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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 1.366 by root, Sat Nov 17 23:40:00 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 (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;
720} 663}
721 664
722/* 665/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * 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 667 * 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. 668 * be called to update the face variable, _and_ how it looks on the map.
726 */ 669 */
727 670void
728void update_turn_face(object *op) { 671update_turn_face (object *op)
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 672{
673 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
730 return; 674 return;
675
731 SET_ANIMATION(op, op->direction); 676 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
733} 678}
734 679
735/* 680/*
736 * Updates the speed of an object. If the speed changes from 0 to another 681 * 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. 682 * 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. 683 * This function needs to be called whenever the speed of an object changes.
739 */ 684 */
685void
686object::set_speed (float speed)
687{
688 this->speed = speed;
740 689
741void update_ob_speed(object *op) { 690 if (has_active_speed ())
742 extern int arch_init; 691 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 { 692 else
772 /* If not on the active list, nothing needs to be done */ 693 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} 694}
790 695
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/* 696/*
820 * update_object() updates the array which represents the map. 697 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 698 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 699 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 700 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 701 * 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 702 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 703 * updating that window, though, since update_object() is called _often_)
827 * 704 *
828 * action is a hint of what the caller believes need to be done. 705 * 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: 706 * current action are:
834 * UP_OBJ_INSERT: op was inserted 707 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 708 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 709 * 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. 710 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 711 * UP_OBJ_FACE: only the objects face has changed.
839 */ 712 */
840 713void
841void update_object(object *op, int action) { 714update_object (object *op, int action)
842 int update_now=0, flags; 715{
843 MoveType move_on, move_off, move_block, move_slow; 716 if (!op)
844 717 {
845 if (op == NULL) {
846 /* this should never happen */ 718 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 719 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
848 return; 720 return;
849 }
850 721 }
851 if(op->env!=NULL) { 722
723 if (!op->is_on_map ())
724 {
852 /* Animation is currently handled by client, so nothing 725 /* Animation is currently handled by client, so nothing
853 * to do in this case. 726 * to do in this case.
854 */ 727 */
855 return; 728 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;
862 729 }
730
863 /* make sure the object is within map boundaries */ 731 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 732 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)) { 733 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 734 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 735#ifdef MANY_CORES
868 abort(); 736 abort ();
869#endif 737#endif
870 return; 738 return;
871 }
872 739 }
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);
879 740
741 mapspace &m = op->ms ();
742
743 if (!(m.flags_ & P_UPTODATE))
744 m.update_up (); // nothing to do except copy up
880 if (action == UP_OBJ_INSERT) { 745 else if (action == UP_OBJ_INSERT)
746 {
747#if 0
748 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 749 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1; 750 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
883 751 || (op->is_player () && !(m.flags_ & P_PLAYER))
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 752 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
885 update_now=1; 753 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
886 754 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 755 || (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; 756 || (m.move_off | op->move_off ) != m.move_off
757 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 758 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 759 * have move_allow right now.
897 */ 760 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 761 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 762 m.invalidate ();
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 763#else
764 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
765 m.invalidate ();
766#endif
901 } 767 }
902 /* if the object is being removed, we can't make intelligent 768 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 769 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 770 * that is being removed.
905 */ 771 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 772 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 773 m.invalidate ();
908 } else if (action == UP_OBJ_FACE) { 774 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 775 m.update_up (); // nothing to do for that case, except copy up
910 }
911 else { 776 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 777 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 778
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) 779 if (op->more)
921 update_object(op->more, action); 780 update_object (op->more, action);
922} 781}
923 782
783object::object ()
784{
785 this->set_flag (FLAG_REMOVED);
924 786
925/* 787 //expmul = 1.0; declared const for the time being
926 * free_object() frees everything allocated by an object, removes 788 face = blank_face;
927 * it from the list of used objects, and puts it on the list of 789 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} 790}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 791
942 ob->clear (); 792object::~object ()
793{
794 unlink ();
943 795
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 796 kv.clear ();
945 LOG(llevDebug,"Free object called with non removed object\n"); 797}
946 dump_object(ob); 798
947#ifdef MANY_CORES 799void object::link ()
948 abort(); 800{
949#endif 801 assert (!index);//D
950 } 802 uuid = UUID::gen ();
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 803
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 804 refcnt_inc ();
953 remove_friendly_object(ob); 805 objects.insert (this);
954 } 806
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 807 ++create_count;
956 dump_object(ob); 808
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 809}
810
811void object::unlink ()
812{
813 if (!index)
958 return; 814 return;
815
816 ++destroy_count;
817
818 objects.erase (this);
819 refcnt_dec ();
820}
821
822void
823object::activate ()
824{
825 /* If already on active list, don't do anything */
826 if (active)
827 return;
828
829 if (has_active_speed ())
959 } 830 {
960 if(ob->more!=NULL) { 831 if (flag [FLAG_FREED])
961 free_object2(ob->more, free_inventory); 832 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
962 ob->more=NULL; 833
834 actives.insert (this);
835 }
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
963 } 878 {
964 if (ob->inv) { 879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
965 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 900 * if some form of movement is allowed, let objects
967 * drop on that space. 901 * drop on that space.
968 */ 902 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 903 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 904 || !map
905 || !map->linkable ()
906 || map->no_drop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 inv->destroy ();
911 }
912 else
913 { /* Put objects in inventory onto this space */
914 while (inv)
971 { 915 {
972 op=ob->inv; 916 object *op = inv;
973 while(op!=NULL) { 917
974 tmp=op->below; 918 if (op->flag [FLAG_STARTEQUIP]
975 remove_ob(op); 919 || op->flag [FLAG_NO_DROP]
976 free_object2(op, free_inventory); 920 || op->type == RUNE
977 op=tmp; 921 || op->type == TRAP
978 } 922 || op->flag [FLAG_IS_A_TEMPLATE]
923 || op->flag [FLAG_DESTROY_ON_DEATH])
924 op->destroy ();
925 else
926 map->insert (op, x, y);
979 } 927 }
980 else { /* Put objects in inventory onto this space */ 928 }
981 op=ob->inv; 929}
982 while(op!=NULL) { 930
983 tmp=op->below; 931/*
984 remove_ob(op); 932 * 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) || 933 * 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)) 934 * well, so we can (and have to!) take shortcuts.
