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Comparing deliantra/server/common/object.C (file contents):
Revision 1.17 by root, Mon Sep 4 17:27:13 2006 UTC vs.
Revision 1.337 by root, Thu May 6 21:45:49 2010 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 1.17 2006/09/04 17:27:13 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
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> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
47short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
48 {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, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55};
50short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
51 {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, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 61};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
56int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76static void
77write_uuid (uval64 skip, bool sync)
78{
79 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip));
81 CALL_ARG_SV (boolSV (sync));
82 CALL_CALL ("cf::write_uuid", G_DISCARD);
83 CALL_END;
84}
85
86static void
87read_uuid ()
88{
89 char filename[MAX_BUF];
90
91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
94
95 FILE *fp;
96
97 if (!(fp = fopen (filename, "r")))
98 {
99 if (errno == ENOENT)
100 {
101 LOG (llevInfo, "RESET uid to 1\n");
102 UUID::cur.seq = 0;
103 write_uuid (UUID_GAP, true);
104 return;
105 }
106
107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108 _exit (1);
109 }
110
111 char buf [UUID::MAX_LEN];
112 buf[0] = 0;
113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
116 {
117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 _exit (1);
119 }
120
121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
124 fclose (fp);
125}
126
127UUID
128UUID::gen ()
129{
130 UUID uid;
131
132 uid.seq = ++cur.seq;
133
134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
140
141 return uid;
142}
143
144void
145UUID::init ()
146{
147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
60 214
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 217compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 218{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
68 */ 222 */
69 223
70 /* For each field in wants, */ 224 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
72 key_value * has_field; 226 if (has->kv_get (kv->key) != kv->value)
73 227 return false;
74 /* Look for a field in has with the same key. */ 228
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 230 return true;
93} 231}
94 232
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
234static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 235compare_ob_value_lists (const object *ob1, const object *ob2)
236{
97 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
99 */ 239 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
101} 242}
102 243
103/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 245 * they can be merged together.
105 * 246 *
106 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
109 * 250 *
110 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
111 * 252 *
112 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
113 * check weight 254 * check weight
114 */ 255 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
118{ 257{
119 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 264 return 0;
122 265
123 if (ob1->speed != ob2->speed) 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 269 return 0;
125 270
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 275 * flags lose any meaning.
138 */ 276 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
141 279
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
144 282
145 283 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 303 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 304 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 308 return 0;
179 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
180 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
182 */ 319 */
183 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
184 { 321 {
185 /* if one object has inventory but the other doesn't, not equiv */
186 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
187 return 0;
188
189 /* Now check to see if the two inventory objects could merge */
190 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
191 return 0; 323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
192 330
193 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 332 * if it is valid.
195 */ 333 */
196 } 334 }
197 335
198 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
199 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
200 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
201 */ 339 */
202 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
203 return 0; 341 return 0;
204 342
205 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
207 * check? 345 * check?
208 */ 346 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 348 return 0;
212 349
213 switch (ob1->type) 350 switch (ob1->type)
214 { 351 {
215 case SCROLL: 352 case SCROLL:
216 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
217 return 0; 354 return 0;
218 break; 355 break;
219 } 356 }
220 357
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
222 { 359 {
223 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 363
227 else if (!compare_ob_value_lists (ob1, ob2)) 364 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 365 return 0;
229 } 366 }
230 367
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
233 { 369 {
234 ob1->optimise (); 370 ob1->optimise ();
235 ob2->optimise (); 371 ob2->optimise ();
236 372
237 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
238 return 0; 374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
239 } 387 }
240 388
241 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
242 return 1; 390 return 1;
243} 391}
392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static uint32
432weight_adjust_for (object *op, uint32 weight)
433{
434 return op->type == CONTAINER
435 ? weight - weight * op->stats.Str / 100
436 : weight;
437}
438
244/* 439/*
440 * subtracts, then adds, the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 sub, sint32 add)
445{
446 while (op)
447 {
448 sint32 ocarrying = op->carrying;
449
450 op->carrying -= weight_adjust_for (op, sub);
451 op->carrying += weight_adjust_for (op, add);
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 sub = ocarrying;
458 add = op->carrying;
459
460 op = op->env;
461 }
462}
463
464/*
245 * sum_weight() is a recursive function which calculates the weight 465 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 466 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 467 * containers are carrying, and sums it up.
248 */ 468 */
249signed long sum_weight(object *op) { 469void
250 signed long sum; 470object::update_weight ()
251 object *inv; 471{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 472 sint32 sum = 0;
253 if (inv->inv) 473
254 sum_weight(inv); 474 for (object *op = inv; op; op = op->below)
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475 {
476 op->update_weight ();
477
478 sum += weight_adjust_for (this, op->total_weight ());
256 } 479 }
257 if (op->type == CONTAINER && op->stats.Str) 480
258 sum = (sum * (100 - op->stats.Str))/100; 481 if (sum != carrying)
259 if(op->carrying != sum) 482 {
483 if (carrying != sum && carrying)//D
484 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
485 (long long)sum, (long long)carrying, debug_desc ());
486
260 op->carrying = sum; 487 carrying = sum;
261 return sum;
262}
263 488
489 if (object *pl = visible_to ())
490 if (pl != this) // player is handled lazily
491 esrv_update_item (UPD_WEIGHT, pl, this);
492 }
493}
494
264/** 495/*
265 * Return the outermost environment object for a given object. 496 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 497 */
267 498char *
268object *object_get_env_recursive (object *op) {
269 while (op->env != NULL)
270 op = op->env;
271 return op;
272}
273
274/*
275 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
276 * a better check. We basically keeping traversing up until we can't
277 * or find a player.
278 */
279
280object *is_player_inv (object *op) {
281 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
282 if (op->env==op)
283 op->env = NULL;
284 return op;
285}
286
287/*
288 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
289 * Some error messages.
290 * The result of the dump is stored in the static global errmsg array.
291 */
292
293void dump_object2(object *op) {
294errmsg[0] = 0;
295return;
296 //TODO//D#d#
297#if 0
298 char *cp;
299/* object *tmp;*/
300
301 if(op->arch!=NULL) {
302 strcat(errmsg,"arch ");
303 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
304 strcat(errmsg,"\n");
305 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307#if 0
308 /* Don't dump player diffs - they are too long, mostly meaningless, and
309 * will overflow the buffer.
310 * Changed so that we don't dump inventory either. This may
311 * also overflow the buffer.
312 */
313 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 } else {
320 strcat(errmsg,"Object ");
321 if (op->name==NULL) strcat(errmsg, "(null)");
322 else strcat(errmsg,op->name);
323 strcat(errmsg,"\n");
324#if 0
325 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
326 strcat(errmsg,cp);
327 for (tmp=op->inv; tmp; tmp=tmp->below)
328 dump_object2(tmp);
329#endif
330 strcat(errmsg,"end\n");
331 }
332#endif
333}
334
335/*
336 * Dumps an object. Returns output in the static global errmsg array.
