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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 2018 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.12 2006/09/03 14:33:47 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 26#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 27#include <stdio.h>
35#include <sys/types.h> 28#include <sys/types.h>
36#include <sys/uio.h> 29#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 30#include <object.h>
39#include <funcpoint.h> 31#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 32
53object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39
40objectvec objects;
41activevec actives;
42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
57short freearr_x[SIZEOFFREE]= 51int freearr_x[SIZEOFFREE] = {
58 {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, 52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
56};
60short freearr_y[SIZEOFFREE]= 57int freearr_y[SIZEOFFREE] = {
61 {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, 58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 62};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 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};
66int freedir[SIZEOFFREE]= { 63int freedir[SIZEOFFREE] = {
67 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, 64 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68};
69 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
96static void
97write_uuid (uval64 skip, bool sync)
98{
99 CALL_BEGIN (2);
100 CALL_ARG_SV (newSVval64 (skip));
101 CALL_ARG_SV (boolSV (sync));
102 CALL_CALL ("cf::write_uuid", G_DISCARD);
103 CALL_END;
104}
105
106static void
107read_uuid ()
108{
109 char filename[MAX_BUF];
110
111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
114
115 FILE *fp;
116
117 if (!(fp = fopen (filename, "r")))
118 {
119 if (errno == ENOENT)
120 {
121 LOG (llevInfo, "RESET uid to 1\n");
122 UUID::cur.seq = 0;
123 write_uuid (UUID_GAP, true);
124 return;
125 }
126
127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
128 _exit (1);
129 }
130
131 char buf [UUID::MAX_LEN];
132 buf[0] = 0;
133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
136 {
137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
138 _exit (1);
139 }
140
141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
144 fclose (fp);
145}
146
147UUID
148UUID::gen ()
149{
150 UUID uid;
151
152 uid.seq = ++cur.seq;
153
154 if (ecb_expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
160
161 return uid;
162}
163
164void
165UUID::init ()
166{
167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
70 234
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
236static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 237compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 238{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
78 */ 242 */
79 243
80 /* For each field in wants, */ 244 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
82 key_value * has_field; 246 if (has->kv.get (kv->key) != kv->value)
83 247 return false;
84 /* Look for a field in has with the same key. */ 248
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 250 return true;
103} 251}
104 252
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
254static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 255compare_ob_value_lists (const object *ob1, const object *ob2)
256{
107 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
109 */ 259 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
111} 262}
112 263
113/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 265 * they can be merged together.
115 * 266 *
116 * Note that this function appears a lot longer than the macro it 267 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
119 * 270 *
120 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
121 * 272 *
122 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
123 * check weight 274 * check weight
124 */ 275 */
125 276bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 277{
127
128 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
285 return 0;
130 286
131 if (ob1->speed != ob2->speed) return 0; 287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
290 return 0;
291
292 /* If the objects have been identified, set the BEEN_APPLIED flag.
293 * This is to the comparison of the flags below will be OK. We
294 * just can't ignore the been applied or identified flags, as they
295 * are not equal - just if it has been identified, the been_applied
296 * flags lose any meaning.
297 */
298 if (ob1->flag [FLAG_IDENTIFIED])
299 ob1->set_flag (FLAG_BEEN_APPLIED);
300
301 if (ob2->flag [FLAG_IDENTIFIED])
302 ob2->set_flag (FLAG_BEEN_APPLIED);
303
304 if (ob1->arch->archname != ob2->arch->archname
305 || ob1->name != ob2->name
306 || ob1->title != ob2->title
307 || ob1->msg != ob2->msg
308 || ob1->weight != ob2->weight
309 || ob1->attacktype != ob2->attacktype
310 || ob1->magic != ob2->magic
311 || ob1->slaying != ob2->slaying
312 || ob1->skill != ob2->skill
313 || ob1->value != ob2->value
314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
316 || ob1->client_type != ob2->client_type
317 || ob1->material != ob2->material
318 || ob1->lore != ob2->lore
319 || ob1->subtype != ob2->subtype
320 || ob1->move_type != ob2->move_type
321 || ob1->move_block != ob2->move_block
322 || ob1->move_allow != ob2->move_allow
323 || ob1->move_on != ob2->move_on
324 || ob1->move_off != ob2->move_off
325 || ob1->move_slow != ob2->move_slow
326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
329 return 0;
330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
337 /* This is really a spellbook check - we should in general
338 * not merge objects with real inventories, as splitting them
339 * is hard.
340 */
341 if (ob1->inv || ob2->inv)
342 {
343 if (!(ob1->inv && ob2->inv))
344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
351
352 /* inventory ok - still need to check rest of this object to see
353 * if it is valid.
354 */
355 }
356
357 /* Don't merge objects that are applied. With the new 'body' code,
358 * it is possible for most any character to have more than one of
359 * some items equipped, and we don't want those to merge.
360 */
361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
362 return 0;
363
132 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
134 * check? 366 * check?
135 */ 367 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
369 return 0;
370
371 switch (ob1->type)
372 {
373 case SCROLL:
374 if (ob1->level != ob2->level)
375 return 0;
376 break;
377 }
378
379 if (!ob1->kv.empty () || !ob2->kv.empty ())
380 {
381 /* At least one of these has key_values. */
382 if (ob1->kv.empty () != ob2->kv.empty ())
383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 386 return 0;
387 }
138 388
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 389 if (ob1->self || ob2->self)
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 } 390 {
391 ob1->optimise ();
392 ob2->optimise ();
160 393
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 394 if (ob1->self || ob2->self)
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 ) 395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
207 return 0; 400 return 0;
208 401
209 /* Don't merge objects that are applied. With the new 'body' code, 402 if (k1 == 0)
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0; 403 return 1;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 404
405 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 406 return 0;
229 } 407 }
230 } 408 }
231 409
232 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
233 return 1; 411 return 1;
234} 412}
235 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
236/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
237 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
240 */ 490 */
241signed long sum_weight(object *op) { 491void
242 signed long sum; 492object::update_weight ()
243 object *inv; 493{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 494 weight_t sum = 0;
245 if (inv->inv) 495
246 sum_weight(inv); 496 for (object *op = inv; op; op = op->below)
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 497 {
498 op->update_weight ();
499
500 sum += weight_adjust_for (this, op->total_weight ());
248 } 501 }
249 if (op->type == CONTAINER && op->stats.Str) 502
250 sum = (sum * (100 - op->stats.Str))/100; 503 if (sum != carrying)
251 if(op->carrying != sum) 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
252 op->carrying = sum; 509 carrying = sum;
253 return sum;
254}
255 510
511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
515}
516
256/** 517/*
257 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 519 */
259 520char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 521dump_object (object *op)
332 if(op==NULL) { 522{
333 strcpy(errmsg,"[NULL pointer]"); 523 if (!op)
334 return; 524 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 525
340void dump_all_objects(void) { 526 object_freezer freezer;
341 object *op; 527 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 528 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 529}
347 530
348/* 531char *
349 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
350 * multi-object 1 which is closest to the second object. 533{
351 * If it's not a multi-object, it is returned. 534 return dump_object (this);
352 */
353
354object *get_nearest_part(object *op, const object *pl) {
355 object *tmp,*closest;
356 int last_dist,i;
357 if(op->more==NULL)
358 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
360 if((i=distance(tmp,pl))<last_dist)
361 closest=tmp,last_dist=i;
362 return closest;
363} 535}
364 536
365/* 537/*
366 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
367 */ 540 */
368 541object *
369object *find_object(tag_t i) { 542find_object (tag_t i)
370 object *op; 543{
371 for(op=objects;op!=NULL;op=op->next) 544 for_all_objects (op)
372 if(op->count==i) 545 if (op->count == i)
373 break;
374 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
375} 564}
376 565
377/* 566/*
378 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
381 */ 570 */
382 571object *
383object *find_object_name(const char *str) { 572find_object_name (const char *str)
384 const char *name = shstr::find (str); 573{
385 object *op; 574 shstr_cmp str_ (str);
386 for(op=objects;op!=NULL;op=op->next) 575
576 if (str_)
577 for_all_objects (op)
387 if(&op->name == name) 578 if (op->name == str_)
388 break; 579 return op;
389 580
390 return op; 581 return 0;
391} 582}
392
393void free_all_object_data(void) {
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442}
443
444
445 583
446/* 584/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
449 */ 588 */
450void set_owner (object *op, object *owner) 589void
590object::set_owner (object *owner)
451{ 591{
452 if(owner==NULL||op==NULL) 592 // allow objects which own objects
593 if (owner)
594 while (owner->owner)
595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 600 return;
454
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517}
518
519/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links.
