
- x = op->x;
- y = op->y;
+ op->above = originator;
+ op->below = originator->below;
+ originator->below = op;
- /* this has to be done after we translate the coordinates.
- */
- if(op->nrof && !(flag & INS_NO_MERGE)) {
- for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
- if (CAN_MERGE(op,tmp)) {
- op->nrof+=tmp->nrof;
- remove_ob(tmp);
- free_object(tmp);
- }
+ *(op->below ? &op->below->above : &ms.bot) = op;
}
+ else
+ {
+ object *floor = 0;
+ object *top = ms.top;
- CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
- CLEAR_FLAG(op, FLAG_INV_LOCKED);
- if (!QUERY_FLAG(op, FLAG_ALIVE))
- CLEAR_FLAG(op, FLAG_NO_STEAL);
-
- if (flag & INS_BELOW_ORIGINATOR) {
- if (originator->map != op->map || originator->x != op->x ||
- originator->y != op->y) {
- LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
- abort();
- }
- op->above = originator;
- op->below = originator->below;
- if (op->below) op->below->above = op;
- else SET_MAP_OB(op->map, op->x, op->y, op);
- /* since *below* originator, no need to update top */
- originator->below = op;
- } else {
- /* If there are other objects, then */
- if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
- object *last=NULL;
- /*
- * If there are multiple objects on this space, we do some trickier handling.
- * We've already dealt with merging if appropriate.
- * Generally, we want to put the new object on top. But if
- * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
- * floor, we want to insert above that and no further.
- * Also, if there are spell objects on this space, we stop processing
- * once we get to them. This reduces the need to traverse over all of
- * them when adding another one - this saves quite a bit of cpu time
- * when lots of spells are cast in one area. Currently, it is presumed
- * that flying non pickable objects are spell objects.
- */
+ /* If there are other objects, then */
+ if (top)
+ {
+ /*
+ * If there are multiple objects on this space, we do some trickier handling.
+ * We've already dealt with merging if appropriate.
+ * Generally, we want to put the new object on top. But if
+ * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
+ * floor, we want to insert above that and no further.
+ * Also, if there are spell objects on this space, we stop processing
+ * once we get to them. This reduces the need to traverse over all of
+ * them when adding another one - this saves quite a bit of cpu time
+ * when lots of spells are cast in one area. Currently, it is presumed
+ * that flying non pickable objects are spell objects.
+ */
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
+ {
+ if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
+ floor = tmp;
+
+ if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
+ {
+ /* We insert above top, so we want this object below this */
+ top = tmp->below;
+ break;
+ }
- while (top != NULL) {
- if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
- QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
- if (QUERY_FLAG(top, FLAG_NO_PICK)
- && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
- && !QUERY_FLAG(top, FLAG_IS_FLOOR))
- {
- /* We insert above top, so we want this object below this */
- top=top->below;
- break;
- }
- last = top;
- top = top->above;
+ top = tmp;
}
- /* Don't want top to be NULL, so set it to the last valid object */
- top = last;
- /* We let update_position deal with figuring out what the space
- * looks like instead of lots of conditions here.
- * makes things faster, and effectively the same result.
- */
-
- /* Have object 'fall below' other objects that block view.
- * Unless those objects are exits, type 66
- * If INS_ON_TOP is used, don't do this processing
- * Need to find the object that in fact blocks view, otherwise
- * stacking is a bit odd.
- */
- if (!(flag & INS_ON_TOP) &&
- (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
- (op->face && !op->face->visibility)) {
- for (last=top; last != floor; last=last->below)
- if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
- /* Check to see if we found the object that blocks view,
- * and make sure we have a below pointer for it so that
- * we can get inserted below this one, which requires we
- * set top to the object below us.
- */
- if (last && last->below && last != floor) top=last->below;
+ /* We let update_position deal with figuring out what the space
+ * looks like instead of lots of conditions here.
+ * makes things faster, and effectively the same result.
+ */
+
+ /* Have object 'fall below' other objects that block view.
+ * Unless those objects are exits.
+ * If INS_ON_TOP is used, don't do this processing
+ * Need to find the object that in fact blocks view, otherwise
+ * stacking is a bit odd.
+ */
+ if (!(flag & INS_ON_TOP)
+ && ms.flags () & P_BLOCKSVIEW
+ && (op->face && !faces [op->face].visibility))
+ {
+ object *last;
+
+ for (last = top; last != floor; last = last->below)
+ if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
+ break;
+
+ /* Check to see if we found the object that blocks view,
+ * and make sure we have a below pointer for it so that
+ * we can get inserted below this one, which requires we
+ * set top to the object below us.
+ */
+ if (last && last->below && last != floor)
+ top = last->below;
}
- } /* If objects on this space */
- if (flag & INS_MAP_LOAD)
- top = GET_MAP_TOP(op->map,op->x,op->y);
- if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
-
- /* Top is the object that our object (op) is going to get inserted above.
- */
-
- /* First object on this space */
- if (!top) {
- op->above = GET_MAP_OB(op->map, op->x, op->y);
- if (op->above) op->above->below = op;
- op->below = NULL;
- SET_MAP_OB(op->map, op->x, op->y, op);
- } else { /* get inserted into the stack above top */
- op->above = top->above;
- if (op->above) op->above->below = op;
- op->below = top;
- top->above = op;
- }
- if (op->above==NULL)
- SET_MAP_TOP(op->map,op->x, op->y, op);
- } /* else not INS_BELOW_ORIGINATOR */
+ } /* If objects on this space */
- if(op->type==PLAYER)
- op->contr->do_los=1;
+ if (flag & INS_ABOVE_FLOOR_ONLY)
+ top = floor;
- /* If we have a floor, we know the player, if any, will be above
- * it, so save a few ticks and start from there.
- */
- if (!(flag & INS_MAP_LOAD))
- for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
- if (tmp->type == PLAYER)
- tmp->contr->socket.update_look=1;
- }
-
- /* If this object glows, it may affect lighting conditions that are
- * visible to others on this map. But update_all_los is really
- * an inefficient way to do this, as it means los for all players
- * on the map will get recalculated. The players could very well
- * be far away from this change and not affected in any way -
- * this should get redone to only look for players within range,
- * or just updating the P_NEED_UPDATE for spaces within this area
- * of effect may be sufficient.
- */
- if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
- update_all_los(op->map, op->x, op->y);
+ // insert object above top, or bottom-most if top = 0
+ if (!top)
+ {
+ op->below = 0;
+ op->above = ms.bot;
+ ms.bot = op;
+ *(op->above ? &op->above->below : &ms.top) = op;
+ }
+ else
+ {
+ op->above = top->above;
+ top->above = op;
- /* updates flags (blocked, alive, no magic, etc) for this map space */
- update_object(op,UP_OBJ_INSERT);
+ op->below = top;
+ *(op->above ? &op->above->below : &ms.top) = op;
+ }
+ }
+ if (op->is_player ())
+ {
+ op->contr->do_los = 1;
+ ++op->map->players;
+ op->map->touch ();
+ }
+
+ op->map->dirty = true;
+
+ if (object *pl = ms.player ())
+ //TODO: the floorbox prev/next might need updating
+ //esrv_send_item (pl, op);
+ //TODO: update floorbox to preserve ordering
+ if (pl->contr->ns)
+ pl->contr->ns->floorbox_update ();
+
+ /* If this object glows, it may affect lighting conditions that are
+ * visible to others on this map. But update_all_los is really
+ * an inefficient way to do this, as it means los for all players
+ * on the map will get recalculated. The players could very well
+ * be far away from this change and not affected in any way -
+ * this should get redone to only look for players within range,
+ * or just updating the P_UPTODATE for spaces within this area
+ * of effect may be sufficient.