337 */
338
339void dump_object(object *op) { 499dump_object (object *op)
340 if(op==NULL) { 500{
341 strcpy(errmsg,"[NULL pointer]"); 501 if (!op)
342 return; 502 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 503
348void dump_all_objects(void) { 504 object_freezer freezer;
349 object *op; 505 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 506 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 507}
355 508
356/* 509char *
357 * get_nearest_part(multi-object, object 2) returns the part of the 510object::as_string ()
358 * multi-object 1 which is closest to the second object. 511{
359 * If it's not a multi-object, it is returned. 512 return dump_object (this);
360 */
361
362object *get_nearest_part(object *op, const object *pl) {
363 object *tmp,*closest;
364 int last_dist,i;
365 if(op->more==NULL)
366 return op;
367 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
368 if((i=distance(tmp,pl))<last_dist)
369 closest=tmp,last_dist=i;
370 return closest;
371} 513}
372 514
373/* 515/*
374 * Returns the object which has the count-variable equal to the argument. 516 * Returns the object which has the count-variable equal to the argument.
517 * VERRRY slow.
375 */ 518 */
376 519object *
377object *find_object(tag_t i) { 520find_object (tag_t i)
378 object *op; 521{
379 for(op=objects;op!=NULL;op=op->next) 522 for_all_objects (op)
380 if(op->count==i) 523 if (op->count == i)
381 break;
382 return op; 524 return op;
525
526 return 0;
527}
528
529/*
530 * Returns the object which has the uuid equal to the argument.
531 * MOAR VERRRY slow.
532 */
533
534object *
535find_object_uuid (UUID i)
536{
537 for_all_objects (op)
538 if (op->uuid == i)
539 return op;
540
541 return 0;
383} 542}
384 543
385/* 544/*
386 * Returns the first object which has a name equal to the argument. 545 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 546 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 547 * Enables features like "patch <name-of-other-player> food 999"
389 */ 548 */
390 549object *
391object *find_object_name(const char *str) { 550find_object_name (const char *str)
392 const char *name = shstr::find (str); 551{
393 object *op; 552 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 553
554 if (str_)
555 for_all_objects (op)
395 if(&op->name == name) 556 if (op->name == str_)
396 break; 557 return op;
397 558
398 return op; 559 return 0;
399}
400
401void free_all_object_data ()
402{
403 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
404}
405
406/*
407 * Returns the object which this object marks as being the owner.
408 * A id-scheme is used to avoid pointing to objects which have been
409 * freed and are now reused. If this is detected, the owner is
410 * set to NULL, and NULL is returned.
411 * Changed 2004-02-12 - if the player is setting at the play again
412 * prompt, he is removed, and we don't want to treat him as an owner of
413 * anything, so check removed flag. I don't expect that this should break
414 * anything - once an object is removed, it is basically dead anyways.
415 */
416
417object *get_owner(object *op) {
418 if(op->owner==NULL)
419 return NULL;
420
421 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
422 op->owner->count==op->ownercount)
423 return op->owner;
424
425 op->owner=NULL;
426 op->ownercount=0;
427 return NULL;
428}
429
430void clear_owner(object *op)
431{
432 if (!op) return;
433
434 if (op->owner && op->ownercount == op->owner->count)
435 op->owner->refcount--;
436
437 op->owner = NULL;
438 op->ownercount = 0;
439} 560}
440 561
441/* 562/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 563 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 564 * skill and experience objects.
565 * ACTUALLY NO! investigate! TODO
444 */ 566 */
445void set_owner (object *op, object *owner) 567void
568object::set_owner (object *owner)
446{ 569{
447 if(owner==NULL||op==NULL) 570 // allow objects which own objects
571 if (owner)
572 while (owner->owner)
573 owner = owner->owner;
574
575 if (flag [FLAG_FREED])
576 {
577 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 578 return;
579 }
449 580
450 /* next line added to allow objects which own objects */
451 /* Add a check for ownercounts in here, as I got into an endless loop
452 * with the fireball owning a poison cloud which then owned the
453 * fireball. I believe that was caused by one of the objects getting
454 * freed and then another object replacing it. Since the ownercounts
455 * didn't match, this check is valid and I believe that cause is valid.
456 */
457 while (owner->owner && owner!=owner->owner &&
458 owner->ownercount==owner->owner->count) owner=owner->owner;
459
460 /* IF the owner still has an owner, we did not resolve to a final owner.
461 * so lets not add to that.
462 */
463 if (owner->owner) return;
464
465 op->owner=owner; 581 this->owner = owner;
466
467 op->ownercount=owner->count;
468 owner->refcount++;
469
470}
471
472/* Set the owner to clone's current owner and set the skill and experience
473 * objects to clone's objects (typically those objects that where the owner's
474 * current skill and experience objects at the time when clone's owner was
475 * set - not the owner's current skill and experience objects).
476 *
477 * Use this function if player created an object (e.g. fire bullet, swarm
478 * spell), and this object creates further objects whose kills should be
479 * accounted for the player's original skill, even if player has changed
480 * skills meanwhile.
481 */
482void copy_owner (object *op, object *clone)
483{
484 object *owner = get_owner (clone);
485 if (owner == NULL) {
486 /* players don't have owners - they own themselves. Update
487 * as appropriate.
488 */
489 if (clone->type == PLAYER) owner=clone;
490 else return;
491 }
492 set_owner(op, owner);
493
494} 582}
495 583
496/* Zero the key_values on op, decrementing the shared-string 584/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links. 585 * refcounts and freeing the links.
498 */ 586 */
587static void
499static void free_key_values(object * op) 588free_key_values (object *op)
500{ 589{
501 for (key_value *i = op->key_values; i != 0; ) 590 for (key_value *i = op->key_values; i; )
502 { 591 {
503 key_value *next = i->next; 592 key_value *next = i->next;
504 delete i; 593 delete i;
594
505 i = next; 595 i = next;
506 } 596 }
507 597
508 op->key_values = 0; 598 op->key_values = 0;
509} 599}
510 600
511void object::clear ()
512{
513 attachable_base::clear ();
514
515 free_key_values (this);
516
517 name = 0;
518 name_pl = 0;
519 title = 0;
520 race = 0;
521 slaying = 0;
522 skill = 0;
523 msg = 0;
524 lore = 0;
525 custom_name = 0;
526 materialname = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531}
532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *(object_copy *)this;
536 *(object_pod *)destination = *(object_pod *)this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 601/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object (object *op)
548{
549 op->clear ();
550
551 op->contr = NULL;
552 op->below = NULL;
553 op->above = NULL;
554 op->inv = NULL;
555 op->container=NULL;
556 op->env=NULL;
557 op->more=NULL;
558 op->head=NULL;
559 op->map=NULL;
560 op->refcount=0;
561 op->active_next = NULL;
562 op->active_prev = NULL;
563 /* What is not cleared is next, prev, and count */
564
565 op->expmul = 1.0;
566 op->face = blank_face;
567 op->attacked_by_count = -1;
568
569 if (settings.casting_time)
570 op->casting_time = -1;
571}
572
573/*
574 * copy object first frees everything allocated by the second object, 602 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 603 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 604 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 605 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 606 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 607 * will point at garbage.