521 */
522static void free_key_values(object * op)
523{
524 for (key_value *i = op->key_values; i != 0; )
525 { 601 }
526 key_value *next = i->next;
527 delete i;
528 i = next;
529 }
530
531 op->key_values = 0;
532}
533 602
534/* 603 this->owner = owner;
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585} 604}
586 605
587/* 606/*
588 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 612 * will point at garbage.
594 */ 613 */
595 614void
596void copy_object(object *op2, object *op) 615object::copy_to (object *dst)
597{ 616{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 617 dst->remove ();
618 *(object_copy *)dst = *this;
599 619
600 op->clear (); 620 // maybe move to object_copy?
621 dst->kv = kv;
601 622
602 free_key_values (op); 623 dst->flag [FLAG_REMOVED] = true;
603 624 dst->activate ();
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op);
606
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612
613 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) {
615 key_value *tail = NULL;
616 key_value *i;
617
618 op->key_values = NULL;
619
620 for (i = op2->key_values; i != NULL; i = i->next)
621 {
622 key_value *new_link = new key_value;
623
624 new_link->next = NULL;
625 new_link->key = i->key;
626 new_link->value = i->value;
627
628 /* Try and be clever here, too. */
629 if (op->key_values == NULL)
630 {
631 op->key_values = new_link;
632 tail = new_link;
633 }
634 else
635 {
636 tail->next = new_link;
637 tail = new_link;
638 }
639 }
640 }
641
642 update_ob_speed (op);
643} 625}
644 626
645/* 627void
646 * expand_objects() allocates more objects for the list of unused objects. 628object::instantiate ()
647 * It is called from get_object() if the unused list is empty. 629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
637 speed_left = -1.;
638
639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
648 */ 644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
649 647
650void expand_objects(void) { 648 attachable::instantiate ();
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674} 649}
675 650
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 651object *
652object::clone ()
653{
654 object *neu = create ();
655 copy_to (neu);
685 656
686 if(free_objects==NULL) 657 // TODO: unclean state changes, should not be done in clone AND instantiate
687 expand_objects(); 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
688 660
689 op = free_objects; 661 neu->map = map; // not copied by copy_to
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
720} 674}
721 675
722/* 676/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
726 */ 680 */
727 681void
728void update_turn_face(object *op) { 682update_turn_face (object *op)
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 683{
684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
730 return; 685 return;
731 SET_ANIMATION(op, op->direction); 686
732 update_object(op,UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
733} 688}
734 689
735/* 690/*
736 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
739 */ 694 */
695void
696object::set_speed (float speed)
697{
698 this->speed = speed;
740 699
741void update_ob_speed(object *op) { 700 if (has_active_speed ())
742 extern int arch_init; 701 activate ();
743
744 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0;
754#endif
755 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763
764 /* process_events() expects us to insert the object at the beginning
765 * of the list. */
766 op->active_next = active_objects;
767 if (op->active_next!=NULL)
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 702 else
772 /* If not on the active list, nothing needs to be done */ 703 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 704}
790 705
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 706/*
820 * update_object() updates the array which represents the map. 707 * update_object() updates the map.
821 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 710 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 713 * updating that window, though, since update_object() is called _often_)
827 * 714 *
828 * action is a hint of what the caller believes need to be done. 715 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 716 * current action are:
834 * UP_OBJ_INSERT: op was inserted 717 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 718 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 719 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 720 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
839 */ 722 */
840 723void
841void update_object(object *op, int action) { 724update_object (object *op, int action)
842 int update_now=0, flags; 725{
843 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
844 727 {
845 if (op == NULL) {
846 /* this should never happen */ 728 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
848 return; 730 return;
849 }
850 731 }
851 if(op->env!=NULL) { 732
733 if (!op->is_on_map ())
734 {
852 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
853 * to do in this case. 736 * to do in this case.
854 */ 737 */
855 return; 738 return;
856 }
857
858 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways.
860 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return;
862 739 }
740
863 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 745#ifdef MANY_CORES
868 abort(); 746 abort ();
869#endif 747#endif
870 return; 748 return;
871 }
872 749 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 750
751 mapspace &m = op->ms ();
752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
880 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757#if 0
758 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1; 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
883 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
885 update_now=1; 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
886 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (m.move_on | op->move_on ) != m.move_on
888 update_now=1;
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 766 || (m.move_off | op->move_off ) != m.move_off
767 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 769 * have move_allow right now.
897 */ 770 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 772 m.invalidate ();
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 773#else
774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.invalidate ();
776#endif
901 } 777 }
902 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 780 * that is being removed.
905 */ 781 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 783 m.invalidate ();
908 } else if (action == UP_OBJ_FACE) { 784 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 785 m.update_up (); // nothing to do for that case, except copy up
910 }
911 else { 786 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 788
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 789 if (op->more)
921 update_object(op->more, action); 790 update_object (op->more, action);
922} 791}
923 792
793object::object ()
794{
795 this->set_flag (FLAG_REMOVED);
924 796
925/* 797 //expmul = 1.0; declared const for the time being
926 * free_object() frees everything allocated by an object, removes 798 face = blank_face;
927 * it from the list of used objects, and puts it on the list of 799 material = MATERIAL_NULL;
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938} 800}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 801
942 ob->clear (); 802object::~object ()
803{
804 unlink ();
943 805
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 806 kv.clear ();
945 LOG(llevDebug,"Free object called with non removed object\n"); 807}
946 dump_object(ob); 808
947#ifdef MANY_CORES 809void object::link ()
948 abort(); 810{
949#endif 811 assert (!index);//D
950 } 812 uuid = UUID::gen ();
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 813
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 814 refcnt_inc ();
953 remove_friendly_object(ob); 815 objects.insert (this);
954 } 816
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 817 ++create_count;
956 dump_object(ob); 818
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 819}
820
821void object::unlink ()
822{
823 if (!index)
958 return; 824 return;
825
826 ++destroy_count;
827
828 objects.erase (this);
829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
959 } 840 {
960 if(ob->more!=NULL) { 841 if (flag [FLAG_FREED])
961 free_object2(ob->more, free_inventory); 842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
962 ob->more=NULL; 843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865void
866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
963 } 888 {
964 if (ob->inv) { 889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892}
893
894/*
895 * Remove and free all objects in the inventory of the given object.