+ */
+ if (op->affects_los ())
+ {
+ op->ms ().invalidate ();
+ update_all_los (op->map, op->x, op->y);
+ }
- /* Don't know if moving this to the end will break anything. However,
- * we want to have update_look set above before calling this.
- *
- * check_move_on() must be after this because code called from
- * check_move_on() depends on correct map flags (so functions like
- * blocked() and wall() work properly), and these flags are updated by
- * update_object().
- */
+ /* updates flags (blocked, alive, no magic, etc) for this map space */
+ update_object (op, UP_OBJ_INSERT);
+
+ INVOKE_OBJECT (INSERT, op);
+
+ /* Don't know if moving this to the end will break anything. However,
+ * we want to have floorbox_update called before calling this.
+ *
+ * check_move_on() must be after this because code called from
+ * check_move_on() depends on correct map flags (so functions like
+ * blocked() and wall() work properly), and these flags are updated by
+ * update_object().
+ */
- /* if this is not the head or flag has been passed, don't check walk on status */
+ /* if this is not the head or flag has been passed, don't check walk on status */
+ if (!(flag & INS_NO_WALK_ON) && op->is_head ())
+ {
+ if (check_move_on (op, originator, flag))
+ return 0;
- if (!(flag & INS_NO_WALK_ON) && !op->head) {
- if (check_move_on(op, originator))
- return NULL;
-
- /* If we are a multi part object, lets work our way through the check
- * walk on's.
- */
- for (tmp=op->more; tmp!=NULL; tmp=tmp->more)
- if (check_move_on (tmp, originator))
- return NULL;
+ /* If we are a multi part object, let's work our way through the check
+ * walk on's.
+ */
+ for (object *tmp = op->more; tmp; tmp = tmp->more)
+ if (check_move_on (tmp, originator, flag))
+ return 0;
}
- return op;
+
+ return op;
}
/* this function inserts an object in the map, but if it
- * finds an object of its own type, it'll remove that one first.
- * op is the object to insert it under: supplies x and the map.
+ * finds an object of its own type, it'll remove that one first.
+ * op is the object to insert it under: supplies x and the map.
*/
-void replace_insert_ob_in_map(const char *arch_string, object *op) {
- object *tmp;
- object *tmp1;
+void
+replace_insert_ob_in_map (shstr_tmp archname, object *op)
+{
+ /* first search for itself and remove any old instances */
- /* first search for itself and remove any old instances */
+ for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
+ if (tmp->arch->archname == archname) /* same archetype */
+ tmp->destroy ();
- for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) {
- if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ {
- remove_ob(tmp);
- free_object(tmp);
- }
- }
+ object *tmp = archetype::find (archname)->instance ();
- tmp1=arch_to_object(find_archetype(arch_string));
+ tmp->x = op->x;
+ tmp->y = op->y;
-
- tmp1->x = op->x; tmp1->y = op->y;
- insert_ob_in_map(tmp1,op->map,op,0);
-}
+ insert_ob_in_map (tmp, op->map, op, 0);
+}
-/*
- * get_split_ob(ob,nr) splits up ob into two parts. The part which
- * is returned contains nr objects, and the remaining parts contains
- * the rest (or is removed and freed if that number is 0).
- * On failure, NULL is returned, and the reason put into the
- * global static errmsg array.
- */
+object *
+object::insert_at (object *where, object *originator, int flags)
+{
+ if (where->env)
+ return where->env->insert (this);
+ else
+ return where->map->insert (this, where->x, where->y, originator, flags);
+}
-object *get_split_ob(object *orig_ob, uint32 nr) {
- object *newob;
- int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
+// check whether we can put this into the map, respect max_volume, max_items
+bool
+object::can_drop_at (maptile *m, int x, int y, object *originator)
+{
+ mapspace &ms = m->at (x, y);
- if(orig_ob->nrofnrof?orig_ob->nrof:1, orig_ob->name);
- return NULL;
- }
- newob = object_create_clone(orig_ob);
- if((orig_ob->nrof-=nr)<1) {
- if ( ! is_removed)
- remove_ob(orig_ob);
- free_object2(orig_ob, 1);
- }
- else if ( ! is_removed) {
- if(orig_ob->env!=NULL)
- sub_weight (orig_ob->env,orig_ob->weight*nr);
- if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
- strcpy(errmsg, "Tried to split object whose map is not in memory.");
- LOG(llevDebug,
- "Error, Tried to split object whose map is not in memory.\n");
- return NULL;
- }
- }
- newob->nrof=nr;
+ int items = ms.items ();
+
+ if (!items // testing !items ensures we can drop at least one item
+ || (items < m->max_items
+ && ms.volume () < m->max_volume))
+ return true;
- return newob;
+ if (originator && originator->is_player ())
+ originator->contr->failmsgf (
+ "No matter how hard you try, you just cannot put the %s here H",
+ query_name ()
+ );
+
+ return false;
}
/*
- * decrease_ob_nr(object, number) decreases a specified number from
- * the amount of an object. If the amount reaches 0, the object
+ * decrease(object, number) decreases a specified number from
+ * the amount of an object. If the amount reaches 0, the object
* is subsequently removed and freed.
*
* Return value: 'op' if something is left, NULL if the amount reached 0
*/
-
-object *decrease_ob_nr (object *op, uint32 i)
+bool
+object::decrease (sint32 nr)
{
- object *tmp;
- player *pl;
-
- if (i == 0) /* objects with op->nrof require this check */
- return op;
+ if (!nr)
+ return true;
- if (i > op->nrof)
- i = op->nrof;
+ nr = min (nr, nrof);
- if (QUERY_FLAG (op, FLAG_REMOVED))
+ if (nrof > nr)
{
- op->nrof -= i;
+ sint64 oweight = total_weight ();
+
+ nrof -= nr;
+
+ if (object *pl = visible_to ())
+ esrv_update_item (UPD_NROF, pl, this);
+
+ adjust_weight (env, oweight, total_weight ());
+
+ return true;
}
- else if (op->env != NULL)
+ else
{
- /* is this object in the players inventory, or sub container
- * therein?
- */
- tmp = is_player_inv (op->env);
- /* nope. Is this a container the player has opened?
- * If so, set tmp to that player.
- * IMO, searching through all the players will mostly
- * likely be quicker than following op->env to the map,
- * and then searching the map for a player.
- */
- if (!tmp) {
- for (pl=first_player; pl; pl=pl->next)
- if (pl->ob->container == op->env) break;
- if (pl) tmp=pl->ob;
- else tmp=NULL;
- }
-
- if (i < op->nrof) {
- sub_weight (op->env, op->weight * i);
- op->nrof -= i;
- if (tmp) {
- esrv_send_item(tmp, op);
- }
- } else {
- remove_ob (op);
- op->nrof = 0;
- if (tmp) {
- esrv_del_item(tmp->contr, op->count);
- }
- }
+ destroy ();
+ return false;
}
- else
- {
- object *above = op->above;
+}
- if (i < op->nrof) {
- op->nrof -= i;
- } else {
- remove_ob (op);
- op->nrof = 0;
- }
- /* Since we just removed op, op->above is null */
- for (tmp = above; tmp != NULL; tmp = tmp->above)
- if (tmp->type == PLAYER) {
- if (op->nrof)
- esrv_send_item(tmp, op);
- else
- esrv_del_item(tmp->contr, op->count);
- }
+/*
+ * split(ob,nr) splits up ob into two parts. The part which
+ * is returned contains nr objects, and the remaining parts contains
+ * the rest (or is removed and returned if that number is 0).