580 */ 608 */
581 609void
582void copy_object (object *op2, object *op) 610object::copy_to (object *dst)
583{ 611{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 612 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 613 *(object_copy *)dst = *this;
586 614 dst->flag [FLAG_REMOVED] = true;
587 op2->clone (op);
588
589 if (is_freed) SET_FLAG (op, FLAG_FREED);
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594 615
595 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL) 617 if (key_values)
597 { 618 {
598 key_value *tail = NULL; 619 key_value *tail = 0;
599 key_value *i;
600
601 op->key_values = NULL; 620 dst->key_values = 0;
602 621
603 for (i = op2->key_values; i != NULL; i = i->next) 622 for (key_value *i = key_values; i; i = i->next)
604 { 623 {
605 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
606 625
607 new_link->next = NULL; 626 new_link->next = 0;
608 new_link->key = i->key; 627 new_link->key = i->key;
609 new_link->value = i->value; 628 new_link->value = i->value;
610 629
611 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
612 if (op->key_values == NULL) 631 if (!dst->key_values)
613 { 632 {
614 op->key_values = new_link; 633 dst->key_values = new_link;
615 tail = new_link; 634 tail = new_link;
616 } 635 }
617 else 636 else
618 { 637 {
619 tail->next = new_link; 638 tail->next = new_link;
620 tail = new_link; 639 tail = new_link;
621 } 640 }
622 } 641 }
623 } 642 }
624 643
625 update_ob_speed (op); 644 dst->activate ();
626} 645}
627 646
628/* 647void
629 * get_object() grabs an object from the list of unused objects, makes 648object::instantiate ()
630 * sure it is initialised, and returns it. 649{
631 * If there are no free objects, expand_objects() is called to get more. 650 if (!uuid.seq) // HACK
651 uuid = UUID::gen ();
652
653 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
654 if (flag [FLAG_RANDOM_SPEED] && speed)
655 speed_left = - speed - rndm (); // TODO animation
656 else
657 speed_left = -1.;
658
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
632 */ 664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
633 667
634object *get_object () 668 attachable::instantiate ();
635{ 669}
636 object *op = new object;
637 670
638 op->count = ++ob_count; 671object *
672object::clone ()
673{
674 object *neu = create ();
675 copy_to (neu);
639 676
640 op->active_next = 0; 677 // TODO: unclean state changes, should not be done in clone AND instantiate
641 op->active_prev = 0; 678 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
679 neu->speed_left = - neu->speed - rndm (); // TODO animation
642 680
643 op->next = objects; 681 neu->map = map; // not copied by copy_to
644 op->prev = 0;
645
646 if (objects)
647 objects->prev = op;
648
649 objects = op;
650
651 SET_FLAG (op, FLAG_REMOVED);
652
653 op->expmul = 1.0;
654 op->face = blank_face;
655 op->attacked_by_count = -1;
656
657 return op; 682 return neu;
658} 683}
659 684
660/* 685/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 686 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 687 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 688 * be called to update the face variable, _and_ how it looks on the map.
664 */ 689 */
665 690void
666void update_turn_face(object *op) { 691update_turn_face (object *op)
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 692{
693 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
668 return; 694 return;
695
669 SET_ANIMATION(op, op->direction); 696 SET_ANIMATION (op, op->direction);
670 update_object(op,UP_OBJ_FACE); 697 update_object (op, UP_OBJ_FACE);
671} 698}
672 699
673/* 700/*
674 * Updates the speed of an object. If the speed changes from 0 to another 701 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 702 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 703 * This function needs to be called whenever the speed of an object changes.
677 */ 704 */
705void
706object::set_speed (float speed)
707{
708 this->speed = speed;
678 709
679void update_ob_speed(object *op) { 710 if (has_active_speed ())
680 extern int arch_init; 711 activate ();
681
682 /* No reason putting the archetypes objects on the speed list,
683 * since they never really need to be updated.
684 */
685
686 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
687 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
688#ifdef MANY_CORES
689 abort();
690#else
691 op->speed = 0;
692#endif
693 }
694 if (arch_init) {
695 return;
696 }
697 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
698 /* If already on active list, don't do anything */
699 if (op->active_next || op->active_prev || op==active_objects)
700 return;
701
702 /* process_events() expects us to insert the object at the beginning
703 * of the list. */
704 op->active_next = active_objects;
705 if (op->active_next!=NULL)
706 op->active_next->active_prev = op;
707 active_objects = op;
708 }
709 else { 712 else
710 /* If not on the active list, nothing needs to be done */ 713 deactivate ();
711 if (!op->active_next && !op->active_prev && op!=active_objects)
712 return;
713
714 if (op->active_prev==NULL) {
715 active_objects = op->active_next;
716 if (op->active_next!=NULL)
717 op->active_next->active_prev = NULL;
718 }
719 else {
720 op->active_prev->active_next = op->active_next;
721 if (op->active_next)
722 op->active_next->active_prev = op->active_prev;
723 }
724 op->active_next = NULL;
725 op->active_prev = NULL;
726 }
727} 714}
728 715
729/* This function removes object 'op' from the list of active
730 * objects.
731 * This should only be used for style maps or other such
732 * reference maps where you don't want an object that isn't
733 * in play chewing up cpu time getting processed.
734 * The reverse of this is to call update_ob_speed, which
735 * will do the right thing based on the speed of the object.
736 */
737void remove_from_active_list(object *op)
738{
739 /* If not on the active list, nothing needs to be done */
740 if (!op->active_next && !op->active_prev && op!=active_objects)
741 return;
742
743 if (op->active_prev==NULL) {
744 active_objects = op->active_next;
745 if (op->active_next!=NULL)
746 op->active_next->active_prev = NULL;
747 }
748 else {
749 op->active_prev->active_next = op->active_next;
750 if (op->active_next)
751 op->active_next->active_prev = op->active_prev;
752 }
753 op->active_next = NULL;
754 op->active_prev = NULL;
755}
756
757/* 716/*
758 * update_object() updates the array which represents the map. 717 * update_object() updates the the map.
759 * It takes into account invisible objects (and represent squares covered 718 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another 719 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...) 720 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window 721 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of 722 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_) 723 * updating that window, though, since update_object() is called _often_)
765 * 724 *
766 * action is a hint of what the caller believes need to be done. 725 * action is a hint of what the caller believes need to be done.
767 * For example, if the only thing that has changed is the face (due to
768 * an animation), we don't need to call update_position until that actually
769 * comes into view of a player. OTOH, many other things, like addition/removal
770 * of walls or living creatures may need us to update the flags now.
771 * current action are: 726 * current action are:
772 * UP_OBJ_INSERT: op was inserted 727 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 728 * UP_OBJ_REMOVE: op was removed
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 730 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
777 */ 732 */
778 733void
779void update_object(object *op, int action) { 734update_object (object *op, int action)
780 int update_now=0, flags; 735{
781 MoveType move_on, move_off, move_block, move_slow; 736 if (!op)
782 737 {
783 if (op == NULL) {
784 /* this should never happen */ 738 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
786 return; 740 return;
787 }
788 741 }
789 if(op->env!=NULL) { 742
743 if (!op->is_on_map ())
744 {
790 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
791 * to do in this case. 746 * to do in this case.
792 */ 747 */
793 return; 748 return;
794 }
795
796 /* If the map is saving, don't do anything as everything is
797 * going to get freed anyways.
798 */
799 if (!op->map || op->map->in_memory == MAP_SAVING) return;
800 749 }
750
801 /* make sure the object is within map boundaries */ 751 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 753 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 755#ifdef MANY_CORES
806 abort(); 756 abort ();
807#endif 757#endif
808 return; 758 return;
809 }
810 759 }
811 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
812 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
813 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
814 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
815 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
816 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
817 760
761 mapspace &m = op->ms ();
762
763 if (!(m.flags_ & P_UPTODATE))
764 /* nop */;
818 if (action == UP_OBJ_INSERT) { 765 else if (action == UP_OBJ_INSERT)
766 {
767#if 0
768 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 769 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1; 770 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
821 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
823 update_now=1; 773 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
824 774 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 775 || (m.move_on | op->move_on ) != m.move_on
826 update_now=1;
827
828 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
829 update_now=1;
830
831 if ((move_on | op->move_on) != move_on) update_now=1;
832 if ((move_off | op->move_off) != move_off) update_now=1; 776 || (m.move_off | op->move_off ) != m.move_off
777 || (m.move_slow | op->move_slow) != m.move_slow
833 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 779 * have move_allow right now.