896 * object.c ?
897 */
898void
899object::destroy_inv (bool drop_to_ground)
900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
906 if (!inv)
907 return;
908
965 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 910 * if some form of movement is allowed, let objects
967 * drop on that space. 911 * drop on that space.
968 */ 912 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 913 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
918 {
919 while (inv)
920 inv->destroy ();
921 }
922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
971 { 925 {
972 op=ob->inv; 926 object *op = inv;
973 while(op!=NULL) { 927
974 tmp=op->below; 928 if (op->flag [FLAG_STARTEQUIP]
975 remove_ob(op); 929 || op->flag [FLAG_NO_DROP]
976 free_object2(op, free_inventory); 930 || op->type == RUNE
977 op=tmp; 931 || op->type == TRAP
978 } 932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
979 } 937 }
980 else { /* Put objects in inventory onto this space */ 938 }
981 op=ob->inv; 939}
982 while(op!=NULL) { 940
983 tmp=op->below; 941/*
984 remove_ob(op); 942 * Remove and free all objects in the inventory of the given object.
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 943 * Unlike destroy_inv, this assumes the *this is destroyed as well
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 944 * well, so we can (and have to!) take shortcuts.
987 free_object(op); 945 */
988 else { 946void
989 op->x=ob->x; 947object::destroy_inv_fast ()
990 op->y=ob->y; 948{
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 949 while (object *op = inv)
992 }
993 op=tmp;
994 }
995 }
996 } 950 {
997 /* Remove object from the active list */ 951 // remove from object the fast way
998 ob->speed = 0; 952 op->flag [FLAG_REMOVED] = true;
999 update_ob_speed(ob); 953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
1000 956
1001 SET_FLAG(ob, FLAG_FREED); 957 // then destroy
1002 ob->count = 0; 958 op->destroy ();
959 }
960}
1003 961
1004 /* Remove this object from the list of used objects */ 962void
1005 if(ob->prev==NULL) { 963object::freelist_free (int count)
1006 objects=ob->next; 964{
1007 if(objects!=NULL) 965 while (count-- && freelist)
1008 objects->prev=NULL;
1009 } 966 {
1010 else { 967 freelist_item *next = freelist->next;
1011 ob->prev->next=ob->next; 968 // count is being "destroyed"
1012 if(ob->next!=NULL) 969
1013 ob->next->prev=ob->prev; 970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
978object::create ()
979{
980 object *op;
981
982 if (freelist)
1014 } 983 {
1015 984 freelist_item li = *freelist;
1016 ob->name = 0; 985 memset (freelist, 0, sizeof (object));
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025 986
1026 free_key_values (ob); 987 op = new (freelist) object;
988 op->count = li.count;
1027 989
1028 /* Now link it with the free_objects list: */ 990 freelist = li.next;
1029 ob->prev=NULL; 991 --free_count;
1030 ob->next=free_objects; 992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
1031 996
1032 if(free_objects!=NULL) 997 op = new(ni) object;
1033 free_objects->prev=ob;
1034 998
1035 free_objects=ob; 999 op->count = ++object_count;
1036 nroffreeobjects++; 1000 }
1037}
1038 1001
1039/* 1002 op->link ();
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042 1003
1043int count_free ()
1044{
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i; 1004 return op;
1050} 1005}
1051 1006
1052/* 1007void
1053 * count_used() returns the number of objects on the list of used objects. 1008object::do_delete ()
1054 */
1055
1056int count_used()
1057{ 1009{
1058 int i=0; 1010 uint32_t count = this->count;
1059 object *tmp=objects; 1011
1060 while(tmp!=NULL) 1012 this->~object ();
1061 tmp=tmp->next, i++; 1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
1023object::do_destroy ()
1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
1039
1040 // hack to ensure that freed objects still have a valid map
1041 map = &freed_map;
1042 x = 1;
1043 y = 1;
1044
1045 if (more)
1046 {
1047 more->destroy ();
1048 more = 0;
1049 }
1050
1051 head = 0;
1052
1053 // clear those pointers that likely might cause circular references
1054 owner = 0;
1055 enemy = 0;
1056 attacked_by = 0;
1057 current_weapon = 0;
1058}
1059
1060void
1061object::destroy ()
1062{
1063 if (destroyed ())
1062 return i; 1064 return;
1063}
1064 1065
1065/* 1066 if (!is_head () && !head->destroyed ())
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076}
1077
1078/*
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082
1083void sub_weight (object *op, signed long weight) {
1084 while (op != NULL) {
1085 if (op->type == CONTAINER) {
1086 weight=(signed long)(weight*(100-op->stats.Str)/100);
1087 } 1067 {
1088 op->carrying-=weight; 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 op = op->env; 1069 head->destroy ();
1070 return;
1090 } 1071 }
1091}
1092 1072
1093/* remove_ob(op): 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1080
1081 attachable::destroy ();
1082}
1083
1084/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1085 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1086 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1089 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1090 */
1091void
1092object::do_remove ()
1093{
1094 if (flag [FLAG_REMOVED])
1095 return;
1101 1096
1102void remove_ob(object *op) { 1097 INVOKE_OBJECT (REMOVE, this);
1103 object *tmp,*last=NULL;
1104 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1098
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1099 flag [FLAG_REMOVED] = true;
1112 dump_object(op);
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1100
1115 /* Changed it to always dump core in this case. As has been learned 1101 if (more)
1116 * in the past, trying to recover from errors almost always 1102 more->remove ();
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129 1103
1130 SET_FLAG(op, FLAG_REMOVED); 1104 /*
1131
1132 /*
1133 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1134 * inventory. 1106 * inventory.
1135 */ 1107 */
1136 if(op->env!=NULL) { 1108 if (env)
1137 if(op->nrof) 1109 {
1138 sub_weight(op->env, op->weight*op->nrof); 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1139 else 1111 if (object *pl = visible_to ())
1140 sub_weight(op->env, op->weight+op->carrying); 1112 esrv_del_item (pl->contr, count);
1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1141 1114
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1143 * made to players inventory. If set, avoiding the call
1144 * to save cpu time.
1145 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp);
1149 1116
1150 if(op->above!=NULL) 1117 object *pl = in_player ();
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154 1118
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1161 */ 1122 */
1162 op->x=op->env->x,op->y=op->env->y; 1123 map = env->map;
1163 op->map=op->env->map; 1124 x = env->x;
1164 op->above=NULL,op->below=NULL; 1125 y = env->y;
1165 op->env=NULL;
1166 return;
1167 }
1168 1126
1169 /* If we get here, we are removing it from a map */ 1127 // make sure cmov optimisation is applicable
1170 if (op->map == NULL) return; 1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1171 1130
1172 x = op->x; 1131 above = 0;
1173 y = op->y; 1132 below = 0;
1174 m = get_map_from_coord(op->map, &x, &y); 1133 env = 0;
1175 1134
1176 if (!m) { 1135 if (pl && pl->is_player ())
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */ 1136 {
1183 abort(); 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */ 1138 {
1208 if(GET_MAP_OB(m,x,y)!=op) { 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1209 dump_object(op); 1140 pl->contr->combat_ob = 0;
1210 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); 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1211 dump_object(GET_MAP_OB(m,x,y)); 1142 }
1212 LOG(llevError,"%s\n",errmsg); 1143
1144 if (ecb_expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1213 } 1155 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1156 }
1157 else if (map)
1215 } 1158 {
1216 op->above=NULL; 1159 map->dirty = true;
1217 op->below=NULL; 1160 mapspace &ms = this->ms ();
1218 1161
1219 if (op->map->in_memory == MAP_SAVING) 1162 if (object *pl = ms.player ())
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */ 1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1228 1168
1229 if(tmp->type==PLAYER && tmp!=op) { 1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1200 {
1201 if (pl->container_ () == this)
1230 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1232 * appropriately. 1204 * appropriately.