987 free_object(op); 935 */
988 else { 936void
989 op->x=ob->x; 937object::destroy_inv_fast ()
990 op->y=ob->y; 938{
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 939 while (object *op = inv)
992 }
993 op=tmp;
994 }
995 }
996 } 940 {
997 /* Remove object from the active list */ 941 // remove from object the fast way
998 ob->speed = 0; 942 op->flag [FLAG_REMOVED] = true;
999 update_ob_speed(ob); 943 op->env = 0;
944 if ((inv = inv->below))
945 inv->above = 0;
1000 946
1001 SET_FLAG(ob, FLAG_FREED); 947 // then destroy
1002 ob->count = 0; 948 op->destroy ();
949 }
950}
1003 951
1004 /* Remove this object from the list of used objects */ 952void
1005 if(ob->prev==NULL) { 953object::freelist_free (int count)
1006 objects=ob->next; 954{
1007 if(objects!=NULL) 955 while (count-- && freelist)
1008 objects->prev=NULL;
1009 } 956 {
1010 else { 957 freelist_item *next = freelist->next;
1011 ob->prev->next=ob->next; 958 // count is being "destroyed"
1012 if(ob->next!=NULL) 959
1013 ob->next->prev=ob->prev; 960 sfree ((char *)freelist, sizeof (object));
961
962 freelist = next;
963 --free_count;
964 }
965}
966
967object *
968object::create ()
969{
970 object *op;
971
972 if (freelist)
1014 } 973 {
1015 974 freelist_item li = *freelist;
1016 ob->name = 0; 975 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 976
1026 free_key_values (ob); 977 op = new (freelist) object;
978 op->count = li.count;
1027 979
1028 /* Now link it with the free_objects list: */ 980 freelist = li.next;
1029 ob->prev=NULL; 981 --free_count;
1030 ob->next=free_objects; 982 }
983 else
984 {
985 void *ni = salloc0<char> (sizeof (object));
1031 986
1032 if(free_objects!=NULL) 987 op = new(ni) object;
1033 free_objects->prev=ob;
1034 988
1035 free_objects=ob; 989 op->count = ++object_count;
1036 nroffreeobjects++; 990 }
1037}
1038 991
1039/* 992 op->link ();
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042 993
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; 994 return op;
1050} 995}
1051 996
1052/* 997void
1053 * count_used() returns the number of objects on the list of used objects. 998object::do_delete ()
1054 */
1055
1056int count_used()
1057{ 999{
1058 int i=0; 1000 uint32_t count = this->count;
1059 object *tmp=objects; 1001
1060 while(tmp!=NULL) 1002 this->~object ();
1061 tmp=tmp->next, i++; 1003
1004 freelist_item *li = (freelist_item *)this;
1005 li->next = freelist;
1006 li->count = count;
1007
1008 freelist = li;
1009 ++free_count;
1010}
1011
1012void
1013object::do_destroy ()
1014{
1015 if (flag [FLAG_IS_LINKED])
1016 remove_link ();
1017
1018 if (flag [FLAG_FRIENDLY])
1019 remove_friendly_object (this);
1020
1021 remove ();
1022
1023 attachable::do_destroy ();
1024
1025 deactivate ();
1026 unlink ();
1027
1028 flag [FLAG_FREED] = 1;
1029
1030 // hack to ensure that freed objects still have a valid map
1031 map = &freed_map;
1032 x = 1;
1033 y = 1;
1034
1035 if (more)
1036 {
1037 more->destroy ();
1038 more = 0;
1039 }
1040
1041 head = 0;
1042
1043 // clear those pointers that likely might cause circular references
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047 current_weapon = 0;
1048}
1049
1050void
1051object::destroy ()
1052{
1053 if (destroyed ())
1062 return i; 1054 return;
1063}
1064 1055
1065/* 1056 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 } 1057 {
1088 op->carrying-=weight; 1058 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 op = op->env; 1059 head->destroy ();
1060 return;
1090 } 1061 }
1091}
1092 1062
1093/* remove_ob(op): 1063 destroy_inv_fast ();
1064
1065 if (is_head ())
1066 if (sound_destroy)
1067 play_sound (sound_destroy);
1068 else if (flag [FLAG_MONSTER])
1069 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1070
1071 attachable::destroy ();
1072}
1073
1074/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1075 * 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 1076 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1077 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1078 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1079 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1080 */
1081void
1082object::do_remove ()
1083{
1084 if (flag [FLAG_REMOVED])
1085 return;
1101 1086
1102void remove_ob(object *op) { 1087 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 1088
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1089 flag [FLAG_REMOVED] = true;
1112 dump_object(op);
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1090
1115 /* Changed it to always dump core in this case. As has been learned 1091 if (more)
1116 * in the past, trying to recover from errors almost always 1092 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 1093
1130 SET_FLAG(op, FLAG_REMOVED); 1094 /*
1131
1132 /*
1133 * In this case, the object to be removed is in someones 1095 * In this case, the object to be removed is in someones
1134 * inventory. 1096 * inventory.
1135 */ 1097 */
1136 if(op->env!=NULL) { 1098 if (env)
1137 if(op->nrof) 1099 {
1138 sub_weight(op->env, op->weight*op->nrof); 1100 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1139 else 1101 if (object *pl = visible_to ())
1140 sub_weight(op->env, op->weight+op->carrying); 1102 esrv_del_item (pl->contr, count);
1103 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1141 1104
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1105 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 1106
1150 if(op->above!=NULL) 1107 object *pl = in_player ();
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154 1108
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into 1109 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1110 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1111 * to the caller to decide what we want to do.
1161 */ 1112 */
1162 op->x=op->env->x,op->y=op->env->y; 1113 map = env->map;
1163 op->map=op->env->map; 1114 x = env->x;
1164 op->above=NULL,op->below=NULL; 1115 y = env->y;
1165 op->env=NULL;
1166 return;
1167 }
1168 1116
1169 /* If we get here, we are removing it from a map */ 1117 // make sure cmov optimisation is applicable
1170 if (op->map == NULL) return; 1118 *(above ? &above->below : &env->inv) = below;
1119 *(below ? &below->above : &above ) = above; // &above is just a dummy
1171 1120
1172 x = op->x; 1121 above = 0;
1173 y = op->y; 1122 below = 0;
1174 m = get_map_from_coord(op->map, &x, &y); 1123 env = 0;
1175 1124
1176 if (!m) { 1125 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 */ 1126 {
1183 abort(); 1127 if (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 */ 1128 {
1208 if(GET_MAP_OB(m,x,y)!=op) { 1129 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1209 dump_object(op); 1130 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); 1131 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1211 dump_object(GET_MAP_OB(m,x,y)); 1132 }
1212 LOG(llevError,"%s\n",errmsg); 1133
1134 if (expect_false (pl->contr->ranged_ob == this))
1135 {
1136 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1137 pl->contr->ranged_ob = 0;
1138 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1139 }
1140
1141 pl->contr->queue_stats_update ();
1142
1143 if (expect_false (glow_radius) && pl->is_on_map ())
1144 update_all_los (pl->map, pl->x, pl->y);
1213 } 1145 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1146 }
1147 else if (map)
1215 } 1148 {
1216 op->above=NULL; 1149 map->dirty = true;
1217 op->below=NULL; 1150 mapspace &ms = this->ms ();
1218 1151
1219 if (op->map->in_memory == MAP_SAVING) 1152 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 */ 1153 {
1154 if (is_player ())
1155 {
1156 if (!flag [FLAG_WIZPASS])
1157 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1228 1158
1229 if(tmp->type==PLAYER && tmp!=op) { 1159 // leaving a spot always closes any open container on the ground
1160 if (container && !container->env)
1161 // this causes spurious floorbox updates, but it ensures
1162 // that the CLOSE event is being sent.
1163 close_container ();
1164
1165 --map->players;
1166 map->touch ();
1167 }
1168 else if (pl->container_ () == this)
1169 {
1170 // removing a container should close it
1171 close_container ();
1172 }
1173 else
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1177 /* link the object above us */
1178 // re-link, make sure compiler can easily use cmove
1179 *(above ? &above->below : &ms.top) = below;
1180 *(below ? &below->above : &ms.bot) = above;
1181
1182 above = 0;
1183 below = 0;
1184
1185 ms.invalidate ();
1186
1187 int check_walk_off = !flag [FLAG_NO_APPLY];
1188
1189 if (object *pl = ms.player ())
1190 {
1191 if (pl->container_ () == this)
1230 /* If a container that the player is currently using somehow gets 1192 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1193 * removed (most likely destroyed), update the player view
1232 * appropriately. 1194 * appropriately.
1233 */ 1195 */
1234 if (tmp->container==op) { 1196 pl->close_container ();
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1197
1236 tmp->container=NULL; 1198 //TODO: the floorbox prev/next might need updating
1237 } 1199 //esrv_del_item (pl->contr, count);
1238 tmp->contr->socket.update_look=1; 1200 //TODO: update floorbox to preserve ordering
1201 if (pl->contr->ns)
1202 pl->contr->ns->floorbox_update ();
1239 } 1203 }
1204
1205 if (check_walk_off)
1206 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1207 {
1208 above = tmp->above;
1209
1210 /* No point updating the players look faces if he is the object
1211 * being removed.