+ * On failure, NULL is returned.
+ */
+object *
+object::split (sint32 nr)
+{
+ int have = number_of ();
+
+ if (have < nr)
+ return 0;
+ else if (have == nr)
+ {
+ remove ();
+ return this;
}
+ else
+ {
+ decrease (nr);
- if (op->nrof) {
- return op;
- } else {
- free_object (op);
- return NULL;
+ object *op = deep_clone ();
+ op->nrof = nr;
+ return op;
}
}
-/*
- * add_weight(object, weight) adds the specified weight to an object,
- * and also updates how much the environment(s) is/are carrying.
- */
+object *
+insert_ob_in_ob (object *op, object *where)
+{
+ if (!where)
+ {
+ char *dump = dump_object (op);
+ LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
+ free (dump);
+ return op;
+ }
-void add_weight (object *op, signed long weight) {
- while (op!=NULL) {
- if (op->type == CONTAINER) {
- weight=(signed long)(weight*(100-op->stats.Str)/100);
+ if (where->head_ () != where)
+ {
+ LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
+ where = where->head;
}
- op->carrying+=weight;
- op=op->env;
- }
+
+ return where->insert (op);
}
/*
- * insert_ob_in_ob(op,environment):
+ * env->insert (op)
* This function inserts the object op in the linked list
* inside the object environment.
*
- * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
- * the inventory at the last position or next to other objects of the same
- * type.
- * Frank: Now sorted by type, archetype and magic!
- *
* The function returns now pointer to inserted item, and return value can
* be != op, if items are merged. -Tero
*/
+object *
+object::insert (object *op)
+{
+ if (op->more)
+ {
+ LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
+ return op;
+ }
-object *insert_ob_in_ob(object *op,object *where) {
- object *tmp, *otmp;
+ op->remove ();
- if(!QUERY_FLAG(op,FLAG_REMOVED)) {
- dump_object(op);
- LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
- return op;
- }
- if(where==NULL) {
- dump_object(op);
- LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
- return op;
- }
- if (where->head) {
- LOG(llevDebug,
- "Warning: Tried to insert object wrong part of multipart object.\n");
- where = where->head;
- }
- if (op->more) {
- LOG(llevError, "Tried to insert multipart object %s (%d)\n",
- op->name, op->count);
- return op;
- }
- CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL);
- CLEAR_FLAG(op, FLAG_REMOVED);
- if(op->nrof) {
- for(tmp=where->inv;tmp!=NULL;tmp=tmp->below)
- if ( CAN_MERGE(tmp,op) ) {
- /* return the original object and remove inserted object
- (client needs the original object) */
- tmp->nrof += op->nrof;
- /* Weight handling gets pretty funky. Since we are adding to
- * tmp->nrof, we need to increase the weight.
- */
- add_weight (where, op->weight*op->nrof);
- SET_FLAG(op, FLAG_REMOVED);
- free_object(op); /* free the inserted object */
- op = tmp;
- remove_ob (op); /* and fix old object's links */
- CLEAR_FLAG(op, FLAG_REMOVED);
- break;
- }
+ op->flag [FLAG_OBJ_ORIGINAL] = 0;
- /* I assume combined objects have no inventory
- * We add the weight - this object could have just been removed
- * (if it was possible to merge). calling remove_ob will subtract
- * the weight, so we need to add it in again, since we actually do
- * the linking below
- */
- add_weight (where, op->weight*op->nrof);
- } else
- add_weight (where, (op->weight+op->carrying));
-
- otmp=is_player_inv(where);
- if (otmp&&otmp->contr!=NULL) {
- if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
- fix_player(otmp);
- }
+ if (op->nrof)
+ for (object *tmp = inv; tmp; tmp = tmp->below)
+ if (object::can_merge (tmp, op))
+ {
+ /* return the original object and remove inserted object
+ (client prefers the original object) */
+
+ // carring must be 0 for mergable objects
+ sint64 oweight = tmp->weight * tmp->nrof;
+
+ tmp->nrof += op->nrof;
+
+ if (object *pl = tmp->visible_to ())
+ esrv_update_item (UPD_NROF, pl, tmp);
+
+ adjust_weight (this, oweight, tmp->weight * tmp->nrof);
+
+ op->destroy ();
+ op = tmp;
+ goto inserted;
+ }
+
+ op->owner = 0; // it's his/hers now. period.
+ op->map = 0;
+ op->x = 0;
+ op->y = 0;
+
+ op->above = 0;
+ op->below = inv;
+ op->env = this;
+
+ if (inv)
+ inv->above = op;
+
+ inv = op;
- op->map=NULL;
- op->env=where;
- op->above=NULL;
- op->below=NULL;
- op->x=0,op->y=0;
- op->ox=0,op->oy=0;
+ op->flag [FLAG_REMOVED] = 0;
+ if (object *pl = op->visible_to ())
+ esrv_send_item (pl, op);
+
+ adjust_weight (this, 0, op->total_weight ());
+
+inserted:
/* reset the light list and los of the players on the map */
- if((op->glow_radius!=0)&&where->map)
- {
-#ifdef DEBUG_LIGHTS
- LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
- op->name);
-#endif /* DEBUG_LIGHTS */
- if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
- }
+ if (op->glow_radius && is_on_map ())
+ {
+ update_stats ();
+ update_all_los (map, x, y);
+ }
+ else if (is_player ())
+ // if this is a player's inventory, update stats
+ contr->queue_stats_update ();
+
+ INVOKE_OBJECT (INSERT, this);
- /* Client has no idea of ordering so lets not bother ordering it here.
- * It sure simplifies this function...
- */
- if (where->inv==NULL)
- where->inv=op;
- else {
- op->below = where->inv;
- op->below->above = op;
- where->inv = op;
- }
return op;
}
@@ -1963,96 +1838,96 @@
* object being inserted. insert_ob_in_map may not put new objects
* on top.
*/
-
-int check_move_on (object *op, object *originator)
+int
+check_move_on (object *op, object *originator, int flags)
{
- object *tmp;
- tag_t tag;
- mapstruct *m=op->map;
- int x=op->x, y=op->y;
- MoveType move_on, move_slow, move_block;
+ if (op->flag [FLAG_NO_APPLY])
+ return 0;
- if(QUERY_FLAG(op,FLAG_NO_APPLY))
- return 0;
+ object *tmp;
+ maptile *m = op->map;
+ int x = op->x, y = op->y;
- tag = op->count;
+ mapspace &ms = m->at (x, y);
- move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
- move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
- move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
-
- /* if nothing on this space will slow op down or be applied,
- * no need to do checking below. have to make sure move_type
- * is set, as lots of objects don't have it set - we treat that
- * as walking.
- */
- if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
- return 0;
+ ms.update ();
- /* This is basically inverse logic of that below - basically,
- * if the object can avoid the move on or slow move, they do so,
- * but can't do it if the alternate movement they are using is
- * blocked. Logic on this seems confusing, but does seem correct.