1233 */ 1205 */
1234 if (tmp->container==op) { 1206 pl->close_container ();
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1207
1236 tmp->container=NULL; 1208 //TODO: the floorbox prev/next might need updating
1237 } 1209 //esrv_del_item (pl->contr, count);
1238 tmp->contr->socket.update_look=1; 1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1239 } 1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1222 */
1223
1240 /* See if player moving off should effect something */ 1224 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1225 if ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1243
1244 move_apply(tmp, op, NULL); 1227 move_apply (tmp, this, 0);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1228 }
1249 }
1250 1229
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else
1268 update_object(last, UP_OBJ_REMOVE);
1269
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1231 update_all_los (map, x, y);
1272 1232 }
1273} 1233}
1274 1234
1275/* 1235/*
1276 * merge_ob(op,top): 1236 * merge_ob(op,top):
1277 * 1237 *
1278 * This function goes through all objects below and including top, and 1238 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1239 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1240 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1241 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1242 */
1283 1243object *
1284object *merge_ob(object *op, object *top) { 1244merge_ob (object *op, object *top)
1245{
1285 if(!op->nrof) 1246 if (!op->nrof)
1286 return 0; 1247 return 0;
1287 if(top==NULL) 1248
1249 if (!top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1252
1289 for(;top!=NULL;top=top->below) { 1253 for (; top; top = top->below)
1290 if(top==op) 1254 if (object::can_merge (op, top))
1291 continue;
1292 if (CAN_MERGE(op,top))
1293 { 1255 {
1294 top->nrof+=op->nrof; 1256 top->nrof += op->nrof;
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1257
1296 op->weight = 0; /* Don't want any adjustements now */ 1258 if (object *pl = top->visible_to ())
1297 remove_ob(op); 1259 esrv_update_item (UPD_NROF, pl, top);
1298 free_object(op); 1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1264 op->destroy ();
1265
1299 return top; 1266 return top;
1300 } 1267 }
1301 } 1268
1302 return NULL; 1269 return 0;
1303} 1270}
1304 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1305/* 1295/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1308 */ 1298 */
1299object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1301{
1311 if (op->head) 1302 op->remove ();
1312 op=op->head; 1303
1313 for (tmp=op;tmp;tmp=tmp->more){ 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1305 {
1314 tmp->x=x+tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1315 tmp->y=y+tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1316 } 1308 }
1309
1317 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1318} 1311}
1319 1312
1320/* 1313/*
1321 * insert_ob_in_map (op, map, originator, flag): 1314 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1315 * This function inserts the object in the two-way linked list
1332 * Passing 0 for flag gives proper default values, so flag really only needs 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1333 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1334 * 1327 *
1335 * Return value: 1328 * Return value:
1336 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1338 * just 'op' otherwise 1331 * just 'op' otherwise
1339 */ 1332 */
1340 1333object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1335{
1343 object *tmp, *top, *floor=NULL; 1336 op->remove ();
1344 sint16 x,y;
1345 1337
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1338 if (m == &freed_map)//D TODO: remove soon
1347 LOG (llevError, "Trying to insert freed object!\n"); 1339 {//D
1348 return NULL; 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1342
1343 /* Ideally, the caller figures this out. However, it complicates a lot
1344 * of areas of callers (eg, anything that uses find_free_spot would now
1345 * need extra work
1346 */
1347 maptile *newmap = m;
1348 if (!xy_normalise (newmap, op->x, op->y))
1349 } 1349 {
1350 if(m==NULL) { 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op; 1351 return 0;
1354 } 1352 }
1355 if(out_of_map(m,op->x,op->y)) { 1353
1356 dump_object(op); 1354 if (object *more = op->more)
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1355 if (!insert_ob_in_map (more, m, originator, flag))
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op; 1356 return 0;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1357
1375 object *more = op->more; 1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1376 1361
1377 /* We really need the caller to normalize coordinates - if 1362 mapspace &ms = op->ms ();
1378 * we set the map, that doesn't work if the location is within 1363
1379 * a map and this is straddling an edge. So only if coordinate 1364 /* this has to be done after we translate the coordinates.
1380 * is clear wrong do we normalize it. 1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (object::can_merge (op, tmp))
1381 */ 1369 {
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1370 // TODO: we actually want to update tmp, not op,
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1371 // but some caller surely breaks when we return tmp
1384 } else if (!more->map) { 1372 // from here :/
1385 /* For backwards compatibility - when not dealing with tiled maps, 1373 op->nrof += tmp->nrof;
1386 * more->map should always point to the parent. 1374 tmp->destroy ();
1387 */
1388 more->map = m;
1389 } 1375 }
1390 1376
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 if ( ! op->head) 1378 op->clr_flag (FLAG_INV_LOCKED);
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1379
1394 return NULL; 1380 if (!op->flag [FLAG_ALIVE])
1381 op->clr_flag (FLAG_NO_STEAL);
1382
1383 if (flag & INS_BELOW_ORIGINATOR)
1384 {
1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1386 {
1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1388 abort ();
1395 } 1389 }
1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1398 op->above = originator;
1399 op->below = originator->below;
1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1403 }
1404 else
1396 } 1405 {
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1406 object *floor = 0;
1407 object *top = ms.top;
1398 1408
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1409 /* If there are other objects, then */
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1410 if (top)
1401 * need extra work 1411 {
1402 */ 1412 /*
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1413 * If there are multiple objects on this space, we do some trickier handling.
1404 x = op->x; 1414 * We've already dealt with merging if appropriate.
1405 y = op->y; 1415 * Generally, we want to put the new object on top. But if
1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1417 * floor, we want to insert above that and no further.
1418 * Also, if there are spell objects on this space, we stop processing
1419 * once we get to them. This reduces the need to traverse over all of
1420 * them when adding another one - this saves quite a bit of cpu time
1421 * when lots of spells are cast in one area. Currently, it is presumed
1422 * that flying non pickable objects are spell objects.
1423 */
1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1425 {
1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1427 floor = tmp;
1406 1428
1407 /* this has to be done after we translate the coordinates. 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1408 */ 1430 {
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1431 /* We insert above top, so we want this object below this */
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1432 top = tmp->below;
1411 if (CAN_MERGE(op,tmp)) { 1433 break;
1412 op->nrof+=tmp->nrof; 1434 }
1413 remove_ob(tmp); 1435
1414 free_object(tmp); 1436 top = tmp;
1415 } 1437 }
1416 }
1417 1438
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1439 /* We let update_position deal with figuring out what the space
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1440 * looks like instead of lots of conditions here.
1420 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1441 * makes things faster, and effectively the same result.
1421 CLEAR_FLAG(op, FLAG_NO_STEAL); 1442 */
1422 1443
1423 if (flag & INS_BELOW_ORIGINATOR) { 1444 /* Have object 'fall below' other objects that block view.