835 */ 780 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 782 m.invalidate ();
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 783#else
784 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
785 m.invalidate ();
786#endif
839 } 787 }
840 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 790 * that is being removed.
843 */ 791 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 793 m.invalidate ();
846 } else if (action == UP_OBJ_FACE) { 794 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 795 /* Nothing to do for that case */ ;
848 }
849 else { 796 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 798
853 if (update_now) {
854 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
855 update_position(op->map, op->x, op->y);
856 }
857
858 if(op->more!=NULL) 799 if (op->more)
859 update_object(op->more, action); 800 update_object (op->more, action);
860} 801}
861 802
803object::object ()
804{
805 this->set_flag (FLAG_REMOVED);
862 806
863/* 807 //expmul = 1.0; declared const for the time being
864 * free_object() frees everything allocated by an object, removes 808 face = blank_face;
865 * it from the list of used objects, and puts it on the list of 809 material = MATERIAL_NULL;
866 * free objects. The IS_FREED() flag is set in the object. 810}
867 * The object must have been removed by remove_ob() first for 811
868 * this function to succeed. 812object::~object ()
813{
814 unlink ();
815
816 free_key_values (this);
817}
818
819void object::link ()
820{
821 assert (!index);//D
822 uuid = UUID::gen ();
823
824 refcnt_inc ();
825 objects.insert (this);
826
827 ++create_count;
828
829}
830
831void object::unlink ()
832{
833 if (!index)
834 return;
835
836 ++destroy_count;
837
838 objects.erase (this);
839 refcnt_dec ();
840}
841
842void
843object::activate ()
844{
845 /* If already on active list, don't do anything */
846 if (active)
847 return;
848
849 if (has_active_speed ())
850 {
851 if (flag [FLAG_FREED])
852 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
853
854 actives.insert (this);
855 }
856}
857
858void
859object::activate_recursive ()
860{
861 activate ();
862
863 for (object *op = inv; op; op = op->below)
864 op->activate_recursive ();
865}
866
867/* This function removes object 'op' from the list of active
868 * objects.
869 * This should only be used for style maps or other such
870 * reference maps where you don't want an object that isn't
871 * in play chewing up cpu time getting processed.
872 * The reverse of this is to call update_ob_speed, which
873 * will do the right thing based on the speed of the object.
869 * 874 */
870 * If free_inventory is set, free inventory as well. Else drop items in 875void
871 * inventory to the ground. 876object::deactivate ()
877{
878 /* If not on the active list, nothing needs to be done */
879 if (!active)
880 return;
881
882 actives.erase (this);
883}
884
885void
886object::deactivate_recursive ()
887{
888 for (object *op = inv; op; op = op->below)
889 op->deactivate_recursive ();
890
891 deactivate ();
892}
893
894void
895object::set_flag_inv (int flag, int value)
896{
897 for (object *op = inv; op; op = op->below)
898 {
899 op->flag [flag] = value;
900 op->set_flag_inv (flag, value);
901 }
902}
903
904/*
905 * Remove and free all objects in the inventory of the given object.
906 * object.c ?
907 */
908void
909object::destroy_inv (bool drop_to_ground)
910{
911 // need to check first, because the checks below might segfault
912 // as we might be on an invalid mapspace and crossfire code
913 // is too buggy to ensure that the inventory is empty.
914 // corollary: if you create arrows etc. with stuff in its inventory,
915 // cf will crash below with off-map x and y
916 if (!inv)
917 return;
918
919 /* Only if the space blocks everything do we not process -
920 * if some form of movement is allowed, let objects
921 * drop on that space.
872 */ 922 */
923 if (!drop_to_ground
924 || !map
925 || map->in_memory != MAP_ACTIVE
926 || map->no_drop
927 || ms ().move_block == MOVE_ALL)
928 {
929 while (inv)
930 inv->destroy ();
931 }
932 else
933 { /* Put objects in inventory onto this space */
934 while (inv)
935 {
936 object *op = inv;
873 937
874void 938 if (op->flag [FLAG_STARTEQUIP]
875free_object (object * ob) 939 || op->flag [FLAG_NO_DROP]
876{ 940 || op->type == RUNE
877 free_object2 (ob, 0); 941 || op->type == TRAP
942 || op->flag [FLAG_IS_A_TEMPLATE]
943 || op->flag [FLAG_DESTROY_ON_DEATH])
944 op->destroy ();
945 else
946 map->insert (op, x, y);
947 }
948 }
878} 949}
879 950
951/*
952 * Remove and free all objects in the inventory of the given object.
953 * Unlike destroy_inv, this assumes the *this is destroyed as well
954 * well, so we can (and have to!) take shortcuts.
955 */
880void 956void
881free_object2 (object * ob, int free_inventory) 957object::destroy_inv_fast ()
882{ 958{
959 while (object *op = inv)
960 {
961 // remove from object the fast way
962 op->flag [FLAG_REMOVED] = true;
963 op->env = 0;
964 if ((inv = inv->below))
965 inv->above = 0;
966
967 // then destroy
968 op->destroy ();
969 }
970}
971
972void
973object::freelist_free (int count)
974{
975 while (count-- && freelist)
976 {
977 freelist_item *next = freelist->next;
978 // count is being "destroyed"
979
980 sfree ((char *)freelist, sizeof (object));
981
982 freelist = next;
983 --free_count;
984 }
985}
986
987object *
988object::create ()
989{
883 object *tmp, *op; 990 object *op;
884 991
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 992 if (freelist)
886 {
887 LOG (llevDebug, "Free object called with non removed object\n");
888 dump_object (ob);
889#ifdef MANY_CORES
890 abort ();
891#endif
892 } 993 {
994 freelist_item li = *freelist;
995 memset (freelist, 0, sizeof (object));
893 996
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 997 op = new (freelist) object;
998 op->count = li.count;
999
1000 freelist = li.next;
1001 --free_count;
895 { 1002 }
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1003 else
1004 {
1005 void *ni = salloc0<char> (sizeof (object));
1006
1007 op = new(ni) object;
1008
1009 op->count = ++object_count;
1010 }
1011
1012 op->link ();
1013
1014 return op;
1015}
1016
1017void
1018object::do_delete ()
1019{
1020 uint32_t count = this->count;
1021
1022 this->~object ();
1023
1024 freelist_item *li = (freelist_item *)this;
1025 li->next = freelist;
1026 li->count = count;
1027
1028 freelist = li;
1029 ++free_count;
1030}
1031
1032static struct freed_map : maptile
1033{
1034 freed_map ()
1035 : maptile (3, 3)
1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 no_drop = 1;
1040 no_reset = 1;
1041
1042 in_memory = MAP_ACTIVE;
1043 }
1044
1045 ~freed_map ()
1046 {
1047 destroy ();
1048 }
1049} freed_map; // freed objects are moved here to avoid crashes
1050
1051void
1052object::do_destroy ()
1053{
1054 if (flag [FLAG_IS_LINKED])
1055 remove_link ();
1056
1057 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (ob); 1058 remove_friendly_object (this);
1059
1060 remove ();
1061
1062 attachable::do_destroy ();
1063
1064 deactivate ();
1065 unlink ();
1066
1067 flag [FLAG_FREED] = 1;
1068
1069 // hack to ensure that freed objects still have a valid map
1070 map = &freed_map;
1071 x = 1;
1072 y = 1;
1073
1074 if (more)
898 } 1075 {
899 1076 more->destroy ();
900 if (QUERY_FLAG (ob, FLAG_FREED)) 1077 more = 0;
901 { 1078 }
902 dump_object (ob); 1079