1212 */
1213
1240 /* See if player moving off should effect something */ 1214 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1215 if ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1216 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1243
1244 move_apply(tmp, op, NULL); 1217 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 } 1218 }
1249 }
1250 1219
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1220 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); 1221 update_all_los (map, x, y);
1272 1222 }
1273} 1223}
1274 1224
1275/* 1225/*
1276 * merge_ob(op,top): 1226 * merge_ob(op,top):
1277 * 1227 *
1278 * This function goes through all objects below and including top, and 1228 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1229 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1230 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1231 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1232 */
1283 1233object *
1284object *merge_ob(object *op, object *top) { 1234merge_ob (object *op, object *top)
1235{
1285 if(!op->nrof) 1236 if (!op->nrof)
1286 return 0; 1237 return 0;
1287 if(top==NULL) 1238
1239 if (!top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1240 for (top = op; top && top->above; top = top->above)
1241 ;
1242
1289 for(;top!=NULL;top=top->below) { 1243 for (; top; top = top->below)
1290 if(top==op) 1244 if (object::can_merge (op, top))
1291 continue;
1292 if (CAN_MERGE(op,top))
1293 { 1245 {
1294 top->nrof+=op->nrof; 1246 top->nrof += op->nrof;
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1247
1296 op->weight = 0; /* Don't want any adjustements now */ 1248 if (object *pl = top->visible_to ())
1297 remove_ob(op); 1249 esrv_update_item (UPD_NROF, pl, top);
1298 free_object(op); 1250
1251 op->weight = 0; // cancel the addition above
1252 op->carrying = 0; // must be 0 already
1253
1254 op->destroy ();
1255
1299 return top; 1256 return top;
1300 } 1257 }
1301 } 1258
1302 return NULL; 1259 return 0;
1303} 1260}
1304 1261
1262void
1263object::expand_tail ()
1264{
1265 if (more)
1266 return;
1267
1268 object *prev = this;
1269
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 {
1272 object *op = at->instance ();
1273
1274 op->name = name;
1275 op->name_pl = name_pl;
1276 op->title = title;
1277
1278 op->head = this;
1279 prev->more = op;
1280
1281 prev = op;
1282 }
1283}
1284
1305/* 1285/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1286 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters 1287 * job preparing multi-part monsters.
1308 */ 1288 */
1289object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1290insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1291{
1311 if (op->head) 1292 op->remove ();
1312 op=op->head; 1293
1313 for (tmp=op;tmp;tmp=tmp->more){ 1294 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1295 {
1314 tmp->x=x+tmp->arch->clone.x; 1296 tmp->x = x + tmp->arch->x;
1315 tmp->y=y+tmp->arch->clone.y; 1297 tmp->y = y + tmp->arch->y;
1316 } 1298 }
1299
1317 return insert_ob_in_map (op, m, originator, flag); 1300 return insert_ob_in_map (op, m, originator, flag);
1318} 1301}
1319 1302
1320/* 1303/*
1321 * insert_ob_in_map (op, map, originator, flag): 1304 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1305 * 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 1315 * Passing 0 for flag gives proper default values, so flag really only needs
1333 * to be set if special handling is needed. 1316 * to be set if special handling is needed.
1334 * 1317 *
1335 * Return value: 1318 * Return value:
1336 * new object if 'op' was merged with other object 1319 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1320 * NULL if there was an error (destroyed, blocked etc.)
1338 * just 'op' otherwise 1321 * just 'op' otherwise
1339 */ 1322 */
1340 1323object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1325{
1343 object *tmp, *top, *floor=NULL; 1326 op->remove ();
1344 sint16 x,y;
1345 1327
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1328 if (m == &freed_map)//D TODO: remove soon
1347 LOG (llevError, "Trying to insert freed object!\n"); 1329 {//D
1348 return NULL; 1330 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1331 }//D
1332
1333 /* Ideally, the caller figures this out. However, it complicates a lot
1334 * of areas of callers (eg, anything that uses find_free_spot would now
1335 * need extra work
1336 */
1337 maptile *newmap = m;
1338 if (!xy_normalise (newmap, op->x, op->y))
1349 } 1339 {
1350 if(m==NULL) { 1340 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; 1341 return 0;
1354 } 1342 }
1355 if(out_of_map(m,op->x,op->y)) { 1343
1356 dump_object(op); 1344 if (object *more = op->more)
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1345 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; 1346 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 1347
1375 object *more = op->more; 1348 op->flag [FLAG_REMOVED] = false;
1349 op->env = 0;
1350 op->map = newmap;
1376 1351
1377 /* We really need the caller to normalize coordinates - if 1352 mapspace &ms = op->ms ();
1378 * we set the map, that doesn't work if the location is within 1353
1379 * a map and this is straddling an edge. So only if coordinate 1354 /* this has to be done after we translate the coordinates.
1380 * is clear wrong do we normalize it. 1355 */
1356 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (object::can_merge (op, tmp))
1381 */ 1359 {
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1360 // TODO: we actually want to update tmp, not op,
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1361 // but some caller surely breaks when we return tmp
1384 } else if (!more->map) { 1362 // from here :/
1385 /* For backwards compatibility - when not dealing with tiled maps, 1363 op->nrof += tmp->nrof;
1386 * more->map should always point to the parent. 1364 tmp->destroy ();
1387 */
1388 more->map = m;
1389 } 1365 }
1390 1366
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1367 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 if ( ! op->head) 1368 op->clr_flag (FLAG_INV_LOCKED);
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1369
1394 return NULL; 1370 if (!op->flag [FLAG_ALIVE])
1371 op->clr_flag (FLAG_NO_STEAL);
1372
1373 if (flag & INS_BELOW_ORIGINATOR)
1374 {
1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1376 {
1377 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1378 abort ();
1395 } 1379 }
1380
1381 if (!originator->is_on_map ())
1382 {
1383 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1384 op->debug_desc (), originator->debug_desc ());
1385 abort ();
1386 }
1387
1388 op->above = originator;
1389 op->below = originator->below;
1390 originator->below = op;
1391
1392 *(op->below ? &op->below->above : &ms.bot) = op;
1393 }
1394 else
1396 } 1395 {
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1396 object *floor = 0;
1397 object *top = ms.top;
1398 1398
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1399 /* If there are other objects, then */
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1400 if (top)
1401 * need extra work 1401 {
1402 */ 1402 /*
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1403 * If there are multiple objects on this space, we do some trickier handling.
1404 x = op->x; 1404 * We've already dealt with merging if appropriate.
1405 y = op->y; 1405 * Generally, we want to put the new object on top. But if
1406 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1407 * floor, we want to insert above that and no further.
1408 * Also, if there are spell objects on this space, we stop processing
1409 * once we get to them. This reduces the need to traverse over all of
1410 * them when adding another one - this saves quite a bit of cpu time
1411 * when lots of spells are cast in one area. Currently, it is presumed
1412 * that flying non pickable objects are spell objects.
1413 */
1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 {
1416 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1417 floor = tmp;
1406 1418
1407 /* this has to be done after we translate the coordinates. 1419 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1408 */ 1420 {
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1421 /* 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) 1422 top = tmp->below;
1411 if (CAN_MERGE(op,tmp)) { 1423 break;
1412 op->nrof+=tmp->nrof; 1424 }
1413 remove_ob(tmp); 1425
1414 free_object(tmp); 1426 top = tmp;
1415 } 1427 }
1416 }
1417 1428
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 /* We let update_position deal with figuring out what the space
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1430 * looks like instead of lots of conditions here.
1420 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1431 * makes things faster, and effectively the same result.
1421 CLEAR_FLAG(op, FLAG_NO_STEAL); 1432 */
1422 1433
1423 if (flag & INS_BELOW_ORIGINATOR) { 1434 /* Have object 'fall below' other objects that block view.
1424 if (originator->map != op->map || originator->x != op->x || 1435 * Unless those objects are exits.
1425 originator->y != op->y) { 1436 * 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"); 1437 * Need to find the object that in fact blocks view, otherwise
1427 abort(); 1438 * stacking is a bit odd.
1439 */
1440 if (!(flag & INS_ON_TOP)
1441 && ms.flags () & P_BLOCKSVIEW
1442 && (op->face && !faces [op->face].visibility))
1443 {
1444 object *last;
1445
1446 for (last = top; last != floor; last = last->below)
1447 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1448 break;
1449
1450 /* Check to see if we found the object that blocks view,
1451 * and make sure we have a below pointer for it so that
1452 * we can get inserted below this one, which requires we
1453 * set top to the object below us.