1424 if (originator->map != op->map || originator->x != op->x || 1445 * Unless those objects are exits.
1425 originator->y != op->y) { 1446 * If INS_ON_TOP is used, don't do this processing
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1447 * Need to find the object that in fact blocks view, otherwise
1427 abort(); 1448 * stacking is a bit odd.
1449 */
1450 if (!(flag & INS_ON_TOP)
1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1453 {
1454 object *last;
1455
1456 for (last = top; last != floor; last = last->below)
1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1458 break;
1459
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1471 top = floor;
1472
1473 // insert object above top, or bottom-most if top = 0
1474 if (!top)
1475 {
1476 op->below = 0;
1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1481 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else { 1482 else
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1483 {
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */
1507 op->above = top->above; 1484 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op; 1485 top->above = op;
1486
1487 op->below = top;
1488 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1489 }
1512 if (op->above==NULL) 1490 }
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515 1491
1516 if(op->type==PLAYER) 1492 if (op->is_player ())
1493 {
1517 op->contr->do_los=1; 1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1518 1498
1519 /* If we have a floor, we know the player, if any, will be above 1499 op->map->dirty = true;
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527 1500
1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1507
1528 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1515 * of effect may be sufficient.
1536 */ 1516 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1538 update_all_los(op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1539 1522
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1543 1525
1526 INVOKE_OBJECT (INSERT, op);
1544 1527
1545 /* Don't know if moving this to the end will break anything. However, 1528 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1529 * we want to have floorbox_update called before calling this.
1547 * 1530 *
1548 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1532 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1534 * update_object().
1552 */ 1535 */
1553 1536
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1539 {
1557 if (check_move_on(op, originator)) 1540 if (check_move_on (op, originator, flag))
1558 return NULL; 1541 return 0;
1559 1542
1560 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1561 * walk on's. 1544 * walk on's.
1562 */ 1545 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1565 return NULL; 1548 return 0;
1566 } 1549 }
1550
1567 return op; 1551 return op;
1568} 1552}
1569 1553
1570/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1555 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1556 * op is the object to insert it under: supplies x and the map.
1573 */ 1557 */
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558void
1575 object *tmp; 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1576 object *tmp1; 1560{
1577
1578 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1579 1562
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1564 if (tmp->arch->archname == archname) /* same archetype */
1582 remove_ob(tmp); 1565 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1566
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1588 1568
1589 1569 tmp->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1591 insert_ob_in_map(tmp1,op->map,op,0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1592} 1573}
1593 1574
1594/* 1575object *
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1576object::insert_at (object *where, object *originator, int flags)
1596 * is returned contains nr objects, and the remaining parts contains 1577{
1597 * the rest (or is removed and freed if that number is 0). 1578 if (where->env)
1598 * On failure, NULL is returned, and the reason put into the 1579 return where->env->insert (this);
1599 * global static errmsg array. 1580 else
1600 */ 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1601 1583
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1584// check whether we can put this into the map, respect max_volume, max_items
1603 object *newob; 1585bool
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1605 1589
1606 if(orig_ob->nrof<nr) { 1590 int items = ms.items ();
1607 sprintf(errmsg,"There are only %d %ss.",
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1609 return NULL;
1610 }
1611 newob = object_create_clone(orig_ob);
1612 if((orig_ob->nrof-=nr)<1) {
1613 if ( ! is_removed)
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) {
1618 if(orig_ob->env!=NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL;
1625 }
1626 }
1627 newob->nrof=nr;
1628 1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1629 return newob; 1595 return true;
1630}
1631 1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1632/* 1606/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1636 * 1610 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1612 */
1639 1613bool
1640object *decrease_ob_nr (object *op, uint32 i) 1614object::decrease (sint32 nr)
1641{ 1615{
1642 object *tmp; 1616 if (!nr)
1643 player *pl; 1617 return true;
1644 1618
1645 if (i == 0) /* objects with op->nrof require this check */ 1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1647object *
1648object::split (sint32 nr)
1649{
1650 int have = number_of ();
1651
1652 if (have < nr)
1653 return 0;
1654 else if (have == nr)
1655 {
1656 remove ();
1657 return this;
1658 }
1659 else
1660 {
1661 decrease (nr);
1662
1663 object *op = deep_clone ();
1664 op->nrof = nr;
1646 return op; 1665 return op;
1647
1648 if (i > op->nrof)
1649 i = op->nrof;
1650
1651 if (QUERY_FLAG (op, FLAG_REMOVED))
1652 { 1666 }
1653 op->nrof -= i; 1667}
1668
1669object *
1670insert_ob_in_ob (object *op, object *where)
1671{
1672 if (!where)
1654 } 1673 {
1655 else if (op->env != NULL) 1674 char *dump = dump_object (op);
1656 { 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 /* is this object in the players inventory, or sub container 1676 free (dump);
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 }
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) {
1701 if (op->nrof)
1702 esrv_send_item(tmp, op);
1703 else
1704 esrv_del_item(tmp->contr, op->count);
1705 }
1706 }
1707
1708 if (op->nrof) {
1709 return op; 1677 return op;
1710 } else { 1678 }
1711 free_object (op); 1679
1712 return NULL; 1680 if (where->head_ () != where)
1713 } 1681 {
1714} 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1715 1683 where = where->head;
1716/*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721void add_weight (object *op, signed long weight) {
1722 while (op!=NULL) {
1723 if (op->type == CONTAINER) {
1724 weight=(signed long)(weight*(100-op->stats.Str)/100);
1725 }
1726 op->carrying+=weight;
1727 op=op->env;
1728 } 1684 }
1729}
1730 1685
1686 return where->insert (op);
1687}
1688
1731/* 1689/*
1732 * insert_ob_in_ob(op,environment): 1690 * env->insert (op)
1733 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1734 * inside the object environment. 1692 * inside the object environment.
1735 * 1693 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1694 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1743 */ 1696 */
1744 1697object *
1745object *insert_ob_in_ob(object *op,object *where) { 1698object::insert (object *op)
1746 object *tmp, *otmp; 1699{
1747
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1749 dump_object(op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1700 if (op->more)
1701 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1703 return op;
1767 } 1704 }
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1705
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1706 op->remove ();
1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1770 if(op->nrof) { 1710 if (op->nrof)
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1712 if (object::can_merge (tmp, op))
1713 {
1773 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1775 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1721
1777 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1778 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1779 add_weight (where, op->weight*op->nrof); 1724
1780 SET_FLAG(op, FLAG_REMOVED); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1781 free_object(op); /* free the inserted object */ 1726
1727 op->destroy ();
1782 op = tmp; 1728 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1729 goto inserted;
1784 CLEAR_FLAG(op, FLAG_REMOVED);
1785 break;
1786 } 1730 }
1787 1731
1788 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1789 * We add the weight - this object could have just been removed 1733 op->map = 0;
1790 * (if it was possible to merge). calling remove_ob will subtract 1734 op->x = 0;
1791 * the weight, so we need to add it in again, since we actually do 1735 op->y = 0;
1792 * the linking below
1793 */
1794 add_weight (where, op->weight*op->nrof);
1795 } else
1796 add_weight (where, (op->weight+op->carrying));
1797 1736
1798 otmp=is_player_inv(where);
1799 if (otmp&&otmp->contr!=NULL) {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp);
1802 }
1803
1804 op->map=NULL;
1805 op->env=where;
1806 op->above=NULL; 1737 op->above = 0;
1807 op->below=NULL; 1738 op->below = inv;
1808 op->x=0,op->y=0; 1739 op->env = this;
1809 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1810 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1755 if (op->glow_radius && is_on_map ())
1812 { 1756 {
1813#ifdef DEBUG_LIGHTS 1757 update_stats ();
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1758 update_all_los (map, x, y);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1818 } 1759 }
1760 else if (is_player ())
1761 // if this is a player's inventory, update stats
1762 contr->queue_stats_update ();
1819 1763
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1764 INVOKE_OBJECT (INSERT, this);
1821 * It sure simplifies this function... 1765
1822 */
1823 if (where->inv==NULL)
1824 where->inv=op;
1825 else {
1826 op->below = where->inv;
1827 op->below->above = op;
1828 where->inv = op;
1829 }
1830 return op; 1766 return op;
1831} 1767}
1832 1768
1833/* 1769/*
1834 * Checks if any objects has a move_type that matches objects 1770 * Checks if any objects has a move_type that matches objects
1848 * 1784 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1787 * on top.