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1080 head = 0;
1081
1082 // clear those pointers that likely might cause circular references
1083 owner = 0;
1084 enemy = 0;
1085 attacked_by = 0;
1086 current_weapon = 0;
1087}
1088
1089void
1090object::destroy ()
1091{
1092 if (destroyed ())
1093 return;
1094
1095 if (!is_head () && !head->destroyed ())
1096 {
1097 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1098 head->destroy ();
904 return; 1099 return;
905 } 1100 }
906 1101
907 if (ob->more != NULL) 1102 destroy_inv_fast ();
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 1103
913 if (ob->inv) 1104 if (is_head ())
914 { 1105 if (sound_destroy)
915 /* Only if the space blocks everything do we not process - 1106 play_sound (sound_destroy);
916 * if some form of movement is allowed, let objects 1107 else if (flag [FLAG_MONSTER])
917 * drop on that space. 1108 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
918 */
919 if (free_inventory || ob->map == NULL
920 || ob->map->in_memory != MAP_IN_MEMORY
921 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
922 {
923 op = ob->inv;
924 1109
925 while (op != NULL) 1110 attachable::destroy ();
926 {
927 tmp = op->below;
928 remove_ob (op);
929 free_object2 (op, free_inventory);
930 op = tmp;
931 }
932 }
933 else
934 { /* Put objects in inventory onto this space */
935 op = ob->inv;
936
937 while (op != NULL)
938 {
939 tmp = op->below;
940 remove_ob (op);
941
942 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
943 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
944 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
945 free_object (op);
946 else
947 {
948 op->x = ob->x;
949 op->y = ob->y;
950 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
951 }
952
953 op = tmp;
954 }
955 }
956 }
957
958 /* Remove object from the active list */
959 ob->speed = 0;
960 update_ob_speed (ob);
961
962 SET_FLAG (ob, FLAG_FREED);
963 ob->count = 0;
964
965 /* Remove this object from the list of used objects */
966 if (ob->prev == NULL)
967 {
968 objects = ob->next;
969
970 if (objects != NULL)
971 objects->prev = NULL;
972 }
973 else
974 {
975 ob->prev->next = ob->next;
976
977 if (ob->next != NULL)
978 ob->next->prev = ob->prev;
979 }
980
981 free_key_values (ob);
982
983 /* Now link it with the free_objects list: */
984 ob->prev = 0;
985 ob->next = 0;
986
987 delete ob;
988} 1111}
989 1112
990/* 1113/* op->remove ():
991 * sub_weight() recursively (outwards) subtracts a number from the
992 * weight of an object (and what is carried by it's environment(s)).
993 */
994
995void sub_weight (object *op, signed long weight) {
996 while (op != NULL) {
997 if (op->type == CONTAINER) {
998 weight=(signed long)(weight*(100-op->stats.Str)/100);
999 }
1000 op->carrying-=weight;
1001 op = op->env;
1002 }
1003}
1004
1005/* remove_ob(op):
1006 * This function removes the object op from the linked list of objects 1114 * This function removes the object op from the linked list of objects
1007 * which it is currently tied to. When this function is done, the 1115 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 1116 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1117 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1118 * the previous environment.
1011 * Beware: This function is called from the editor as well!
1012 */ 1119 */
1120void
1121object::do_remove ()
1122{
1123 if (flag [FLAG_REMOVED])
1124 return;
1013 1125
1014void remove_ob(object *op) { 1126 INVOKE_OBJECT (REMOVE, this);
1015 object *tmp,*last=NULL;
1016 object *otmp;
1017 tag_t tag;
1018 int check_walk_off;
1019 mapstruct *m;
1020 sint16 x,y;
1021
1022 1127
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1128 flag [FLAG_REMOVED] = true;
1024 dump_object(op);
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1129
1027 /* Changed it to always dump core in this case. As has been learned 1130 if (more)
1028 * in the past, trying to recover from errors almost always 1131 more->remove ();
1029 * make things worse, and this is a real error here - something
1030 * that should not happen.
1031 * Yes, if this was a mission critical app, trying to do something
1032 * to recover may make sense, but that is because failure of the app
1033 * may have other disastrous problems. Cf runs out of a script
1034 * so is easily enough restarted without any real problems.
1035 * MSW 2001-07-01
1036 */
1037 abort();
1038 }
1039 if(op->more!=NULL)
1040 remove_ob(op->more);
1041 1132
1042 SET_FLAG(op, FLAG_REMOVED);
1043
1044 /* 1133 /*
1045 * In this case, the object to be removed is in someones 1134 * In this case, the object to be removed is in someones
1046 * inventory. 1135 * inventory.
1047 */ 1136 */
1048 if(op->env!=NULL) { 1137 if (env)
1049 if(op->nrof) 1138 {
1050 sub_weight(op->env, op->weight*op->nrof); 1139 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 else 1140 if (object *pl = visible_to ())
1052 sub_weight(op->env, op->weight+op->carrying); 1141 esrv_del_item (pl->contr, count);
1142 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1053 1143
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1144 adjust_weight (env, total_weight (), 0);
1055 * made to players inventory. If set, avoiding the call
1056 * to save cpu time.
1057 */
1058 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1059 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1060 fix_player(otmp);
1061 1145
1062 if(op->above!=NULL) 1146 object *pl = in_player ();
1063 op->above->below=op->below;
1064 else
1065 op->env->inv=op->below;
1066 1147
1067 if(op->below!=NULL)
1068 op->below->above=op->above;
1069
1070 /* we set up values so that it could be inserted into 1148 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1149 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1150 * to the caller to decide what we want to do.
1073 */ 1151 */
1074 op->x=op->env->x,op->y=op->env->y; 1152 map = env->map;
1075 op->map=op->env->map; 1153 x = env->x;
1076 op->above=NULL,op->below=NULL; 1154 y = env->y;
1077 op->env=NULL; 1155
1156 // make sure cmov optimisation is applicable
1157 *(above ? &above->below : &env->inv) = below;
1158 *(below ? &below->above : &above ) = above; // &above is just a dummy
1159
1160 above = 0;
1161 below = 0;
1162 env = 0;
1163
1164 if (pl && pl->is_player ())
1165 {
1166 if (expect_false (pl->contr->combat_ob == this))
1167 {
1168 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1169 pl->contr->combat_ob = 0;
1170 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1171 }
1172
1173 if (expect_false (pl->contr->ranged_ob == this))
1174 {
1175 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1176 pl->contr->ranged_ob = 0;
1177 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1178 }
1179
1180 pl->contr->queue_stats_update ();
1181
1182 if (expect_false (glow_radius) && pl->is_on_map ())
1183 update_all_los (pl->map, pl->x, pl->y);
1184 }
1185 }
1186 else if (map)
1187 {
1188 map->dirty = true;
1189 mapspace &ms = this->ms ();
1190
1191 if (object *pl = ms.player ())
1192 {
1193 if (is_player ())
1194 {
1195 if (!flag [FLAG_WIZPASS])
1196 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1197
1198 // leaving a spot always closes any open container on the ground
1199 if (container && !container->env)
1200 // this causes spurious floorbox updates, but it ensures
1201 // that the CLOSE event is being sent.