- */
- if ((op->move_type & ~move_on & ~move_block) != 0 &&
- (op->move_type & ~move_slow & ~move_block) != 0) return 0;
+ MoveType move_on = ms.move_on;
+ MoveType move_slow = ms.move_slow;
+ MoveType move_block = ms.move_block;
- /* The objects have to be checked from top to bottom.
- * Hence, we first go to the top:
- */
+ /* if nothing on this space will slow op down or be applied,
+ * no need to do checking below. have to make sure move_type
+ * is set, as lots of objects don't have it set - we treat that
+ * as walking.
+ */
+ if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
+ return 0;
- for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
- tmp->above!=NULL; tmp=tmp->above) {
- /* Trim the search when we find the first other spell effect
- * this helps performance so that if a space has 50 spell objects,
- * we don't need to check all of them.
- */
- if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
- }
- for(;tmp!=NULL; tmp=tmp->below) {
- if (tmp == op) continue; /* Can't apply yourself */
-
- /* Check to see if one of the movement types should be slowed down.
- * Second check makes sure that the movement types not being slowed
- * (~slow_move) is not blocked on this space - just because the
- * space doesn't slow down swimming (for example), if you can't actually
- * swim on that space, can't use it to avoid the penalty.
- */
- if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
- if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
- ((op->move_type & tmp->move_slow) &&
- (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
-
- float diff;
-
- diff = tmp->move_slow_penalty*FABS(op->speed);
- if (op->type == PLAYER) {
- if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
- (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
- diff /= 4.0;
- }
- }
- op->speed_left -= diff;
+ /* This is basically inverse logic of that below - basically,
+ * if the object can avoid the move on or slow move, they do so,
+ * but can't do it if the alternate movement they are using is
+ * blocked. Logic on this seems confusing, but does seem correct.
+ */
+ if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
+ return 0;
+
+ /* The objects have to be checked from top to bottom.
+ * Hence, we first go to the top:
+ */
+ for (object *next, *tmp = ms.top; tmp; tmp = next)
+ {
+ next = tmp->below;
+
+ if (tmp == op)
+ continue; /* Can't apply yourself */
+
+ /* Check to see if one of the movement types should be slowed down.
+ * Second check makes sure that the movement types not being slowed
+ * (~slow_move) is not blocked on this space - just because the
+ * space doesn't slow down swimming (for example), if you can't actually
+ * swim on that space, can't use it to avoid the penalty.
+ */
+ if (!op->flag [FLAG_WIZPASS])
+ {
+ if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
+ ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
+ {
+ float diff = tmp->move_slow_penalty * fabs (op->speed);
+
+ if (op->is_player ())
+ if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
+ (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
+ diff /= 4.0;
+
+ op->speed_left -= diff;
}
}
- /* Basically same logic as above, except now for actual apply. */
- if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
- ((op->move_type & tmp->move_on) &&
- (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
-
- move_apply(tmp, op, originator);
- if (was_destroyed (op, tag))
- return 1;
-
- /* what the person/creature stepped onto has moved the object
- * someplace new. Don't process any further - if we did,
- * have a feeling strange problems would result.
- */
- if (op->map != m || op->x != x || op->y != y) return 0;
+ /* Basically same logic as above, except now for actual apply. */
+ if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
+ ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
+ {
+ if ((flags & INS_NO_AUTO_EXIT)
+ && (tmp->type == EXIT || tmp->type == TELEPORTER
+ || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
+ continue;
+
+ move_apply (tmp, op, originator);
+
+ if (op->destroyed ())
+ return 1;
+
+ /* what the person/creature stepped onto has moved the object
+ * someplace new. Don't process any further - if we did,
+ * have a feeling strange problems would result.
+ */
+ if (op->map != m || op->x != x || op->y != y)
+ return 0;
}
}
- return 0;
+
+ return 0;
}
/*
@@ -2060,16 +1935,19 @@
* a matching archetype at the given map and coordinates.
* The first matching object is returned, or NULL if none.
*/
+object *
+present_arch (const archetype *at, maptile *m, int x, int y)
+{
+ if (!m || out_of_map (m, x, y))
+ {
+ LOG (llevError, "Present_arch called outside map.\n");
+ return NULL;
+ }
-object *present_arch(const archetype *at, mapstruct *m, int x, int y) {
- object *tmp;
- if(m==NULL || out_of_map(m,x,y)) {
- LOG(llevError,"Present_arch called outside map.\n");
- return NULL;
- }
- for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above)
- if(tmp->arch == at)
+ for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
+ if (tmp->arch->archname == at->archname)
return tmp;
+
return NULL;
}
@@ -2078,16 +1956,19 @@
* a matching type variable at the given map and coordinates.
* The first matching object is returned, or NULL if none.
*/
+object *
+present (unsigned char type, maptile *m, int x, int y)
+{
+ if (out_of_map (m, x, y))
+ {
+ LOG (llevError, "Present called outside map.\n");
+ return NULL;
+ }
-object *present(unsigned char type,mapstruct *m, int x,int y) {
- object *tmp;
- if(out_of_map(m,x,y)) {
- LOG(llevError,"Present called outside map.\n");
- return NULL;
- }
- for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above)
- if(tmp->type==type)
+ for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
+ if (tmp->type == type)
return tmp;
+
return NULL;
}
@@ -2096,12 +1977,13 @@
* a matching type variable in the inventory of the given object.
* The first matching object is returned, or NULL if none.
*/
-
-object *present_in_ob(unsigned char type, const object *op) {
- object *tmp;
- for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
- if(tmp->type==type)
+object *
+present_in_ob (unsigned char type, const object *op)
+{
+ for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
+ if (tmp->type == type)
return tmp;
+
return NULL;
}
@@ -2119,15 +2001,14 @@
* spell code can use one object type (force), but change it's name
* to be unique.
*/
+object *
+present_in_ob_by_name (int type, const char *str, const object *op)
+{
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
+ if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
+ return tmp;
-object *present_in_ob_by_name(int type, const char *str, const object *op) {
- object *tmp;
-
- for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
- if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name)))
- return tmp;
- }
- return NULL;
+ return 0;
}
/*
@@ -2135,47 +2016,40 @@
* a matching archetype in the inventory of the given object.
* The first matching object is returned, or NULL if none.
*/
-
-object *present_arch_in_ob(const archetype *at, const object *op) {
- object *tmp;
- for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
- if( tmp->arch == at)
+object *
+present_arch_in_ob (const archetype *at, const object *op)
+{
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
+ if (tmp->arch->archname == at->archname)
return tmp;
+
return NULL;
}
/*
* activate recursively a flag on an object inventory
*/
-void flag_inv(object*op, int flag){
- object *tmp;
- if(op->inv)
- for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
- SET_FLAG(tmp, flag);
- flag_inv(tmp,flag);
- }
-}/*
- * desactivate recursively a flag on an object inventory
- */
-void unflag_inv(object*op, int flag){
- object *tmp;
- if(op->inv)
- for(tmp = op->inv; tmp != NULL; tmp = tmp->below){
- CLEAR_FLAG(tmp, flag);
- unflag_inv(tmp,flag);
- }
+void
+flag_inv (object *op, int flag)
+{
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
+ {
+ tmp->set_flag (flag);
+ flag_inv (tmp, flag);
+ }
}
/*
- * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
- * all it's inventory (recursively).
- * If checksums are used, a player will get set_cheat called for
- * him/her-self and all object carried by a call to this function.