1852 */ 1788 */
1853 1789int
1854int check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1855{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1856 object *tmp; 1795 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1796 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1797 int x = op->x, y = op->y;
1860 MoveType move_on, move_slow, move_block;
1861 1798
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1799 mapspace &ms = m->at (x, y);
1863 return 0;
1864 1800
1865 tag = op->count; 1801 ms.update ();
1866 1802
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1870 1806
1871 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1810 * as walking.
1875 */ 1811 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1812 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1813 return 0;
1878 1814
1879 /* This is basically inverse logic of that below - basically, 1815 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1816 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1817 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1818 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1819 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1821 return 0;
1886 1822
1887 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1889 */ 1825 */
1890 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1892 tmp->above!=NULL; tmp=tmp->above) {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1898 } 1827 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1828 next = tmp->below;
1829
1830 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1901 1832
1902 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1907 */ 1838 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1839 if (!op->flag [FLAG_WIZPASS])
1840 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 1843 {
1913 float diff;
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1916 if (op->type == PLAYER) { 1845
1846 if (op->is_player ())
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1849 diff /= 4.0;
1920 } 1850
1921 }
1922 op->speed_left -= diff; 1851 op->speed_left -= diff;
1923 } 1852 }
1924 } 1853 }
1925 1854
1926 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1930 1863
1931 move_apply(tmp, op, originator); 1864 move_apply (tmp, op, originator);
1865
1932 if (was_destroyed (op, tag)) 1866 if (op->destroyed ())
1933 return 1; 1867 return 1;
1934 1868
1935 /* what the person/creature stepped onto has moved the object 1869 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1870 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1871 * have a feeling strange problems would result.
1938 */ 1872 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1873 if (op->map != m || op->x != x || op->y != y)
1874 return 0;
1940 } 1875 }
1941 } 1876 }
1877
1942 return 0; 1878 return 0;
1943} 1879}
1944 1880
1945/* 1881/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1949 */ 1885 */
1950 1886object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1887present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1888{
1953 if(m==NULL || out_of_map(m,x,y)) { 1889 if (!m || out_of_map (m, x, y))
1890 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1892 return NULL;
1956 } 1893 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1894
1958 if(tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
1959 return tmp; 1897 return tmp;
1898
1960 return NULL; 1899 return NULL;
1961} 1900}
1962 1901
1963/* 1902/*
1964 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1967 */ 1906 */
1968 1907object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1908present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1909{
1971 if(out_of_map(m,x,y)) { 1910 if (out_of_map (m, x, y))
1911 {
1972 LOG(llevError,"Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1913 return NULL;
1974 } 1914 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1917 if (tmp->type == type)
1977 return tmp; 1918 return tmp;
1919
1978 return NULL; 1920 return NULL;
1979} 1921}
1980 1922
1981/* 1923/*
1982 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1985 */ 1927 */
1986 1928object *
1987object *present_in_ob(unsigned char type, const object *op) { 1929present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1930{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1932 if (tmp->type == type)
1991 return tmp; 1933 return tmp;
1934
1992 return NULL; 1935 return NULL;
1993} 1936}
1994 1937
1995/* 1938/*
1996 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1950 * to be unique.
2008 */ 1951 */
2009 1952object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1953present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1954{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1957 return tmp;
2016 } 1958
2017 return NULL; 1959 return 0;
2018} 1960}
2019 1961
2020/* 1962/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2024 */ 1966 */
2025 1967object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1968present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1969{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2029 if( tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
2030 return tmp; 1972 return tmp;
1973
2031 return NULL; 1974 return NULL;
2032} 1975}
2033 1976
2034/* 1977/*
2035 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2036 */ 1979 */
1980void
2037void flag_inv(object*op, int flag){ 1981flag_inv (object *op, int flag)
2038 object *tmp; 1982{
2039 if(op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 SET_FLAG(tmp, flag); 1984 {
1985 tmp->set_flag (flag);
2042 flag_inv(tmp,flag); 1986 flag_inv (tmp, flag);
2043 } 1987 }
1988}
1989
2044}/* 1990/*
2045 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
2046 */ 1992 */
1993void
2047void unflag_inv(object*op, int flag){ 1994unflag_inv (object *op, int flag)
2048 object *tmp; 1995{
2049 if(op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2051 CLEAR_FLAG(tmp, flag); 1997 {
1998 tmp->clr_flag (flag);
2052 unflag_inv(tmp,flag); 1999 unflag_inv (tmp, flag);
2053 } 2000 }
2054}
2055
2056/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function.
2061 */
2062
2063void set_cheat(object *op) {
2064 SET_FLAG(op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ);
2066} 2001}
2067 2002
2068/* 2003/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
2072 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2073 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
2074 * start and stop are where to start relative to the free_arr array (1,9 2009 * start and stop are where to start relative to the free_arr array (1,9
2075 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
2076 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2011 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2077 * Note - this only checks to see if there is space for the head of the
2078 * object - if it is a multispace object, this should be called for all
2079 * pieces.
2080 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
2081 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2082 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
2083 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2019 * customized, changed states, etc.
2088 */ 2020 */
2089 2021int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2091 int i,index=0, flag; 2023{
2092 static int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2093 2026
2094 for(i=start;i<stop;i++) { 2027 for (int i = start; i < stop; i++)
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2028 {
2096 if(!flag) 2029 mapxy pos (m, x, y); pos.move (i);
2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2097 altern[index++]=i; 2045 altern [index++] = i;
2046 continue;
2047 }
2098 2048
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2106 */ 2056 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2108 stop=maxfree[i]; 2059 stop = maxfree[i];
2109 } 2060 continue;
2110 if(!index) return -1; 2061 }
2111 return altern[RANDOM()%index];
2112}
2113 2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2073 }
2074
2075 if (!index)
2076 return -1;
2077
2078 return altern [rndm (index)];
2079}
2080
2114/* 2081/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2084 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2086 */
2120 2087int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2089{
2123 for(i=0;i<SIZEOFFREE;i++) { 2090 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2125 return i; 2092 return i;
2126 } 2093
2127 return -1; 2094 return -1;
2128} 2095}
2129 2096
2130/* 2097/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2101 */
2102static void
2134static void permute(int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2135{ 2104{
2136 int i, j, tmp, len; 2105 arr += begin;
2106 end -= begin;
2137 2107
2138 len = end-begin; 2108 while (--end)
2139 for(i = begin; i < end; i++) 2109 swap (arr [end], arr [rndm (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2110}
2148 2111
2149/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2114 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2115 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2116 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2117 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2118 */
2119void
2156void get_search_arr(int *search_arr) 2120get_search_arr (int *search_arr)
2157{ 2121{
2158 int i; 2122 int i;
2159 2123
2160 for(i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2125 search_arr[i] = i;
2163 }
2164 2126
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2130}
2169 2131
2170/* 2132/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2133 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2134 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2140 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2141 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2142 * there is capable of.