1202 close_container ();
1203
1204 --map->players;
1205 map->touch ();
1206 }
1207 else if (pl->container_ () == this)
1208 {
1209 // removing a container should close it
1210 close_container ();
1211 }
1212 else
1213 esrv_del_item (pl->contr, count);
1214 }
1215
1216 /* link the object above us */
1217 // re-link, make sure compiler can easily use cmove
1218 *(above ? &above->below : &ms.top) = below;
1219 *(below ? &below->above : &ms.bot) = above;
1220
1221 above = 0;
1222 below = 0;
1223
1224 ms.invalidate ();
1225
1226 if (map->in_memory == MAP_SAVING)
1078 return; 1227 return;
1079 }
1080 1228
1081 /* If we get here, we are removing it from a map */ 1229 int check_walk_off = !flag [FLAG_NO_APPLY];
1082 if (op->map == NULL) return;
1083 1230
1084 x = op->x; 1231 if (object *pl = ms.player ())
1085 y = op->y;
1086 m = get_map_from_coord(op->map, &x, &y);
1087
1088 if (!m) {
1089 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1090 op->map->path, op->x, op->y);
1091 /* in old days, we used to set x and y to 0 and continue.
1092 * it seems if we get into this case, something is probablye
1093 * screwed up and should be fixed.
1094 */
1095 abort();
1096 }
1097 if (op->map != m) {
1098 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1099 op->map->path, m->path, op->x, op->y, x, y);
1100 }
1101
1102 /* Re did the following section of code - it looks like it had
1103 * lots of logic for things we no longer care about
1104 */
1105
1106 /* link the object above us */
1107 if (op->above)
1108 op->above->below=op->below;
1109 else
1110 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1111
1112 /* Relink the object below us, if there is one */
1113 if(op->below) {
1114 op->below->above=op->above;
1115 } else {
1116 /* Nothing below, which means we need to relink map object for this space
1117 * use translated coordinates in case some oddness with map tiling is
1118 * evident
1119 */
1120 if(GET_MAP_OB(m,x,y)!=op) {
1121 dump_object(op);
1122 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);
1123 dump_object(GET_MAP_OB(m,x,y));
1124 LOG(llevError,"%s\n",errmsg);
1125 } 1232 {
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1233 if (pl->container_ () == this)
1127 }
1128 op->above=NULL;
1129 op->below=NULL;
1130
1131 if (op->map->in_memory == MAP_SAVING)
1132 return;
1133
1134 tag = op->count;
1135 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1136 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1137 /* No point updating the players look faces if he is the object
1138 * being removed.
1139 */
1140
1141 if(tmp->type==PLAYER && tmp!=op) {
1142 /* If a container that the player is currently using somehow gets 1234 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1235 * removed (most likely destroyed), update the player view
1144 * appropriately. 1236 * appropriately.
1145 */ 1237 */
1146 if (tmp->container==op) { 1238 pl->close_container ();
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1239
1148 tmp->container=NULL; 1240 //TODO: the floorbox prev/next might need updating
1149 } 1241 //esrv_del_item (pl->contr, count);
1150 tmp->contr->socket.update_look=1; 1242 //TODO: update floorbox to preserve ordering
1243 if (pl->contr->ns)
1244 pl->contr->ns->floorbox_update ();
1151 } 1245 }
1246
1247 if (check_walk_off)
1248 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1249 {
1250 above = tmp->above;
1251
1252 /* No point updating the players look faces if he is the object
1253 * being removed.
1254 */
1255
1152 /* See if player moving off should effect something */ 1256 /* See if object moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1257 if ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1258 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1155
1156 move_apply(tmp, op, NULL); 1259 move_apply (tmp, this, 0);
1157 if (was_destroyed (op, tag)) {
1158 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1159 "leaving object\n", &tmp->name, &tmp->arch->name);
1160 } 1260 }
1161 }
1162 1261
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1262 if (affects_los ())
1164
1165 if(tmp->above == tmp)
1166 tmp->above = NULL;
1167 last=tmp;
1168 }
1169 /* last == NULL of there are no objects on this space */
1170 if (last==NULL) {
1171 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1172 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1173 * those out anyways, and if there are any flags set right now, they won't
1174 * be correct anyways.
1175 */
1176 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1177 update_position(op->map, op->x, op->y);
1178 }
1179 else
1180 update_object(last, UP_OBJ_REMOVE);
1181
1182 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1183 update_all_los(op->map, op->x, op->y); 1263 update_all_los (map, x, y);
1184 1264 }
1185} 1265}
1186 1266
1187/* 1267/*
1188 * merge_ob(op,top): 1268 * merge_ob(op,top):
1189 * 1269 *
1190 * This function goes through all objects below and including top, and 1270 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1271 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1272 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1273 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1274 */
1195 1275object *
1196object *merge_ob(object *op, object *top) { 1276merge_ob (object *op, object *top)
1277{
1197 if(!op->nrof) 1278 if (!op->nrof)
1198 return 0; 1279 return 0;
1199 if(top==NULL) 1280
1281 if (!top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1282 for (top = op; top && top->above; top = top->above)
1283 ;
1284
1201 for(;top!=NULL;top=top->below) { 1285 for (; top; top = top->below)
1202 if(top==op) 1286 if (object::can_merge (op, top))
1203 continue;
1204 if (CAN_MERGE(op,top))
1205 { 1287 {
1206 top->nrof+=op->nrof; 1288 top->nrof += op->nrof;
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1289
1208 op->weight = 0; /* Don't want any adjustements now */ 1290 if (object *pl = top->visible_to ())
1209 remove_ob(op); 1291 esrv_update_item (UPD_NROF, pl, top);
1210 free_object(op); 1292
1293 op->weight = 0; // cancel the addition above
1294 op->carrying = 0; // must be 0 already
1295
1296 op->destroy ();
1297
1211 return top; 1298 return top;
1212 } 1299 }
1213 } 1300
1214 return NULL; 1301 return 0;
1215} 1302}
1216 1303
1304void
1305object::expand_tail ()
1306{
1307 if (more)
1308 return;
1309
1310 object *prev = this;
1311
1312 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1313 {
1314 object *op = at->instance ();
1315
1316 op->name = name;
1317 op->name_pl = name_pl;
1318 op->title = title;
1319
1320 op->head = this;
1321 prev->more = op;
1322
1323 prev = op;
1324 }
1325}
1326
1217/* 1327/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1328 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1329 * job preparing multi-part monsters.
1220 */ 1330 */
1331object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1332insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1222 object* tmp; 1333{
1223 if (op->head) 1334 op->remove ();
1224 op=op->head; 1335
1225 for (tmp=op;tmp;tmp=tmp->more){ 1336 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 {
1226 tmp->x=x+tmp->arch->clone.x; 1338 tmp->x = x + tmp->arch->x;
1227 tmp->y=y+tmp->arch->clone.y; 1339 tmp->y = y + tmp->arch->y;
1228 } 1340 }
1341
1229 return insert_ob_in_map (op, m, originator, flag); 1342 return insert_ob_in_map (op, m, originator, flag);
1230} 1343}
1231 1344
1232/* 1345/*
1233 * insert_ob_in_map (op, map, originator, flag): 1346 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1347 * This function inserts the object in the two-way linked list
1244 * Passing 0 for flag gives proper default values, so flag really only needs 1357 * Passing 0 for flag gives proper default values, so flag really only needs
1245 * to be set if special handling is needed. 1358 * to be set if special handling is needed.