+ * deactivate recursively a flag on an object inventory
*/
-
-void set_cheat(object *op) {
- SET_FLAG(op, FLAG_WAS_WIZ);
- flag_inv(op, FLAG_WAS_WIZ);
+void
+unflag_inv (object *op, int flag)
+{
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
+ {
+ tmp->clr_flag (flag);
+ unflag_inv (tmp, flag);
+ }
}
/*
@@ -2187,10 +2061,7 @@
* start and stop are where to start relative to the free_arr array (1,9
* does all 4 immediate directions). This returns the index into the
* array of the free spot, -1 if no spot available (dir 0 = x,y)
- * Note - this only checks to see if there is space for the head of the
- * object - if it is a multispace object, this should be called for all
- * pieces.
- * Note2: This function does correctly handle tiled maps, but does not
+ * Note: This function does correctly handle tiled maps, but does not
* inform the caller. However, insert_ob_in_map will update as
* necessary, so the caller shouldn't need to do any special work.
* Note - updated to take an object instead of archetype - this is necessary
@@ -2199,64 +2070,95 @@
* the archetype because that isn't correct if the monster has been
* customized, changed states, etc.
*/
+int
+find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
+{
+ int altern[SIZEOFFREE];
+ int index = 0, flag;
+
+ for (int i = start; i < stop; i++)
+ {
+ mapxy pos (m, x, y); pos.move (i);
+
+ if (!pos.normalise ())
+ continue;
+
+ mapspace &ms = *pos;
+
+ if (ms.flags () & P_IS_ALIVE)
+ continue;
-int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) {
- int i,index=0, flag;
- static int altern[SIZEOFFREE];
-
- for(i=start;imove_type == 0 && ms.move_block != MOVE_ALL)
+ {
+ altern [index++] = i;
+ continue;
+ }
+
+ /* Basically, if we find a wall on a space, we cut down the search size.
+ * In this way, we won't return spaces that are on another side of a wall.
+ * This mostly work, but it cuts down the search size in all directions -
+ * if the space being examined only has a wall to the north and empty
+ * spaces in all the other directions, this will reduce the search space
+ * to only the spaces immediately surrounding the target area, and
+ * won't look 2 spaces south of the target space.
+ */
+ if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
+ {
+ stop = maxfree[i];
+ continue;
+ }
+
+ /* Note it is intentional that we check ob - the movement type of the
+ * head of the object should correspond for the entire object.
+ */
+ if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
+ continue;
+
+ if (ob->blocked (pos.m, pos.x, pos.y))
+ continue;
+
+ altern [index++] = i;
}
- if(!index) return -1;
- return altern[RANDOM()%index];
+
+ if (!index)
+ return -1;
+
+ return altern [rndm (index)];
}
/*
- * find_first_free_spot(archetype, mapstruct, x, y) works like
+ * find_first_free_spot(archetype, maptile, x, y) works like
* find_free_spot(), but it will search max number of squares.
* But it will return the first available spot, not a random choice.
* Changed 0.93.2: Have it return -1 if there is no free spot available.
*/
+int
+find_first_free_spot (const object *ob, maptile *m, int x, int y)
+{
+ for (int i = 0; i < SIZEOFFREE; i++)
+ if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
+ return i;
-int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) {
- int i;
- for(i=0;ihead) {
- exclude = exclude->head;
- move_type = exclude->move_type;
- } else {
- /* If we don't have anything, presume it can use all movement types. */
- move_type=MOVE_ALL;
- }
-
- for(i=1;iabove) {
- if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
- (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
- break;
- }
- }
- if(tmp) {
- return freedir[i];
- }
+ if (exclude && exclude->head_ () != exclude)
+ {
+ exclude = exclude->head;
+ move_type = exclude->move_type;
+ }
+ else
+ {
+ /* If we don't have anything, presume it can use all movement types. */
+ move_type = MOVE_ALL;
+ }
+
+ for (int i = 1; i < max; i++)
+ {
+ mapxy pos (m, x, y);
+ pos.move (i);
+
+ if (!pos.normalise ())
+ max = maxfree[i];
+ else
+ {
+ mapspace &ms = *pos;
+
+ if ((move_type & ms.move_block) == move_type)
+ max = maxfree [i];
+ else if (ms.flags () & P_IS_ALIVE)
+ {
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
+ if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
+ && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
+ return freedir [i];
}
}
}
- return 0;
+
+ return 0;
}
/*
* distance(object 1, object 2) will return the square of the
* distance between the two given objects.
*/
-
-int distance(const object *ob1, const object *ob2) {
- int i;
- i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+
- (ob1->y - ob2->y)*(ob1->y - ob2->y);
- return i;
+int
+distance (const object *ob1, const object *ob2)
+{
+ return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
}
/*
- * find_dir_2(delta-x,delta-y) will return a direction in which
- * an object which has subtracted the x and y coordinates of another
- * object, needs to travel toward it.
+ * find_dir_2(delta-x,delta-y) will return a direction value
+ * for running into direct [dx, dy].
+ * (the opposite of crossfire's find_dir_2!)
*/
+int
+find_dir_2 (int x, int y)
+{
+#if 1 // new algorithm
+ // this works by putting x, y into 16 sectors, which
+ // are not equal sized, but are a better approximation
+ // then the old algorithm, and then using a mapping
+ // table to map it into a direction value.
+ // basically, it maps these comparisons to each bit
+ // bit #3: x < 0
+ // bit #2: y < 0
+ // bit #1: x > y
+ // bit #0: x > 2y
+
+ static const uint8 dir[16] = {
+ 4, 5, 4, 3,
+ 2, 1, 2, 3,
+ 6, 5, 6, 7,
+ 8, 1, 8, 7,
+ };
+ int sector = 0;
+
+ // this is a bit ugly, but more likely to result in branchless code
+ sector |= x < 0 ? 8 : 0;
+ x = x < 0 ? -x : x; // abs
+
+ sector |= y < 0 ? 4 : 0;
+ y = y < 0 ? -y : y; // abs
+
+ if (x > y)
+ {
+ sector |= 2;
+
+ if (x > y * 2)
+ sector |= 1;
+ }
+ else
+ {
+ if (y > x * 2)
+ sector |= 1;
+ else if (!y)
+ return 0; // x == 0 here
+ }
-int find_dir_2(int x, int y) {
+ return dir [sector];
+#else // old algorithm
int q;
- if(y)
- q=x*100/y;
+ if (y)
+ q = 128 * x / y;
else if (x)
- q= -300*x;
+ q = -512 * x; // to make it > 309
else
return 0;
- if(y>0) {
- if(q < -242)
- return 3 ;
- if (q < -41)
- return 2 ;
- if (q < 41)
- return 1 ;
- if (q < 242)
- return 8 ;
- return 7 ;
- }
-
- if (q < -242)
- return 7 ;
- if (q < -41)
- return 6 ;
- if (q < 41)
- return 5 ;
- if (q < 242)
- return 4 ;
-
- return 3 ;
-}
+ if (y > 0)
+ {
+ if (q < -309) return 7;
+ if (q < -52) return 6;
+ if (q < 52) return 5;
+ if (q < 309) return 4;
-/*
- * absdir(int): Returns a number between 1 and 8, which represent
- * the "absolute" direction of a number (it actually takes care of
- * "overflow" in previous calculations of a direction).