1454 */
1455 if (last && last->below && last != floor)
1456 top = last->below;
1457 }
1458 } /* If objects on this space */
1459
1460 if (flag & INS_ABOVE_FLOOR_ONLY)
1461 top = floor;
1462
1463 // insert object above top, or bottom-most if top = 0
1464 if (!top)
1465 {
1466 op->below = 0;
1467 op->above = ms.bot;
1468 ms.bot = op;
1469
1470 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1471 }
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 { 1472 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 */ 1473 {
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; 1474 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op; 1475 top->above = op;
1476
1477 op->below = top;
1478 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1479 }
1512 if (op->above==NULL) 1480 }
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515 1481
1516 if(op->type==PLAYER) 1482 if (op->is_player ())
1483 {
1517 op->contr->do_los=1; 1484 op->contr->do_los = 1;
1485 ++op->map->players;
1486 op->map->touch ();
1487 }
1518 1488
1519 /* If we have a floor, we know the player, if any, will be above 1489 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 1490
1491 if (object *pl = ms.player ())
1492 //TODO: the floorbox prev/next might need updating
1493 //esrv_send_item (pl, op);
1494 //TODO: update floorbox to preserve ordering
1495 if (pl->contr->ns)
1496 pl->contr->ns->floorbox_update ();
1497
1528 /* If this object glows, it may affect lighting conditions that are 1498 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1499 * 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 1500 * 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 1501 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1502 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1503 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1504 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1505 * of effect may be sufficient.
1536 */ 1506 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1507 if (op->affects_los ())
1508 {
1509 op->ms ().invalidate ();
1538 update_all_los(op->map, op->x, op->y); 1510 update_all_los (op->map, op->x, op->y);
1511 }
1539 1512
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1513 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1514 update_object (op, UP_OBJ_INSERT);
1543 1515
1516 INVOKE_OBJECT (INSERT, op);
1544 1517
1545 /* Don't know if moving this to the end will break anything. However, 1518 /* 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. 1519 * we want to have floorbox_update called before calling this.
1547 * 1520 *
1548 * check_move_on() must be after this because code called from 1521 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1522 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1523 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1524 * update_object().
1552 */ 1525 */
1553 1526
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1527 /* 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) { 1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1529 {
1557 if (check_move_on(op, originator)) 1530 if (check_move_on (op, originator, flag))
1558 return NULL; 1531 return 0;
1559 1532
1560 /* If we are a multi part object, lets work our way through the check 1533 /* If we are a multi part object, let's work our way through the check
1561 * walk on's. 1534 * walk on's.
1562 */ 1535 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1536 for (object *tmp = op->more; tmp; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1537 if (check_move_on (tmp, originator, flag))
1565 return NULL; 1538 return 0;
1566 } 1539 }
1540
1567 return op; 1541 return op;
1568} 1542}
1569 1543
1570/* this function inserts an object in the map, but if it 1544/* 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. 1545 * 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. 1546 * op is the object to insert it under: supplies x and the map.
1573 */ 1547 */
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548void
1575 object *tmp; 1549replace_insert_ob_in_map (shstr_tmp archname, object *op)
1576 object *tmp1; 1550{
1577
1578 /* first search for itself and remove any old instances */ 1551 /* first search for itself and remove any old instances */
1579 1552
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1554 if (tmp->arch->archname == archname) /* same archetype */
1582 remove_ob(tmp); 1555 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1556
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1557 object *tmp = archetype::find (archname)->instance ();
1588 1558
1589 1559 tmp->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1560 tmp->y = op->y;
1561
1591 insert_ob_in_map(tmp1,op->map,op,0); 1562 insert_ob_in_map (tmp, op->map, op, 0);
1592} 1563}
1593 1564
1594/* 1565object *
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1566object::insert_at (object *where, object *originator, int flags)
1596 * is returned contains nr objects, and the remaining parts contains 1567{
1597 * the rest (or is removed and freed if that number is 0). 1568 if (where->env)
1598 * On failure, NULL is returned, and the reason put into the 1569 return where->env->insert (this);
1599 * global static errmsg array. 1570 else
1600 */ 1571 return where->map->insert (this, where->x, where->y, originator, flags);
1572}
1601 1573
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1574// check whether we can put this into the map, respect max_volume, max_items
1603 object *newob; 1575bool
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1576object::can_drop_at (maptile *m, int x, int y, object *originator)
1577{
1578 mapspace &ms = m->at (x, y);
1605 1579
1606 if(orig_ob->nrof<nr) { 1580 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 1581
1582 if (!items // testing !items ensures we can drop at least one item
1583 || (items < m->max_items
1584 && ms.volume () < m->max_volume))
1629 return newob; 1585 return true;
1630}
1631 1586
1587 if (originator)
1588 originator->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1590 query_name ()
1591 );
1592
1593 return false;
1594}
1595
1632/* 1596/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1597 * decrease(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1598 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1599 * is subsequently removed and freed.
1636 * 1600 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1601 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1602 */
1639 1603bool
1640object *decrease_ob_nr (object *op, uint32 i) 1604object::decrease (sint32 nr)
1641{ 1605{
1642 object *tmp; 1606 if (!nr)
1643 player *pl; 1607 return true;
1644 1608
1645 if (i == 0) /* objects with op->nrof require this check */ 1609 nr = min (nr, nrof);
1610
1611 if (nrof > nr)
1612 {
1613 weight_t oweight = total_weight ();
1614
1615 nrof -= nr;
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 adjust_weight (env, oweight, total_weight ());
1621
1622 return true;
1623 }
1624 else
1625 {
1626 destroy ();
1627 return false;
1628 }
1629}
1630
1631/*
1632 * split(ob,nr) splits up ob into two parts. The part which
1633 * is returned contains nr objects, and the remaining parts contains
1634 * the rest (or is removed and returned if that number is 0).
1635 * On failure, NULL is returned.
1636 */
1637object *
1638object::split (sint32 nr)
1639{
1640 int have = number_of ();
1641
1642 if (have < nr)
1643 return 0;
1644 else if (have == nr)
1645 {
1646 remove ();
1647 return this;
1648 }
1649 else
1650 {
1651 decrease (nr);
1652
1653 object *op = deep_clone ();
1654 op->nrof = nr;
1646 return op; 1655 return op;
1647
1648 if (i > op->nrof)
1649 i = op->nrof;
1650
1651 if (QUERY_FLAG (op, FLAG_REMOVED))
1652 { 1656 }
1653 op->nrof -= i; 1657}
1658
1659object *
1660insert_ob_in_ob (object *op, object *where)
1661{
1662 if (!where)
1654 } 1663 {
1655 else if (op->env != NULL) 1664 char *dump = dump_object (op);
1656 { 1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 /* is this object in the players inventory, or sub container 1666 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; 1667 return op;
1710 } else { 1668 }
1711 free_object (op); 1669
1712 return NULL; 1670 if (where->head_ () != where)
1713 } 1671 {
1714} 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1715 1673 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 } 1674 }
1729}
1730 1675
1676 return where->insert (op);
1677}
1678
1731/* 1679/*
1732 * insert_ob_in_ob(op,environment): 1680 * env->insert (op)
1733 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1734 * inside the object environment. 1682 * inside the object environment.