1246 * 1359 *
1247 * Return value: 1360 * Return value:
1248 * new object if 'op' was merged with other object 1361 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1362 * NULL if there was an error (destroyed, blocked etc.)
1250 * just 'op' otherwise 1363 * just 'op' otherwise
1251 */ 1364 */
1252 1365object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1366insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1367{
1255 object *tmp, *top, *floor=NULL; 1368 op->remove ();
1256 sint16 x,y;
1257 1369
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1370 if (m == &freed_map)//D TODO: remove soon
1259 LOG (llevError, "Trying to insert freed object!\n"); 1371 {//D
1260 return NULL; 1372 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1373 }//D
1374
1375 /* Ideally, the caller figures this out. However, it complicates a lot
1376 * of areas of callers (eg, anything that uses find_free_spot would now
1377 * need extra work
1378 */
1379 maptile *newmap = m;
1380 if (!xy_normalise (newmap, op->x, op->y))
1261 } 1381 {
1262 if(m==NULL) { 1382 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1263 dump_object(op);
1264 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1265 return op; 1383 return 0;
1266 } 1384 }
1267 if(out_of_map(m,op->x,op->y)) { 1385
1268 dump_object(op); 1386 if (object *more = op->more)
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1387 if (!insert_ob_in_map (more, m, originator, flag))
1270#ifdef MANY_CORES
1271 /* Better to catch this here, as otherwise the next use of this object
1272 * is likely to cause a crash. Better to find out where it is getting
1273 * improperly inserted.
1274 */
1275 abort();
1276#endif
1277 return op; 1388 return 0;
1278 }
1279 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1280 dump_object(op);
1281 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1282 return op;
1283 }
1284 if(op->more!=NULL) {
1285 /* The part may be on a different map. */
1286 1389
1287 object *more = op->more; 1390 op->flag [FLAG_REMOVED] = false;
1391 op->env = 0;
1392 op->map = newmap;
1288 1393
1289 /* We really need the caller to normalize coordinates - if 1394 mapspace &ms = op->ms ();
1290 * we set the map, that doesn't work if the location is within 1395
1291 * a map and this is straddling an edge. So only if coordinate 1396 /* this has to be done after we translate the coordinates.
1292 * is clear wrong do we normalize it. 1397 */
1398 if (op->nrof && !(flag & INS_NO_MERGE))
1399 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1400 if (object::can_merge (op, tmp))
1293 */ 1401 {
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1402 // TODO: we actually want to update tmp, not op,
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1403 // but some caller surely breaks when we return tmp
1296 } else if (!more->map) { 1404 // from here :/
1297 /* For backwards compatibility - when not dealing with tiled maps, 1405 op->nrof += tmp->nrof;
1298 * more->map should always point to the parent. 1406 tmp->destroy ();
1299 */
1300 more->map = m;
1301 } 1407 }
1302 1408
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1409 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1304 if ( ! op->head) 1410 op->clr_flag (FLAG_INV_LOCKED);
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1411
1306 return NULL; 1412 if (!op->flag [FLAG_ALIVE])
1413 op->clr_flag (FLAG_NO_STEAL);
1414
1415 if (flag & INS_BELOW_ORIGINATOR)
1416 {
1417 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1418 {
1419 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1420 abort ();
1307 } 1421 }
1422
1423 if (!originator->is_on_map ())
1424 {
1425 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1426 op->debug_desc (), originator->debug_desc ());
1427 abort ();
1428 }
1429
1430 op->above = originator;
1431 op->below = originator->below;
1432 originator->below = op;
1433
1434 *(op->below ? &op->below->above : &ms.bot) = op;
1435 }
1436 else
1308 } 1437 {
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1438 object *floor = 0;
1439 object *top = ms.top;
1310 1440
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1441 /* If there are other objects, then */
1312 * of areas of callers (eg, anything that uses find_free_spot would now 1442 if (top)
1313 * need extra work 1443 {
1314 */ 1444 /*
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1445 * If there are multiple objects on this space, we do some trickier handling.
1316 x = op->x; 1446 * We've already dealt with merging if appropriate.
1317 y = op->y; 1447 * Generally, we want to put the new object on top. But if
1448 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1449 * floor, we want to insert above that and no further.
1450 * Also, if there are spell objects on this space, we stop processing
1451 * once we get to them. This reduces the need to traverse over all of
1452 * them when adding another one - this saves quite a bit of cpu time
1453 * when lots of spells are cast in one area. Currently, it is presumed
1454 * that flying non pickable objects are spell objects.
1455 */
1456 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1457 {
1458 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1459 floor = tmp;
1318 1460
1319 /* this has to be done after we translate the coordinates. 1461 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1320 */ 1462 {
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1463 /* We insert above top, so we want this object below this */
1322 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1464 top = tmp->below;
1323 if (CAN_MERGE(op,tmp)) { 1465 break;
1324 op->nrof+=tmp->nrof; 1466 }
1325 remove_ob(tmp); 1467
1326 free_object(tmp); 1468 top = tmp;
1327 } 1469 }
1328 }
1329 1470
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1471 /* We let update_position deal with figuring out what the space
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1472 * looks like instead of lots of conditions here.
1332 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1473 * makes things faster, and effectively the same result.
1333 CLEAR_FLAG(op, FLAG_NO_STEAL); 1474 */
1334 1475
1335 if (flag & INS_BELOW_ORIGINATOR) { 1476 /* Have object 'fall below' other objects that block view.
1336 if (originator->map != op->map || originator->x != op->x || 1477 * Unless those objects are exits.
1337 originator->y != op->y) { 1478 * If INS_ON_TOP is used, don't do this processing
1338 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1479 * Need to find the object that in fact blocks view, otherwise
1339 abort(); 1480 * stacking is a bit odd.
1481 */
1482 if (!(flag & INS_ON_TOP)
1483 && ms.flags () & P_BLOCKSVIEW
1484 && (op->face && !faces [op->face].visibility))
1485 {
1486 object *last;
1487
1488 for (last = top; last != floor; last = last->below)
1489 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1490 break;
1491
1492 /* Check to see if we found the object that blocks view,
1493 * and make sure we have a below pointer for it so that
1494 * we can get inserted below this one, which requires we
1495 * set top to the object below us.
1496 */
1497 if (last && last->below && last != floor)
1498 top = last->below;
1499 }
1500 } /* If objects on this space */
1501
1502 if (flag & INS_ABOVE_FLOOR_ONLY)
1503 top = floor;
1504
1505 // insert object above top, or bottom-most if top = 0
1506 if (!top)
1507 {
1508 op->below = 0;
1509 op->above = ms.bot;
1510 ms.bot = op;
1511
1512 *(op->above ? &op->above->below : &ms.top) = op;
1340 } 1513 }
1341 op->above = originator;
1342 op->below = originator->below;
1343 if (op->below) op->below->above = op;
1344 else SET_MAP_OB(op->map, op->x, op->y, op);
1345 /* since *below* originator, no need to update top */
1346 originator->below = op;
1347 } else { 1514 else
1348 /* If there are other objects, then */
1349 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1350 object *last=NULL;
1351 /*
1352 * If there are multiple objects on this space, we do some trickier handling.