- */
+ return 3;
+ }
+ else
+ {
+ if (q < -309) return 3;
+ if (q < -52) return 2;
+ if (q < 52) return 1;
+ if (q < 309) return 8;
-int absdir(int d) {
- while(d<1) d+=8;
- while(d>8) d-=8;
- return d;
+ return 7;
+ }
+#endif
}
/*
* dirdiff(dir1, dir2) returns how many 45-degrees differences there is
* between two directions (which are expected to be absolute (see absdir())
*/
+int
+dirdiff (int dir1, int dir2)
+{
+ int d = abs (dir1 - dir2);
-int dirdiff(int dir1, int dir2) {
- int d;
- d = abs(dir1 - dir2);
- if(d>4)
- d = 8 - d;
- return d;
+ return d > 4 ? 8 - d : d;
}
/* peterm:
@@ -2423,57 +2348,57 @@
* Moved from spell_util.c to object.c with the other related direction
* functions.
*/
-
-int reduction_dir[SIZEOFFREE][3] = {
- {0,0,0}, /* 0 */
- {0,0,0}, /* 1 */
- {0,0,0}, /* 2 */
- {0,0,0}, /* 3 */
- {0,0,0}, /* 4 */
- {0,0,0}, /* 5 */
- {0,0,0}, /* 6 */
- {0,0,0}, /* 7 */
- {0,0,0}, /* 8 */
- {8,1,2}, /* 9 */
- {1,2,-1}, /* 10 */
- {2,10,12}, /* 11 */
- {2,3,-1}, /* 12 */
- {2,3,4}, /* 13 */
- {3,4,-1}, /* 14 */
- {4,14,16}, /* 15 */
- {5,4,-1}, /* 16 */
- {4,5,6}, /* 17 */
- {6,5,-1}, /* 18 */
- {6,20,18}, /* 19 */
- {7,6,-1}, /* 20 */
- {6,7,8}, /* 21 */
- {7,8,-1}, /* 22 */
- {8,22,24}, /* 23 */
- {8,1,-1}, /* 24 */
- {24,9,10}, /* 25 */
- {9,10,-1}, /* 26 */
- {10,11,-1}, /* 27 */
- {27,11,29}, /* 28 */
- {11,12,-1}, /* 29 */
- {12,13,-1}, /* 30 */
- {12,13,14}, /* 31 */
- {13,14,-1}, /* 32 */
- {14,15,-1}, /* 33 */
- {33,15,35}, /* 34 */
- {16,15,-1}, /* 35 */
- {17,16,-1}, /* 36 */
- {18,17,16}, /* 37 */
- {18,17,-1}, /* 38 */
- {18,19,-1}, /* 39 */
- {41,19,39}, /* 40 */
- {19,20,-1}, /* 41 */
- {20,21,-1}, /* 42 */
- {20,21,22}, /* 43 */
- {21,22,-1}, /* 44 */
- {23,22,-1}, /* 45 */
- {45,47,23}, /* 46 */
- {23,24,-1}, /* 47 */
- {24,9,-1}}; /* 48 */
+static const int reduction_dir[SIZEOFFREE][3] = {
+ {0, 0, 0}, /* 0 */
+ {0, 0, 0}, /* 1 */
+ {0, 0, 0}, /* 2 */
+ {0, 0, 0}, /* 3 */
+ {0, 0, 0}, /* 4 */
+ {0, 0, 0}, /* 5 */
+ {0, 0, 0}, /* 6 */
+ {0, 0, 0}, /* 7 */
+ {0, 0, 0}, /* 8 */
+ {8, 1, 2}, /* 9 */
+ {1, 2, -1}, /* 10 */
+ {2, 10, 12}, /* 11 */
+ {2, 3, -1}, /* 12 */
+ {2, 3, 4}, /* 13 */
+ {3, 4, -1}, /* 14 */
+ {4, 14, 16}, /* 15 */
+ {5, 4, -1}, /* 16 */
+ {4, 5, 6}, /* 17 */
+ {6, 5, -1}, /* 18 */
+ {6, 20, 18}, /* 19 */
+ {7, 6, -1}, /* 20 */
+ {6, 7, 8}, /* 21 */
+ {7, 8, -1}, /* 22 */
+ {8, 22, 24}, /* 23 */
+ {8, 1, -1}, /* 24 */
+ {24, 9, 10}, /* 25 */
+ {9, 10, -1}, /* 26 */
+ {10, 11, -1}, /* 27 */
+ {27, 11, 29}, /* 28 */
+ {11, 12, -1}, /* 29 */
+ {12, 13, -1}, /* 30 */
+ {12, 13, 14}, /* 31 */
+ {13, 14, -1}, /* 32 */
+ {14, 15, -1}, /* 33 */
+ {33, 15, 35}, /* 34 */
+ {16, 15, -1}, /* 35 */
+ {17, 16, -1}, /* 36 */
+ {18, 17, 16}, /* 37 */
+ {18, 17, -1}, /* 38 */
+ {18, 19, -1}, /* 39 */
+ {41, 19, 39}, /* 40 */
+ {19, 20, -1}, /* 41 */
+ {20, 21, -1}, /* 42 */
+ {20, 21, 22}, /* 43 */
+ {21, 22, -1}, /* 44 */
+ {23, 22, -1}, /* 45 */
+ {45, 47, 23}, /* 46 */
+ {23, 24, -1}, /* 47 */
+ {24, 9, -1}
+}; /* 48 */
/* Recursive routine to step back and see if we can
* find a path to that monster that we found. If not,
@@ -2481,37 +2406,39 @@
* can see a direct way to get it
* Modified to be map tile aware -.MSW
*/
-
+int
+can_see_monsterP (maptile *m, int x, int y, int dir)
+{
+ sint16 dx, dy;
+ int mflags;
-int can_see_monsterP(mapstruct *m, int x, int y,int dir) {
- sint16 dx, dy;
- int mflags;
+ if (dir < 0)
+ return 0; /* exit condition: invalid direction */
- if(dir<0) return 0; /* exit condition: invalid direction */
+ dx = x + freearr_x[dir];
+ dy = y + freearr_y[dir];
- dx = x + freearr_x[dir];
- dy = y + freearr_y[dir];
+ mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
+
+ /* This functional arguably was incorrect before - it was
+ * checking for P_WALL - that was basically seeing if
+ * we could move to the monster - this is being more
+ * literal on if we can see it. To know if we can actually
+ * move to the monster, we'd need the monster passed in or
+ * at least its move type.
+ */
+ if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
+ return 0;
- mflags = get_map_flags(m, &m, dx, dy, &dx, &dy);
+ /* yes, can see. */
+ if (dir < 9)
+ return 1;
- /* This functional arguably was incorrect before - it was
- * checking for P_WALL - that was basically seeing if
- * we could move to the monster - this is being more
- * literal on if we can see it. To know if we can actually
- * move to the monster, we'd need the monster passed in or
- * at least its move type.