1735 * 1683 *
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 1684 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1743 */ 1686 */
1744 1687object *
1745object *insert_ob_in_ob(object *op,object *where) { 1688object::insert (object *op)
1746 object *tmp, *otmp; 1689{
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) { 1690 if (op->more)
1691 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1692 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1693 return op;
1767 } 1694 }
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1695
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1696 op->remove ();
1697
1698 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1699
1770 if(op->nrof) { 1700 if (op->nrof)
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1701 for (object *tmp = inv; tmp; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1702 if (object::can_merge (tmp, op))
1703 {
1773 /* return the original object and remove inserted object 1704 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1705 (client prefers the original object) */
1706
1707 // carrying must be 0 for mergable objects
1708 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1709
1775 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1711
1777 * tmp->nrof, we need to increase the weight. 1712 if (object *pl = tmp->visible_to ())
1778 */ 1713 esrv_update_item (UPD_NROF, pl, tmp);
1779 add_weight (where, op->weight*op->nrof); 1714
1780 SET_FLAG(op, FLAG_REMOVED); 1715 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1781 free_object(op); /* free the inserted object */ 1716
1717 op->destroy ();
1782 op = tmp; 1718 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1719 goto inserted;
1784 CLEAR_FLAG(op, FLAG_REMOVED);
1785 break;
1786 } 1720 }
1787 1721
1788 /* I assume combined objects have no inventory 1722 op->owner = 0; // it's his/hers now. period.
1789 * We add the weight - this object could have just been removed 1723 op->map = 0;
1790 * (if it was possible to merge). calling remove_ob will subtract 1724 op->x = 0;
1791 * the weight, so we need to add it in again, since we actually do 1725 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 1726
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; 1727 op->above = 0;
1807 op->below=NULL; 1728 op->below = inv;
1808 op->x=0,op->y=0; 1729 op->env = this;
1809 1730
1731 if (inv)
1732 inv->above = op;
1733
1734 inv = op;
1735
1736 op->flag [FLAG_REMOVED] = 0;
1737
1738 if (object *pl = op->visible_to ())
1739 esrv_send_item (pl, op);
1740
1741 adjust_weight (this, 0, op->total_weight ());
1742
1743inserted:
1810 /* reset the light list and los of the players on the map */ 1744 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1745 if (op->glow_radius && is_on_map ())
1812 { 1746 {
1813#ifdef DEBUG_LIGHTS 1747 update_stats ();
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1748 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 } 1749 }
1750 else if (is_player ())
1751 // if this is a player's inventory, update stats
1752 contr->queue_stats_update ();
1819 1753
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1754 INVOKE_OBJECT (INSERT, this);
1821 * It sure simplifies this function... 1755
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; 1756 return op;
1831} 1757}
1832 1758
1833/* 1759/*
1834 * Checks if any objects has a move_type that matches objects 1760 * Checks if any objects has a move_type that matches objects
1848 * 1774 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * 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 1776 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1777 * on top.
1852 */ 1778 */
1853 1779int
1854int check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator, int flags)
1855{ 1781{
1782 if (op->flag [FLAG_NO_APPLY])
1783 return 0;
1784
1856 object *tmp; 1785 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1786 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1787 int x = op->x, y = op->y;
1860 MoveType move_on, move_slow, move_block;
1861 1788
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1789 mapspace &ms = m->at (x, y);
1863 return 0;
1864 1790
1865 tag = op->count; 1791 ms.update ();
1866 1792
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1793 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1794 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1795 MoveType move_block = ms.move_block;
1870 1796
1871 /* if nothing on this space will slow op down or be applied, 1797 /* 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 1798 * 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 1799 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1800 * as walking.
1875 */ 1801 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1802 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1803 return 0;
1878 1804
1879 /* This is basically inverse logic of that below - basically, 1805 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1806 * 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 1807 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1808 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1809 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1810 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; 1811 return 0;
1886 1812
1887 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1889 */ 1815 */
1890 1816 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 } 1817 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1818 next = tmp->below;
1819
1820 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1821 continue; /* Can't apply yourself */
1901 1822
1902 /* Check to see if one of the movement types should be slowed down. 1823 /* 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 1824 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1825 * (~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 1826 * 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. 1827 * swim on that space, can't use it to avoid the penalty.
1907 */ 1828 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1829 if (!op->flag [FLAG_WIZPASS])
1830 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1831 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)) { 1832 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 1833 {
1913 float diff;
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1834 float diff = tmp->move_slow_penalty * fabs (op->speed);
1916 if (op->type == PLAYER) { 1835
1836 if (op->is_player ())
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1837 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))) { 1838 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1839 diff /= 4.0;
1920 } 1840
1921 }
1922 op->speed_left -= diff; 1841 op->speed_left -= diff;
1923 } 1842 }
1924 } 1843 }
1925 1844
1926 /* Basically same logic as above, except now for actual apply. */ 1845 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1846 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)) { 1847 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1848 {
1849 if ((flags & INS_NO_AUTO_EXIT)
1850 && (tmp->type == EXIT || tmp->type == TELEPORTER
1851 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1852 continue;
1930 1853
1931 move_apply(tmp, op, originator); 1854 move_apply (tmp, op, originator);
1855
1932 if (was_destroyed (op, tag)) 1856 if (op->destroyed ())
1933 return 1; 1857 return 1;
1934 1858
1935 /* what the person/creature stepped onto has moved the object 1859 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1860 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1861 * have a feeling strange problems would result.
1938 */ 1862 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1863 if (op->map != m || op->x != x || op->y != y)
1864 return 0;
1940 } 1865 }
1941 } 1866 }
1867
1942 return 0; 1868 return 0;
1943} 1869}
1944 1870
1945/* 1871/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1872 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1873 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1949 */ 1875 */
1950 1876object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1877present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1878{
1953 if(m==NULL || out_of_map(m,x,y)) { 1879 if (!m || out_of_map (m, x, y))
1880 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1881 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1882 return NULL;
1956 } 1883 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1884
1958 if(tmp->arch == at) 1885 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1886 if (tmp->arch->archname == at->archname)
1959 return tmp; 1887 return tmp;
1888
1960 return NULL; 1889 return NULL;
1961} 1890}
1962 1891
1963/* 1892/*
1964 * present(type, map, x, y) searches for any objects with 1893 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1894 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
1967 */ 1896 */
1968 1897object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1898present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1899{
1971 if(out_of_map(m,x,y)) { 1900 if (out_of_map (m, x, y))
1901 {
1972 LOG(llevError,"Present called outside map.\n"); 1902 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1903 return NULL;
1974 } 1904 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1905
1906 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1907 if (tmp->type == type)
1977 return tmp; 1908 return tmp;
1909
1978 return NULL; 1910 return NULL;
1979} 1911}
1980 1912
1981/* 1913/*
1982 * present_in_ob(type, object) searches for any objects with 1914 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1915 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1985 */ 1917 */
1986 1918object *
1987object *present_in_ob(unsigned char type, const object *op) { 1919present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1920{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1922 if (tmp->type == type)
1991 return tmp; 1923 return tmp;
1924
1992 return NULL; 1925 return NULL;
1993} 1926}
1994 1927
1995/* 1928/*
1996 * present_in_ob (type, str, object) searches for any objects with 1929 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1937 * 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 1938 * 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 1939 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1940 * to be unique.
2008 */ 1941 */
2009 1942object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1943present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1944{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1946 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1947 return tmp;
2016 } 1948
2017 return NULL; 1949 return 0;
2018} 1950}
2019 1951
2020/* 1952/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1953 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1954 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1955 * The first matching object is returned, or NULL if none.
2024 */ 1956 */
2025 1957object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1958present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1959{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1960 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2029 if( tmp->arch == at) 1961 if (tmp->arch->archname == at->archname)
2030 return tmp; 1962 return tmp;
1963
2031 return NULL; 1964 return NULL;
2032} 1965}
2033 1966
2034/* 1967/*
2035 * activate recursively a flag on an object inventory 1968 * activate recursively a flag on an object inventory
2036 */ 1969 */
1970void
2037void flag_inv(object*op, int flag){ 1971flag_inv (object *op, int flag)
2038 object *tmp; 1972{
2039 if(op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1973 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 SET_FLAG(tmp, flag); 1974 {
1975 tmp->set_flag (flag);
2042 flag_inv(tmp,flag); 1976 flag_inv (tmp, flag);
2043 } 1977 }
1978}
1979
2044}/* 1980/*
2045 * desactivate recursively a flag on an object inventory 1981 * deactivate recursively a flag on an object inventory
2046 */ 1982 */
1983void
2047void unflag_inv(object*op, int flag){ 1984unflag_inv (object *op, int flag)
2048 object *tmp; 1985{
2049 if(op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1986 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2051 CLEAR_FLAG(tmp, flag); 1987 {
1988 tmp->clr_flag (flag);
2052 unflag_inv(tmp,flag); 1989 unflag_inv (tmp, flag);
2053 } 1990 }
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} 1991}
2067 1992
2068/* 1993/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * 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 1995 * a spot at the given map and coordinates which will be able to contain
2072 * to search (see the freearr_x/y[] definition). 1997 * to search (see the freearr_x/y[] definition).