2181 */ 2143 */
2182 2144int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2145find_dir (maptile *m, int x, int y, object *exclude)
2146{
2184 int i,max=SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2185 sint16 nx, ny;
2186 object *tmp;
2187 mapstruct *mp;
2188 MoveType blocked, move_type; 2148 MoveType move_type;
2189 2149
2190 if (exclude && exclude->head) { 2150 if (exclude && exclude->head_ () != exclude)
2151 {
2191 exclude = exclude->head; 2152 exclude = exclude->head;
2192 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2193 } else { 2154 }
2155 else
2156 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2158 move_type = MOVE_ALL;
2159 }
2160
2161 for (int i = 1; i < max; i++)
2196 } 2162 {
2163 mapxy pos (m, x, y);
2164 pos.move (i);
2197 2165
2198 for(i=1;i<max;i++) { 2166 if (!pos.normalise ())
2199 mp = m;
2200 nx = x + freearr_x[i]; 2167 max = maxfree[i];
2201 ny = y + freearr_y[i]; 2168 else
2169 {
2170 mapspace &ms = *pos;
2202 2171
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2172 if ((move_type & ms.move_block) == move_type)
2204 if (mflags & P_OUT_OF_MAP) {
2205 max = maxfree[i]; 2173 max = maxfree [i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2174 else if (ms.flags () & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2175 {
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2215 break;
2216 }
2217 }
2218 if(tmp) {
2219 return freedir[i]; 2179 return freedir [i];
2220 }
2221 } 2180 }
2222 } 2181 }
2223 } 2182 }
2183
2224 return 0; 2184 return 0;
2225} 2185}
2226 2186
2227/* 2187/*
2228 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2189 * distance between the two given objects.
2230 */ 2190 */
2231 2191int
2232int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2233 int i; 2193{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2195}
2238 2196
2239/* 2197/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2241 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2242 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2243 */ 2201 */
2244 2202int
2245int find_dir_2(int x, int y) { 2203find_dir_2 (int x, int y)
2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2246 int q; 2248 int q;
2247 2249
2248 if(y) 2250 if (y)
2249 q=x*100/y; 2251 q = 128 * x / y;
2250 else if (x) 2252 else if (x)
2251 q= -300*x; 2253 q = -512 * x; // to make it > 309
2252 else 2254 else
2253 return 0; 2255 return 0;
2254 2256
2255 if(y>0) { 2257 if (y > 0)
2256 if(q < -242) 2258 {
2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2257 return 3 ; 2264 return 3;
2258 if (q < -41) 2265 }
2266 else
2267 {
2268 if (q < -309) return 3;
2269 if (q < -52) return 2;
2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2259 return 2 ; 2273 return 7;
2260 if (q < 41)
2261 return 1 ;
2262 if (q < 242)
2263 return 8 ;
2264 return 7 ;
2265 } 2274 }
2266 2275#endif
2267 if (q < -242)
2268 return 7 ;
2269 if (q < -41)
2270 return 6 ;
2271 if (q < 41)
2272 return 5 ;
2273 if (q < 242)
2274 return 4 ;
2275
2276 return 3 ;
2277}
2278
2279/*
2280 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction).
2283 */
2284
2285int absdir(int d) {
2286 while(d<1) d+=8;
2287 while(d>8) d-=8;
2288 return d;
2289} 2276}
2290 2277
2291/* 2278/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2281 */
2295 2282int
2296int dirdiff(int dir1, int dir2) { 2283dirdiff (int dir1, int dir2)
2297 int d; 2284{
2298 d = abs(dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2299 if(d>4) 2286
2300 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2301 return d;
2302} 2288}
2303 2289
2304/* peterm: 2290/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2306 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2308 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2297 * functions.
2312 */ 2298 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2305 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2306 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2307 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2308 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2309 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2310 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2311 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2312 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2313 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2314 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2315 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2316 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2317 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2318 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2319 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2320 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2321 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2322 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2323 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2324 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2325 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2326 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2327 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2328 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2329 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2330 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2331 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2332 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2333 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2334 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2335 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2336 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2337 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2338 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2339 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2340 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2341 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2342 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2343 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2344 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2345 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2346 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2347 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2348 {24, 9, -1}
2349}; /* 48 */
2364 2350
2365/* Recursive routine to step back and see if we can 2351/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2352 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2353 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2354 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2355 * Modified to be map tile aware -.MSW
2370 */ 2356 */
2371 2357int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2358can_see_monsterP (maptile *m, int x, int y, int dir)
2359{
2374 sint16 dx, dy; 2360 sint16 dx, dy;
2375 int mflags; 2361 int mflags;
2376 2362
2363 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2378 2365
2379 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2380 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2381 2368
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2370
2384 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2373 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2374 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2375 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2376 * at least its move type.
2390 */ 2377 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2378 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2379 return 0;
2392 2380
2393 /* yes, can see. */ 2381 /* yes, can see. */
2394 if(dir < 9) return 1; 2382 if (dir < 9)
2383 return 1;
2384
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2388}
2399 2389
2400
2401
2402/* 2390/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2391 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2392 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2393 * picked up, otherwise 0.
2406 * 2394 *
2407 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2408 * core dumps if they do. 2396 * core dumps if they do.
2409 * 2397 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2399 */
2412 2400int
2413int can_pick(const object *who, const object *item) { 2401can_pick (const object *who, const object *item)
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2402{
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2403 return /*who->flag [FLAG_WIZ]|| */
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2417 (who->type==PLAYER||item->weight<who->weight/3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2418} 2406}
2419 2407
2408//-GPL
2420 2409
2421/* 2410/*
2422 * create clone from object to another 2411 * create clone from object to another
2423 */ 2412 */
2424object *object_create_clone (object *asrc) { 2413object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2414object::deep_clone ()
2415{
2416 assert (("deep_clone called on non-head object", is_head ()));
2426 2417
2427 if(!asrc) return NULL; 2418 object *dst = clone ();
2428 src = asrc;
2429 if(src->head)
2430 src = src->head;
2431 2419
2432 prev = NULL; 2420 object *prev = dst;
2433 for(part = src; part; part = part->more) { 2421 for (object *part = this->more; part; part = part->more)
2434 tmp = get_object(); 2422 {
2435 copy_object(part,tmp); 2423 object *tmp = part->clone ();
2436 tmp->x -= src->x;
2437 tmp->y -= src->y;
2438 if(!part->head) {
2439 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2424 tmp->head = dst;
2443 }
2444 tmp->more = NULL;
2445 if(prev)
2446 prev->more = tmp; 2425 prev->more = tmp;
2447 prev = tmp; 2426 prev = tmp;
2448 } 2427 }
2449 /*** copy inventory ***/ 2428
2450 for(item = src->inv; item; item = item->below) { 2429 for (object *item = inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2452 }
2453 2431
2454 return dst; 2432 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463}
2464
2465/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */
2471
2472object* load_object_str(const char *obstr)
2473{
2474 object *op;
2475 char filename[MAX_BUF];
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2477
2478 FILE *tempfile=fopen(filename,"w");
2479 if (tempfile == NULL)
2480 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n");
2482 return NULL;
2483 };
2484 fprintf(tempfile,obstr);
2485 fclose(tempfile);
2486
2487 op=get_object();
2488
2489 object_thawer thawer (filename);
2490 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0);
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED);
2494
2495 return op;
2496} 2433}
2497 2434
2498/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2436 * has the same type and subtype match.