- */
- if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0;
+ return can_see_monsterP (m, x, y, reduction_dir[dir][0])
+ | can_see_monsterP (m, x, y, reduction_dir[dir][1])
+ | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
+}
- /* yes, can see. */
- if(dir < 9) return 1;
- return can_see_monsterP(m, x, y, reduction_dir[dir][0]) |
- can_see_monsterP(m,x,y, reduction_dir[dir][1]) |
- can_see_monsterP(m,x,y, reduction_dir[dir][2]);
-}
-
-
-
/*
* can_pick(picker, item): finds out if an object is possible to be
* picked up by the picker. Returnes 1 if it can be
@@ -2522,254 +2449,383 @@
*
* Add a check so we can't pick up invisible objects (0.93.8)
*/
-
-int can_pick(const object *who, const object *item) {
- return /*QUERY_FLAG(who,FLAG_WIZ)||*/
- (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&&
- !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible &&
- (who->type==PLAYER||item->weightweight/3));
+int
+can_pick (const object *who, const object *item)
+{
+ return /*who->flag [FLAG_WIZ]|| */
+ (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
+ !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
}
-
/*
* create clone from object to another
*/
-object *object_create_clone (object *asrc) {
- object *dst = NULL,*tmp,*src,*part,*prev, *item;
+object *
+object::deep_clone ()
+{
+ assert (("deep_clone called on non-head object", is_head ()));
+
+ object *dst = clone ();
+
+ object *prev = dst;
+ for (object *part = this->more; part; part = part->more)
+ {
+ object *tmp = part->clone ();
+ tmp->head = dst;
+ prev->more = tmp;
+ prev = tmp;
+ }
- if(!asrc) return NULL;
- src = asrc;
- if(src->head)
- src = src->head;
-
- prev = NULL;
- for(part = src; part; part = part->more) {
- tmp = get_object();
- copy_object(part,tmp);
- tmp->x -= src->x;
- tmp->y -= src->y;
- if(!part->head) {
- dst = tmp;
- tmp->head = NULL;
- } else {
- tmp->head = dst;
- }
- tmp->more = NULL;
- if(prev)
- prev->more = tmp;
- prev = tmp;
- }
- /*** copy inventory ***/
- for(item = src->inv; item; item = item->below) {
- (void) insert_ob_in_ob(object_create_clone(item),dst);
- }
-
- return dst;
-}
-
-/* return true if the object was destroyed, 0 otherwise */
-int was_destroyed (const object *op, tag_t old_tag)
-{
- /* checking for FLAG_FREED isn't necessary, but makes this function more
- * robust */
- return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
-}
-
-/* GROS - Creates an object using a string representing its content. */
-/* Basically, we save the content of the string to a temp file, then call */
-/* load_object on it. I admit it is a highly inefficient way to make things, */
-/* but it was simple to make and allows reusing the load_object function. */
-/* Remember not to use load_object_str in a time-critical situation. */
-/* Also remember that multiparts objects are not supported for now. */
-
-object* load_object_str(const char *obstr)
-{
- object *op;
- char filename[MAX_BUF];
- sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
-
- FILE *tempfile=fopen(filename,"w");
- if (tempfile == NULL)
- {
- LOG(llevError,"Error - Unable to access load object temp file\n");
- return NULL;
- };
- fprintf(tempfile,obstr);
- fclose(tempfile);
-
- op=get_object();
-
- object_thawer thawer (filename);
- if (thawer)
- load_object(thawer,op,LO_NEWFILE,0);
- LOG(llevDebug," load str completed, object=%s\n",op->name);
- CLEAR_FLAG(op,FLAG_REMOVED);
+ for (object *item = inv; item; item = item->below)
+ insert_ob_in_ob (item->deep_clone (), dst);
- return op;
+ return dst;
}
/* This returns the first object in who's inventory that
* has the same type and subtype match.
* returns NULL if no match.
*/
-object *find_obj_by_type_subtype(const object *who, int type, int subtype)
+object *
+find_obj_by_type_subtype (const object *who, int type, int subtype)
{
- object *tmp;
+ for (object *tmp = who->inv; tmp; tmp = tmp->below)
+ if (tmp->type == type && tmp->subtype == subtype)
+ return tmp;
+
+ return 0;
+}
- for (tmp=who->inv; tmp; tmp=tmp->below)
- if (tmp->type == type && tmp->subtype == subtype) return tmp;
+shstr_tmp
+object::kv_get (shstr_tmp key) const
+{
+ for (key_value *kv = key_values; kv; kv = kv->next)
+ if (kv->key == key)
+ return kv->value;
- return NULL;
+ return shstr ();
}
-/* If ob has a field named key, return the link from the list,
- * otherwise return NULL.
- *
- * key must be a passed in shared string - otherwise, this won't
- * do the desired thing.
- */
-key_value * get_ob_key_link(const object * ob, const char * key) {
- key_value * link;
-
- for (link = ob->key_values; link != NULL; link = link->next) {
- if (link->key == key) {
- return link;
- }
- }
-
- return NULL;
-}
+void
+object::kv_set (shstr_tmp key, shstr_tmp value)
+{
+ for (key_value *kv = key_values; kv; kv = kv->next)
+ if (kv->key == key)
+ {
+ kv->value = value;
+ return;
+ }
-/*
- * Returns the value of op has an extra_field for key, or NULL.
- *
- * The argument doesn't need to be a shared string.
- *
- * The returned string is shared.
- */
-const char * get_ob_key_value(const object * op, const char * const key) {
- key_value * link;
- const char * canonical_key;
-
- canonical_key = find_string(key);
-
- if (canonical_key == NULL) {
- /* 1. There being a field named key on any object
- * implies there'd be a shared string to find.
- * 2. Since there isn't, no object has this field.
- * 3. Therefore, *this* object doesn't have this field.
- */
- return NULL;
+ key_value *kv = new key_value;
+
+ kv->next = key_values;
+ kv->key = key;
+ kv->value = value;
+
+ key_values = kv;
+}
+
+void
+object::kv_del (shstr_tmp key)
+{
+ for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
+ if ((*kvp)->key == key)
+ {
+ key_value *kv = *kvp;
+ *kvp = (*kvp)->next;
+ delete kv;
+ return;
+ }
+}
+
+object::depth_iterator::depth_iterator (object *container)
+: iterator_base (container)
+{
+ while (item->inv)
+ item = item->inv;
+}
+
+void
+object::depth_iterator::next ()
+{
+ if (item->below)
+ {
+ item = item->below;
+
+ while (item->inv)
+ item = item->inv;
}
+ else
+ item = item->env;
+}
- /* This is copied from get_ob_key_link() above -
- * only 4 lines, and saves the function call overhead.
- */
- for (link = op->key_values; link != NULL; link = link->next) {
- if (link->key == canonical_key) {
- return link->value;
+const char *
+object::flag_desc (char *desc, int len) const
+{
+ char *p = desc;
+ bool first = true;
+
+ *p = 0;
+
+ for (int i = 0; i < NUM_FLAGS; i++)
+ {
+ if (len <= 10) // magic constant!
+ {
+ snprintf (p, len, ",...");
+ break;
+ }
+
+ if (flag [i])
+ {
+ int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
+ len -= cnt;
+ p += cnt;
+ first = false;
}
}
- return NULL;
+
+ return desc;
}
+// return a suitable string describing an object in enough detail to find it
+const char *
+object::debug_desc (char *info) const
+{
+ char flagdesc[512];
+ char info2[256 * 4];
+ char *p = info;
+
+ p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
+ count,
+ uuid.c_str (),
+ &name,
+ title ? ",title:\"" : "",
+ title ? (const char *)title : "",
+ title ? "\"" : "",
+ flag_desc (flagdesc, 512), type);
+
+ if (!flag[FLAG_REMOVED] && env)
+ p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
-/*
- * Updates the canonical_key in op to value.
- *
- * canonical_key is a shared string (value doesn't have to be).
- *
- * Unless add_key is TRUE, it won't add fields, only change the value of existing
- * keys.
- *
- * Returns TRUE on success.