2073 * It returns a random choice among the alternatives found. 1998 * 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 1999 * 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 2000 * 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) 2001 * 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 2002 * Note: This function does correctly handle tiled maps, but does not
2081 * inform the caller. However, insert_ob_in_map will update as 2003 * inform the caller. However, insert_ob_in_map will update as
2082 * necessary, so the caller shouldn't need to do any special work. 2004 * 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 2005 * 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 2006 * 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 2007 * 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 2008 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2009 * customized, changed states, etc.
2088 */ 2010 */
2089 2011int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2091 int i,index=0, flag; 2013{
2092 static int altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2015 int index = 0;
2093 2016
2094 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2018 {
2096 if(!flag) 2019 mapxy pos (m, x, y); pos.move (i);
2020
2021 if (!pos.normalise ())
2022 continue;
2023
2024 mapspace &ms = *pos;
2025
2026 if (ms.flags () & P_IS_ALIVE)
2027 continue;
2028
2029 /* However, often
2030 * ob doesn't have any move type (when used to place exits)
2031 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2032 */
2033 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2034 {
2097 altern[index++]=i; 2035 altern [index++] = i;
2036 continue;
2037 }
2098 2038
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* 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. 2040 * 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 - 2041 * 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 2042 * 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 2043 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2106 */ 2046 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2047 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2048 {
2108 stop=maxfree[i]; 2049 stop = maxfree[i];
2109 } 2050 continue;
2110 if(!index) return -1; 2051 }
2111 return altern[RANDOM()%index];
2112}
2113 2052
2053 /* Note it is intentional that we check ob - the movement type of the
2054 * head of the object should correspond for the entire object.
2055 */
2056 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2057 continue;
2058
2059 if (ob->blocked (pos.m, pos.x, pos.y))
2060 continue;
2061
2062 altern [index++] = i;
2063 }
2064
2065 if (!index)
2066 return -1;
2067
2068 return altern [rndm (index)];
2069}
2070
2114/* 2071/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2072 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2073 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2074 * 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. 2075 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2076 */
2120 2077int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2078find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2079{
2123 for(i=0;i<SIZEOFFREE;i++) { 2080 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2081 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2125 return i; 2082 return i;
2126 } 2083
2127 return -1; 2084 return -1;
2128} 2085}
2129 2086
2130/* 2087/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2088 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2089 * arr[begin..end-1].
2090 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2091 */
2092static void
2134static void permute(int *arr, int begin, int end) 2093permute (int *arr, int begin, int end)
2135{ 2094{
2136 int i, j, tmp, len; 2095 arr += begin;
2096 end -= begin;
2137 2097
2138 len = end-begin; 2098 while (--end)
2139 for(i = begin; i < end; i++) 2099 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} 2100}
2148 2101
2149/* new function to make monster searching more efficient, and effective! 2102/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2103 * 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 2104 * 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 2105 * 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 2106 * 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. 2107 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2108 */
2109void
2156void get_search_arr(int *search_arr) 2110get_search_arr (int *search_arr)
2157{ 2111{
2158 int i; 2112 int i;
2159 2113
2160 for(i = 0; i < SIZEOFFREE; i++) 2114 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2115 search_arr[i] = i;
2163 }
2164 2116
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2117 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2118 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2119 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2120}
2169 2121
2170/* 2122/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2123 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2124 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2129 * 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 2130 * 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 2131 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2132 * there is capable of.
2181 */ 2133 */
2182 2134int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2135find_dir (maptile *m, int x, int y, object *exclude)
2136{
2184 int i,max=SIZEOFFREE, mflags; 2137 int max = SIZEOFFREE;
2185 sint16 nx, ny;
2186 object *tmp;
2187 mapstruct *mp;
2188 MoveType blocked, move_type; 2138 MoveType move_type;
2189 2139
2190 if (exclude && exclude->head) { 2140 if (exclude && exclude->head_ () != exclude)
2141 {
2191 exclude = exclude->head; 2142 exclude = exclude->head;
2192 move_type = exclude->move_type; 2143 move_type = exclude->move_type;
2193 } else { 2144 }
2145 else
2146 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2147 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2148 move_type = MOVE_ALL;
2149 }
2150
2151 for (int i = 1; i < max; i++)
2196 } 2152 {
2153 mapxy pos (m, x, y);
2154 pos.move (i);
2197 2155
2198 for(i=1;i<max;i++) { 2156 if (!pos.normalise ())
2199 mp = m;
2200 nx = x + freearr_x[i]; 2157 max = maxfree[i];
2201 ny = y + freearr_y[i]; 2158 else
2159 {
2160 mapspace &ms = *pos;
2202 2161
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2162 if ((move_type & ms.move_block) == move_type)
2204 if (mflags & P_OUT_OF_MAP) {
2205 max = maxfree[i]; 2163 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) { 2164 else if (ms.flags () & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2165 {
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2166 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2167 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2215 break;
2216 }
2217 }
2218 if(tmp) {
2219 return freedir[i]; 2169 return freedir [i];
2220 }
2221 } 2170 }
2222 } 2171 }
2223 } 2172 }
2173
2224 return 0; 2174 return 0;
2225} 2175}
2226 2176
2227/* 2177/*
2228 * distance(object 1, object 2) will return the square of the 2178 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2179 * distance between the two given objects.
2230 */ 2180 */
2231 2181int
2232int distance(const object *ob1, const object *ob2) { 2182distance (const object *ob1, const object *ob2)
2233 int i; 2183{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2184 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} 2185}
2238 2186
2239/* 2187/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2188 * 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 2189 * for running into direct [dx, dy].
2242 * object, needs to travel toward it. 2190 * (the opposite of crossfire's find_dir_2!)
2243 */ 2191 */
2244 2192int
2245int find_dir_2(int x, int y) { 2193find_dir_2 (int x, int y)
2194{
2195#if 1 // new algorithm
2196 // this works by putting x, y into 16 sectors, which
2197 // are not equal sized, but are a better approximation
2198 // then the old algorithm, and then using a mapping
2199 // table to map it into a direction value.