2500 * returns NULL if no match. 2437 * returns NULL if no match.
2501 */ 2438 */
2439object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2441{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2443 if (tmp->type == type && tmp->subtype == subtype)
2444 return tmp;
2508 2445
2509 return NULL; 2446 return 0;
2510} 2447}
2511 2448
2512/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2513 * otherwise return NULL. 2450 * refcounts and freeing the links.
2514 * 2451 */
2515 * key must be a passed in shared string - otherwise, this won't 2452void
2516 * do the desired thing. 2453key_values::clear ()
2517 */ 2454{
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2455 for (key_value *kvp = first; kvp; )
2519 key_value * link;
2520 2456 {
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2522 if (link->key == key) { 2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473}
2474
2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2492 {
2493 kv->value = value;
2523 return link; 2494 return;
2495 }
2496
2497 add (key, value);
2498}
2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2505 {
2506 key_value *kv = *kvp;
2507 *kvp = (*kvp)->next;
2508 delete kv;
2509 return;
2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539
2540 return *this;
2541}
2542
2543object::depth_iterator::depth_iterator (object *container)
2544: iterator_base (container)
2545{
2546 while (item->inv)
2547 item = item->inv;
2548}
2549
2550void
2551object::depth_iterator::next ()
2552{
2553 if (item->below)
2554 {
2555 item = item->below;
2556
2557 while (item->inv)
2558 item = item->inv;
2559 }
2560 else
2561 item = item->env;
2562}
2563
2564const char *
2565object::flag_desc (char *desc, int len) const
2566{
2567 char *p = desc;
2568 bool first = true;
2569
2570 *p = 0;
2571
2572 for (int i = 0; i < NUM_FLAGS; i++)
2573 {
2574 if (len <= 10) // magic constant!
2575 {
2576 snprintf (p, len, ",...");
2577 break;
2524 } 2578 }
2525 }
2526
2527 return NULL;
2528}
2529 2579
2530/* 2580 if (flag [i])
2531 * Returns the value of op has an extra_field for key, or NULL.
2532 *
2533 * The argument doesn't need to be a shared string.
2534 *
2535 * The returned string is shared.
2536 */
2537const char * get_ob_key_value(const object * op, const char * const key) {
2538 key_value * link;
2539 const char * canonical_key;
2540
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2581 {
2549 return NULL; 2582 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 } 2583 len -= cnt;
2551 2584 p += cnt;
2552 /* This is copied from get_ob_key_link() above - 2585 first = false;
2553 * only 4 lines, and saves the function call overhead.
2554 */
2555 for (link = op->key_values; link != NULL; link = link->next) {
2556 if (link->key == canonical_key) {
2557 return link->value;
2558 } 2586 }
2559 } 2587 }
2588
2589 return desc;
2590}
2591
2592// return a suitable string describing an object in enough detail to find it
2593const char *
2594object::debug_desc (char *info) const
2595{
2596 char flagdesc[512];
2597 char info2[256 * 4];
2598 char *p = info;
2599
2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count,
2602 uuid.c_str (),
2603 &name,
2604 title ? ",title:\"" : "",
2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634//+GPL
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2560 return NULL; 2640 return;
2561}
2562 2641
2642 object *old_container = container;
2563 2643
2564/* 2644 if (old_container)
2565 * Updates the canonical_key in op to value.
2566 *
2567 * canonical_key is a shared string (value doesn't have to be).
2568 *
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys.
2571 *
2572 * Returns TRUE on success.
2573 */
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2575 key_value * field = NULL, *last=NULL;
2576 2645 {
2577 for (field=op->key_values; field != NULL; field=field->next) { 2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2578 if (field->key != canonical_key) { 2647 return;
2579 last = field; 2648
2580 continue; 2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2659 old_container->flag [FLAG_APPLIED] = false;
2660 container = 0;
2661
2662 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2581 } 2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2690 new_container->flag [FLAG_APPLIED] = true;
2691 container = new_container;
2692
2693 // client needs flag change
2694 esrv_update_item (UPD_FLAGS, this, new_container);
2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2582 2697 }
2583 if (value) 2698// else if (!old_container->env && contr && contr->ns)
2584 field->value = value; 2699// contr->ns->floorbox_reset ();
2585 else { 2700}
2586 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load,
2589 * we get this value back again.
2590 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0;
2593 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next;
2597 2701
2598 delete field; 2702//-GPL
2599 }
2600 }
2601 return TRUE;
2602 }
2603 /* IF we get here, key doesn't exist */
2604 2703
2605 /* No field, we'll have to add it. */ 2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2606 2713 {
2607 if (!add_key) { 2714 rect->m->touch ();
2608 return FALSE; 2715 rect->m->activate ();
2609 }
2610 /* There isn't any good reason to store a null
2611 * value in the key/value list. If the archetype has
2612 * this key, then we should also have it, so shouldn't
2613 * be here. If user wants to store empty strings,
2614 * should pass in ""
2615 */
2616 if (value == NULL) return TRUE;
2617 2716 }
2618 field = new key_value; 2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2734object *
2735object::force_find (shstr_tmp name)
2736{
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2739 */
2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2741 if (tmp->type == FORCE && tmp->slaying == name)
2742 return splay (tmp);
2743
2744 return 0;
2745}
2746
2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2757object::force_add (shstr_tmp name, int duration)
2758{
2759 if (object *force = force_find (name))
2760 force->destroy ();
2761
2762 object *force = archetype::get (FORCE_NAME);
2763
2764 force->slaying = name;
2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769}
2770
2771void
2772object::play_sound (faceidx sound) const
2773{
2774 if (!sound)
2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2619 2810 {
2620 field->key = canonical_key; 2811 force = archetype::get (shstr_noise_force);
2621 field->value = value; 2812
2622 /* Usual prepend-addition. */ 2813 force->slaying = shstr_noise_force;
2623 field->next = op->key_values; 2814 force->stats.food = 1;
2624 op->key_values = field; 2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2625 2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2626 return TRUE; 2853 return 0;
2627} 2854}
2628 2855
2629/* 2856// put marked object first in the inventory
2630 * Updates the key in op to value. 2857// this is used by identify-like spells so players can influence
2631 * 2858// the order a bit.
2632 * If add_key is FALSE, this will only update existing keys, 2859void
2633 * and not add new ones. 2860object::splay_marked ()
2634 * In general, should be little reason FALSE is ever passed in for add_key
2635 *
2636 * Returns TRUE on success.
2637 */
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2639{ 2861{
2640 shstr key_ (key); 2862 if (object *marked = mark ())
2641 return set_ob_key_value_s (op, key_, value, add_key); 2863 splay (marked);
2642} 2864}
2865

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