- */
-int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
- key_value * field = NULL, *last=NULL;
-
- for (field=op->key_values; field != NULL; field=field->next) {
- if (field->key != canonical_key) {
- last = field;
- continue;
- }
-
- if (field->value) FREE_AND_CLEAR_STR(field->value);
- if (value)
- field->value = add_string(value);
- else {
- /* Basically, if the archetype has this key set,
- * we need to store the null value so when we save
- * it, we save the empty value so that when we load,
- * we get this value back again.
- */
- if (get_ob_key_link(&op->arch->clone, canonical_key))
- field->value = NULL;
- else {
- /* Delete this link */
- if (field->key) FREE_AND_CLEAR_STR(field->key);
- if (field->value) FREE_AND_CLEAR_STR(field->value);
- if (last) last->next = field->next;
- else op->key_values = field->next;
- free(field);
- }
+ if (map)
+ p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
+
+ return info;
+}
+
+const char *
+object::debug_desc () const
+{
+ static char info[3][256 * 4];
+ static int info_idx;
+
+ return debug_desc (info [++info_idx % 3]);
+}
+
+struct region *
+object::region () const
+{
+ return map ? map->region (x, y)
+ : region::default_region ();
+}
+
+void
+object::open_container (object *new_container)
+{
+ if (container == new_container)
+ return;
+
+ object *old_container = container;
+
+ if (old_container)
+ {
+ if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
+ return;
+
+#if 0
+ // remove the "Close old_container" object.
+ if (object *closer = old_container->inv)
+ if (closer->type == CLOSE_CON)
+ closer->destroy ();
+#endif
+
+ // make sure the container is available
+ esrv_send_item (this, old_container);
+
+ old_container->flag [FLAG_APPLIED] = false;
+ container = 0;
+
+ // client needs item update to make it work, client bug requires this to be separate
+ esrv_update_item (UPD_FLAGS, this, old_container);
+
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
+ play_sound (sound_find ("chest_close"));
+ }
+
+ if (new_container)
+ {
+ if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
+ return;
+
+ // TODO: this does not seem to serve any purpose anymore?
+#if 0
+ // insert the "Close Container" object.
+ if (archetype *closer = new_container->other_arch)
+ {
+ object *closer = new_container->other_arch->instance ();
+ closer->flag [FLAG_NO_MAP_SAVE] = 1;
+ new_container->insert (closer);
}
- return TRUE;
+#endif
+
+ new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
+
+ // make sure the container is available, client bug requires this to be separate
+ esrv_send_item (this, new_container);
+
+ new_container->flag [FLAG_APPLIED] = true;
+ container = new_container;
+
+ // client needs flag change
+ esrv_update_item (UPD_FLAGS, this, new_container);
+ esrv_send_inventory (this, new_container);
+ play_sound (sound_find ("chest_open"));
}
- /* IF we get here, key doesn't exist */
+// else if (!old_container->env && contr && contr->ns)
+// contr->ns->floorbox_reset ();
+}
- /* No field, we'll have to add it. */
-
- if (!add_key) {
- return FALSE;
- }
- /* There isn't any good reason to store a null
- * value in the key/value list. If the archetype has
- * this key, then we should also have it, so shouldn't
- * be here. If user wants to store empty strings,
- * should pass in ""
- */
- if (value == NULL) return TRUE;
-
- field = (key_value *) malloc(sizeof(key_value));
-
- field->key = add_refcount(canonical_key);
- field->value = add_string(value);
- /* Usual prepend-addition. */
- field->next = op->key_values;
- op->key_values = field;
-
- return TRUE;
+object *
+object::force_find (shstr_tmp name)
+{
+ /* cycle through his inventory to look for the MARK we want to
+ * place
+ */
+ for (object *tmp = inv; tmp; tmp = tmp->below)
+ if (tmp->type == FORCE && tmp->slaying == name)
+ return splay (tmp);
+
+ return 0;
}
-/*
- * Updates the key in op to value.
- *
- * If add_key is FALSE, this will only update existing keys,
- * and not add new ones.
- * In general, should be little reason FALSE is ever passed in for add_key
- *
- * Returns TRUE on success.
- */
-int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
- const char * canonical_key = NULL;
- int floating_ref = FALSE;
- int ret;
-
- /* HACK This mess is to make sure set_ob_value() passes a shared string
- * to get_ob_key_link(), without leaving a leaked refcount.
- */
-
- canonical_key = find_string(key);
- if (canonical_key == NULL) {
- canonical_key = add_string(key);
- floating_ref = TRUE;
- }
-
- ret = set_ob_key_value_s(op, canonical_key, value, add_key);
-
- if (floating_ref) {
- free_string(canonical_key);
+//-GPL
+
+void
+object::force_set_timer (int duration)
+{
+ this->duration = 1;
+ this->speed_left = -1.f;
+
+ this->set_speed (duration ? 1.f / duration : 0.f);
+}
+
+object *
+object::force_add (shstr_tmp name, int duration)
+{
+ if (object *force = force_find (name))
+ force->destroy ();
+
+ object *force = get_archetype (FORCE_NAME);
+
+ force->slaying = name;
+ force->force_set_timer (duration);
+ force->flag [FLAG_APPLIED] = true;
+
+ return insert (force);
+}
+
+void
+object::play_sound (faceidx sound) const
+{
+ if (!sound)
+ return;
+
+ if (is_on_map ())
+ map->play_sound (sound, x, y);
+ else if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+}
+
+void
+object::say_msg (const char *msg) const
+{
+ if (is_on_map ())
+ map->say_msg (msg, x, y);
+ else if (object *pl = in_player ())
+ pl->contr->play_sound (sound);
+}
+
+void
+object::make_noise ()
+{
+ // we do not model noise in the map, so instead put
+ // a temporary light into the noise source
+ // could use the map instead, but that's less reliable for our
+ // goal, which is to make invisibility a bit harder to exploit
+
+ // currently only works sensibly for players
+ if (!is_player ())
+ return;
+
+ // find old force, or create new one
+ object *force = force_find (shstr_noise_force);
+
+ if (force)
+ force->speed_left = -1.f; // patch old speed up
+ else
+ {
+ force = archetype::get (shstr_noise_force);
+
+ force->slaying = shstr_noise_force;
+ force->stats.food = 1;
+ force->speed_left = -1.f;
+
+ force->set_speed (1.f / 4.f);
+ force->flag [FLAG_IS_USED_UP] = true;
+ force->flag [FLAG_APPLIED] = true;
+
+ insert (force);
+ }
+}
+
+void object::change_move_type (MoveType mt)
+{
+ if (move_type == mt)
+ return;
+
+ if (is_on_map ())
+ {
+ // we are on the map, so handle move_on/off effects
+ remove ();
+ move_type = mt;
+ map->insert (this, x, y, this);
}
-
- return ret;
+ else
+ move_type = mt;
+}
+
+/* object should be a player.
+ * we return the object the player has marked with the 'mark' command
+ * below. If no match is found (or object has changed), we return
+ * NULL. We leave it up to the calling function to print messages if
+ * nothing is found.
+ */
+object *
+object::mark () const
+{
+ if (contr && contr->mark && contr->mark->env == this)
+ return contr->mark;
+ else
+ return 0;
}
+
+// put marked object first in the inventory
+// this is used by identify-like spells so players can influence
+// the order a bit.
+void
+object::splay_marked ()
+{
+ if (object *marked = mark ())
+ splay (marked);
+}
+