2200 // basically, it maps these comparisons to each bit
2201 // bit #3: x < 0
2202 // bit #2: y < 0
2203 // bit #1: x > y
2204 // bit #0: x > 2y
2205
2206 static const uint8 dir[16] = {
2207 4, 5, 4, 3,
2208 2, 1, 2, 3,
2209 6, 5, 6, 7,
2210 8, 1, 8, 7,
2211 };
2212 int sector = 0;
2213
2214 // this is a bit ugly, but more likely to result in branchless code
2215 sector |= x < 0 ? 8 : 0;
2216 x = x < 0 ? -x : x; // abs
2217
2218 sector |= y < 0 ? 4 : 0;
2219 y = y < 0 ? -y : y; // abs
2220
2221 if (x > y)
2222 {
2223 sector |= 2;
2224
2225 if (x > y * 2)
2226 sector |= 1;
2227 }
2228 else
2229 {
2230 if (y > x * 2)
2231 sector |= 1;
2232 else if (!y)
2233 return 0; // x == 0 here
2234 }
2235
2236 return dir [sector];
2237#else // old algorithm
2246 int q; 2238 int q;
2247 2239
2248 if(y) 2240 if (y)
2249 q=x*100/y; 2241 q = 128 * x / y;
2250 else if (x) 2242 else if (x)
2251 q= -300*x; 2243 q = -512 * x; // to make it > 309
2252 else 2244 else
2253 return 0; 2245 return 0;
2254 2246
2255 if(y>0) { 2247 if (y > 0)
2256 if(q < -242) 2248 {
2249 if (q < -309) return 7;
2250 if (q < -52) return 6;
2251 if (q < 52) return 5;
2252 if (q < 309) return 4;
2253
2257 return 3 ; 2254 return 3;
2258 if (q < -41) 2255 }
2256 else
2257 {
2258 if (q < -309) return 3;
2259 if (q < -52) return 2;
2260 if (q < 52) return 1;
2261 if (q < 309) return 8;
2262
2259 return 2 ; 2263 return 7;
2260 if (q < 41)
2261 return 1 ;
2262 if (q < 242)
2263 return 8 ;
2264 return 7 ;
2265 } 2264 }
2266 2265#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} 2266}
2290 2267
2291/* 2268/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2269 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2270 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2271 */
2295 2272int
2296int dirdiff(int dir1, int dir2) { 2273dirdiff (int dir1, int dir2)
2297 int d; 2274{
2298 d = abs(dir1 - dir2); 2275 int d = abs (dir1 - dir2);
2299 if(d>4) 2276
2300 d = 8 - d; 2277 return d > 4 ? 8 - d : d;
2301 return d;
2302} 2278}
2303 2279
2304/* peterm: 2280/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2281 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2306 * Basically, this is a table of directions, and what directions 2282 * Basically, this is a table of directions, and what directions
2308 * This basically means that if direction is 15, then it could either go 2284 * 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. 2285 * 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 2286 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2287 * functions.
2312 */ 2288 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2289static const int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2290 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2291 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2292 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2293 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2294 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2295 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2296 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2297 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2298 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2299 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2300 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2301 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2302 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2303 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2304 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2305 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2306 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2307 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2308 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2309 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2310 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2311 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2312 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2313 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2314 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2315 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2316 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2317 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2318 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2319 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2320 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2321 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2322 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2323 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2324 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2325 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2326 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2327 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2328 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2329 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2330 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2331 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2332 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2333 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2334 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2335 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2336 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2337 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2338 {24, 9, -1}
2339}; /* 48 */
2364 2340
2365/* Recursive routine to step back and see if we can 2341/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2342 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2343 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2344 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2345 * Modified to be map tile aware -.MSW
2370 */ 2346 */
2371 2347int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2348can_see_monsterP (maptile *m, int x, int y, int dir)
2349{
2374 sint16 dx, dy; 2350 sint16 dx, dy;
2375 int mflags; 2351 int mflags;
2376 2352
2353 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2354 return 0; /* exit condition: invalid direction */
2378 2355
2379 dx = x + freearr_x[dir]; 2356 dx = x + DIRX (dir);
2380 dy = y + freearr_y[dir]; 2357 dy = y + DIRY (dir);
2381 2358
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2359 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2360
2384 /* This functional arguably was incorrect before - it was 2361 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2362 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2363 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2364 * 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 2365 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2366 * at least its move type.
2390 */ 2367 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2368 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2369 return 0;
2392 2370
2393 /* yes, can see. */ 2371 /* yes, can see. */
2394 if(dir < 9) return 1; 2372 if (dir < 9)
2373 return 1;
2374
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2375 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2376 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2377 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2378}
2399 2379
2400
2401
2402/* 2380/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2381 * 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 2382 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2383 * picked up, otherwise 0.
2406 * 2384 *
2407 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2385 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2408 * core dumps if they do. 2386 * core dumps if they do.
2409 * 2387 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2388 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2389 */
2412 2390int
2413int can_pick(const object *who, const object *item) { 2391can_pick (const object *who, const object *item)
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2392{
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2393 return /*who->flag [FLAG_WIZ]|| */
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2394 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2417 (who->type==PLAYER||item->weight<who->weight/3)); 2395 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2418} 2396}
2419 2397
2398//-GPL
2420 2399
2421/* 2400/*
2422 * create clone from object to another 2401 * create clone from object to another
2423 */ 2402 */
2424object *object_create_clone (object *asrc) { 2403object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2404object::deep_clone ()
2405{
2406 assert (("deep_clone called on non-head object", is_head ()));
2426 2407
2427 if(!asrc) return NULL; 2408 object *dst = clone ();
2428 src = asrc;
2429 if(src->head)
2430 src = src->head;
2431 2409
2432 prev = NULL; 2410 object *prev = dst;
2433 for(part = src; part; part = part->more) { 2411 for (object *part = this->more; part; part = part->more)
2434 tmp = get_object(); 2412 {
2435 copy_object(part,tmp); 2413 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; 2414 tmp->head = dst;
2443 }
2444 tmp->more = NULL;
2445 if(prev)
2446 prev->more = tmp; 2415 prev->more = tmp;
2447 prev = tmp; 2416 prev = tmp;
2448 } 2417 }
2449 /*** copy inventory ***/ 2418
2450 for(item = src->inv; item; item = item->below) { 2419 for (object *item = inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2420 insert_ob_in_ob (item->deep_clone (), dst);
2452 }
2453 2421
2454 return dst; 2422 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} 2423}
2497 2424
2498/* This returns the first object in who's inventory that 2425/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2426 * has the same type and subtype match.
2500 * returns NULL if no match. 2427 * returns NULL if no match.
2501 */ 2428 */
2429object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2430find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2431{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2432 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2433 if (tmp->type == type && tmp->subtype == subtype)
2434 return tmp;
2508 2435
2509 return NULL; 2436 return 0;
2510} 2437}
2511 2438
2512/* If ob has a field named key, return the link from the list, 2439/* Zero the key_values on op, decrementing the shared-string
2513 * otherwise return NULL. 2440 * refcounts and freeing the links.
2514 * 2441 */
2515 * key must be a passed in shared string - otherwise, this won't 2442void
2516 * do the desired thing. 2443key_values::clear ()
2517 */ 2444{
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2445 for (key_value *kvp = first; kvp; )
2519 key_value * link;
2520 2446 {
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2447 key_value *next = kvp->next;
2448 delete kvp;
2449 kvp = next;
2450 }
2451
2452 first = 0;
2453}
2454
2455shstr_tmp
2456key_values::get (shstr_tmp key) const
2457{
2458 for (key_value *kv = first; kv; kv = kv->next)
2522 if (link->key == key) { 2459 if (kv->key == key)
2460 return kv->value;
2461
2462 return shstr ();
2463}
2464
2465void
2466key_values::add (shstr_tmp key, shstr_tmp value)
2467{
2468 key_value *kv = new key_value;
2469
2470 kv->next = first;
2471 kv->key = key;
2472 kv->value = value;
2473
2474 first = kv;
2475}
2476
2477void
2478key_values::set (shstr_tmp key, shstr_tmp value)
2479{
2480 for (key_value *kv = first; kv; kv = kv->next)
2481 if (kv->key == key)
2482 {
2483 kv->value = value;
2523 return link; 2484 return;
2485 }
2486
2487 add (key, value);
2488}
2489
2490void
2491key_values::del (shstr_tmp key)
2492{
2493 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2494 if ((*kvp)->key == key)
2495 {
2496 key_value *kv = *kvp;
2497 *kvp = (*kvp)->next;
2498 delete kv;
2499 return;
2500 }
2501}
2502
2503void
2504key_values::reverse ()
2505{
2506 key_value *prev = 0;
2507 key_value *head = first;
2508
2509 while (head)
2510 {
2511 key_value *node = head;
2512 head = head->next;
2513 node->next = prev;
2514 prev = node;
2515 }
2516
2517 first = prev;
2518}
2519
2520key_values &
2521key_values::operator =(const key_values &kv)
2522{
2523 clear ();
2524
2525 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2526 add (kvp->key, kvp->value);
2527
2528 reverse ();
2529}
2530
2531object::depth_iterator::depth_iterator (object *container)
2532: iterator_base (container)
2533{
2534 while (item->inv)
2535 item = item->inv;
2536}
2537
2538void
2539object::depth_iterator::next ()
2540{
2541 if (item->below)
2542 {
2543 item = item->below;
2544
2545 while (item->inv)
2546 item = item->inv;
2547 }
2548 else
2549 item = item->env;
2550}
2551
2552const char *
2553object::flag_desc (char *desc, int len) const
2554{
2555 char *p = desc;
2556 bool first = true;
2557
2558 *p = 0;
2559
2560 for (int i = 0; i < NUM_FLAGS; i++)
2561 {
2562 if (len <= 10) // magic constant!
2563 {
2564 snprintf (p, len, ",...");
2565 break;
2524 } 2566 }
2525 }
2526
2527 return NULL;
2528}
2529 2567
2530/* 2568 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 */ 2569 {
2549 return NULL; 2570 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 } 2571 len -= cnt;
2551 2572 p += cnt;
2552 /* This is copied from get_ob_key_link() above - 2573 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 } 2574 }
2559 } 2575 }
2576
2577 return desc;
2578}
2579
2580// return a suitable string describing an object in enough detail to find it
2581const char *
2582object::debug_desc (char *info) const
2583{
2584 char flagdesc[512];
2585 char info2[256 * 4];
2586 char *p = info;
2587
2588 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2589 count,
2590 uuid.c_str (),
2591 &name,
2592 title ? ",title:\"" : "",
2593 title ? (const char *)title : "",
2594 title ? "\"" : "",
2595 flag_desc (flagdesc, 512), type);
2596
2597 if (!flag[FLAG_REMOVED] && env)
2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2599
2600 if (map)
2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2602
2603 return info;
2604}
2605
2606const char *
2607object::debug_desc () const
2608{
2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2612 return debug_desc (info [++info_idx % 3]);
2613}
2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622//+GPL
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2560 return NULL; 2628 return;
2561}
2562 2629
2630 object *old_container = container;
2563 2631
2564/* 2632 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 2633 {
2577 for (field=op->key_values; field != NULL; field=field->next) { 2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2578 if (field->key != canonical_key) { 2635 return;
2579 last = field; 2636
2580 continue; 2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 // make sure the container is available
2645 esrv_send_item (this, old_container);
2646
2647 old_container->flag [FLAG_APPLIED] = false;
2648 container = 0;
2649
2650 // client needs item update to make it work, client bug requires this to be separate
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = new_container->other_arch->instance ();
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2581 } 2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2674
2675 // make sure the container is available, client bug requires this to be separate
2676 esrv_send_item (this, new_container);
2677
2678 new_container->flag [FLAG_APPLIED] = true;
2679 container = new_container;
2680
2681 // client needs flag change
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 play_sound (sound_find ("chest_open"));
2582 2685 }
2583 if (value) 2686// else if (!old_container->env && contr && contr->ns)
2584 field->value = value; 2687// contr->ns->floorbox_reset ();
2585 else { 2688}
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 2689
2598 delete field; 2690//-GPL
2599 }
2600 }
2601 return TRUE;
2602 }
2603 /* IF we get here, key doesn't exist */
2604 2691
2605 /* No field, we'll have to add it. */ 2692// prefetch some flat area around the player
2693static void
2694prefetch_surrounding_area (object *op, maptile *map, int range)
2695{
2696 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2697 op->x - range , op->y - range ,
2698 op->x + range + 1, op->y + range + 1);
2699 rect->m;
2700 ++rect)
2606 2701 {
2607 if (!add_key) { 2702 rect->m->touch ();
2608 return FALSE; 2703 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 2704 }
2618 field = new key_value; 2705}
2706
2707// prefetch a generous area around the player, also up and down
2708void
2709object::prefetch_surrounding_maps ()
2710{
2711 prefetch_surrounding_area (this, map, 40);
2712
2713 if (maptile *m = map->tile_available (TILE_DOWN))
2714 prefetch_surrounding_area (this, m, 20);
2715
2716 if (maptile *m = map->tile_available (TILE_UP))
2717 prefetch_surrounding_area (this, m, 20);
2718}
2719
2720//+GPL
2721
2722object *
2723object::force_find (shstr_tmp name)
2724{
2725 /* cycle through his inventory to look for the MARK we want to
2726 * place
2727 */
2728 for (object *tmp = inv; tmp; tmp = tmp->below)
2729 if (tmp->type == FORCE && tmp->slaying == name)
2730 return splay (tmp);
2731
2732 return 0;
2733}
2734
2735void
2736object::force_set_timer (int duration)
2737{
2738 this->duration = 1;
2739 this->speed_left = -1.f;
2740
2741 this->set_speed (duration ? 1.f / duration : 0.f);
2742}
2743
2744object *
2745object::force_add (shstr_tmp name, int duration)
2746{
2747 if (object *force = force_find (name))
2748 force->destroy ();
2749
2750 object *force = archetype::get (FORCE_NAME);
2751
2752 force->slaying = name;
2753 force->force_set_timer (duration);
2754 force->flag [FLAG_APPLIED] = true;
2755
2756 return insert (force);
2757}
2758
2759void
2760object::play_sound (faceidx sound) const
2761{
2762 if (!sound)
2763 return;
2764
2765 if (is_on_map ())
2766 map->play_sound (sound, x, y);
2767 else if (object *pl = in_player ())
2768 pl->contr->play_sound (sound);
2769}
2770
2771void
2772object::say_msg (const char *msg) const
2773{
2774 if (is_on_map ())
2775 map->say_msg (msg, x, y);
2776 else if (object *pl = in_player ())
2777 pl->contr->play_sound (sound);
2778}
2779
2780void
2781object::make_noise ()
2782{
2783 // we do not model noise in the map, so instead put
2784 // a temporary light into the noise source
2785 // could use the map instead, but that's less reliable for our
2786 // goal, which is to make invisibility a bit harder to exploit
2787
2788 // currently only works sensibly for players
2789 if (!is_player ())
2790 return;
2791
2792 // find old force, or create new one
2793 object *force = force_find (shstr_noise_force);
2794
2795 if (force)
2796 force->speed_left = -1.f; // patch old speed up
2797 else
2619 2798 {
2620 field->key = canonical_key; 2799 force = archetype::get (shstr_noise_force);
2621 field->value = value; 2800
2622 /* Usual prepend-addition. */ 2801 force->slaying = shstr_noise_force;
2623 field->next = op->key_values; 2802 force->stats.food = 1;
2624 op->key_values = field; 2803 force->speed_left = -1.f;
2804
2805 force->set_speed (1.f / 4.f);
2806 force->flag [FLAG_IS_USED_UP] = true;
2807 force->flag [FLAG_APPLIED] = true;
2808
2809 insert (force);
2625 2810 }
2811}
2812
2813void object::change_move_type (MoveType mt)
2814{
2815 if (move_type == mt)
2816 return;
2817
2818 if (is_on_map ())
2819 {
2820 // we are on the map, so handle move_on/off effects
2821 remove ();
2822 move_type = mt;
2823 map->insert (this, x, y, this);
2824 }
2825 else
2826 move_type = mt;
2827}
2828
2829/* object should be a player.
2830 * we return the object the player has marked with the 'mark' command
2831 * below. If no match is found (or object has changed), we return
2832 * NULL. We leave it up to the calling function to print messages if
2833 * nothing is found.
2834 */
2835object *
2836object::mark () const
2837{
2838 if (contr && contr->mark && contr->mark->env == this)
2839 return contr->mark;
2840 else
2626 return TRUE; 2841 return 0;
2627} 2842}
2628 2843
2629/* 2844// put marked object first in the inventory
2630 * Updates the key in op to value. 2845// this is used by identify-like spells so players can influence
2631 * 2846// the order a bit.
2632 * If add_key is FALSE, this will only update existing keys, 2847void
2633 * and not add new ones. 2848object::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{ 2849{
2640 shstr key_ (key); 2850 if (object *marked = mark ())
2641 return set_ob_key_value_s (op, key_, value, add_key); 2851 splay (marked);
2642} 2852}
2853

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