1353 * We've already dealt with merging if appropriate.
1354 * Generally, we want to put the new object on top. But if
1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356 * floor, we want to insert above that and no further.
1357 * Also, if there are spell objects on this space, we stop processing
1358 * once we get to them. This reduces the need to traverse over all of
1359 * them when adding another one - this saves quite a bit of cpu time
1360 * when lots of spells are cast in one area. Currently, it is presumed
1361 * that flying non pickable objects are spell objects.
1362 */
1363
1364 while (top != NULL) {
1365 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1366 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1367 if (QUERY_FLAG(top, FLAG_NO_PICK)
1368 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1369 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1370 {
1371 /* We insert above top, so we want this object below this */
1372 top=top->below;
1373 break;
1374 }
1375 last = top;
1376 top = top->above;
1377 }
1378 /* Don't want top to be NULL, so set it to the last valid object */
1379 top = last;
1380
1381 /* We let update_position deal with figuring out what the space
1382 * looks like instead of lots of conditions here.
1383 * makes things faster, and effectively the same result.
1384 */
1385
1386 /* Have object 'fall below' other objects that block view.
1387 * Unless those objects are exits, type 66
1388 * If INS_ON_TOP is used, don't do this processing
1389 * Need to find the object that in fact blocks view, otherwise
1390 * stacking is a bit odd.
1391 */
1392 if (!(flag & INS_ON_TOP) &&
1393 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1394 (op->face && !op->face->visibility)) {
1395 for (last=top; last != floor; last=last->below)
1396 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1397 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we
1400 * set top to the object below us.
1401 */
1402 if (last && last->below && last != floor) top=last->below;
1403 }
1404 } /* If objects on this space */
1405 if (flag & INS_MAP_LOAD)
1406 top = GET_MAP_TOP(op->map,op->x,op->y);
1407 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1408
1409 /* Top is the object that our object (op) is going to get inserted above.
1410 */ 1515 {
1411
1412 /* First object on this space */
1413 if (!top) {
1414 op->above = GET_MAP_OB(op->map, op->x, op->y);
1415 if (op->above) op->above->below = op;
1416 op->below = NULL;
1417 SET_MAP_OB(op->map, op->x, op->y, op);
1418 } else { /* get inserted into the stack above top */
1419 op->above = top->above; 1516 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op; 1517 top->above = op;
1518
1519 op->below = top;
1520 *(op->above ? &op->above->below : &ms.top) = op;
1423 } 1521 }
1424 if (op->above==NULL) 1522 }
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427 1523
1428 if(op->type==PLAYER) 1524 if (op->is_player ())
1525 {
1429 op->contr->do_los=1; 1526 op->contr->do_los = 1;
1527 ++op->map->players;
1528 op->map->touch ();
1529 }
1430 1530
1431 /* If we have a floor, we know the player, if any, will be above 1531 op->map->dirty = true;
1432 * it, so save a few ticks and start from there.
1433 */
1434 if (!(flag & INS_MAP_LOAD))
1435 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1436 if (tmp->type == PLAYER)
1437 tmp->contr->socket.update_look=1;
1438 }
1439 1532
1533 if (object *pl = ms.player ())
1534 //TODO: the floorbox prev/next might need updating
1535 //esrv_send_item (pl, op);
1536 //TODO: update floorbox to preserve ordering
1537 if (pl->contr->ns)
1538 pl->contr->ns->floorbox_update ();
1539
1440 /* If this object glows, it may affect lighting conditions that are 1540 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really 1541 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players 1542 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well 1543 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way - 1544 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1545 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1546 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1547 * of effect may be sufficient.
1448 */ 1548 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1549 if (op->affects_los ())
1550 {
1551 op->ms ().invalidate ();
1450 update_all_los(op->map, op->x, op->y); 1552 update_all_los (op->map, op->x, op->y);
1553 }
1451 1554
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1555 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1556 update_object (op, UP_OBJ_INSERT);
1455 1557
1558 INVOKE_OBJECT (INSERT, op);
1456 1559
1457 /* Don't know if moving this to the end will break anything. However, 1560 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this. 1561 * we want to have floorbox_update called before calling this.
1459 * 1562 *
1460 * check_move_on() must be after this because code called from 1563 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1564 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1565 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1566 * update_object().
1464 */ 1567 */
1465 1568
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1569 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1570 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1571 {
1469 if (check_move_on(op, originator)) 1572 if (check_move_on (op, originator, flag))
1470 return NULL; 1573 return 0;
1471 1574
1472 /* If we are a multi part object, lets work our way through the check 1575 /* If we are a multi part object, let's work our way through the check
1473 * walk on's. 1576 * walk on's.
1474 */ 1577 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1578 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1579 if (check_move_on (tmp, originator, flag))
1477 return NULL; 1580 return 0;
1478 } 1581 }
1582
1479 return op; 1583 return op;
1480} 1584}
1481 1585
1482/* this function inserts an object in the map, but if it 1586/* this function inserts an object in the map, but if it
1483 * finds an object of its own type, it'll remove that one first. 1587 * finds an object of its own type, it'll remove that one first.
1484 * op is the object to insert it under: supplies x and the map. 1588 * op is the object to insert it under: supplies x and the map.
1485 */ 1589 */
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1590void
1487 object *tmp; 1591replace_insert_ob_in_map (shstr_tmp archname, object *op)
1488 object *tmp1; 1592{
1489
1490 /* first search for itself and remove any old instances */ 1593 /* first search for itself and remove any old instances */
1491 1594
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1595 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1596 if (tmp->arch->archname == archname) /* same archetype */
1494 remove_ob(tmp); 1597 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1598
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1599 object *tmp = archetype::find (archname)->instance ();
1500 1600
1501 1601 tmp->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1602 tmp->y = op->y;
1603
1503 insert_ob_in_map(tmp1,op->map,op,0); 1604 insert_ob_in_map (tmp, op->map, op, 0);
1504} 1605}
1505 1606
1506/* 1607object *
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1608object::insert_at (object *where, object *originator, int flags)
1508 * is returned contains nr objects, and the remaining parts contains 1609{
1509 * the rest (or is removed and freed if that number is 0). 1610 if (where->env)
1510 * On failure, NULL is returned, and the reason put into the 1611 return where->env->insert (this);
1511 * global static errmsg array. 1612 else
1512 */ 1613 return where->map->insert (this, where->x, where->y, originator, flags);
1614}
1513 1615
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1616// check whether we can put this into the map, respect max_volume, max_items
1515 object *newob; 1617bool
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618object::can_drop_at (maptile *m, int x, int y, object *originator)
1619{
1620 mapspace &ms = m->at (x, y);
1517 1621
1518 if(orig_ob->nrof<nr) { 1622 int items = ms.items ();
1519 sprintf(errmsg,"There are only %d %ss.",
1520 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1521 return NULL;
1522 }
1523 newob = object_create_clone(orig_ob);
1524 if((orig_ob->nrof-=nr)<1) {
1525 if ( ! is_removed)
1526 remove_ob(orig_ob);
1527 free_object2(orig_ob, 1);
1528 }
1529 else if ( ! is_removed) {
1530 if(orig_ob->env!=NULL)
1531 sub_weight (orig_ob->env,orig_ob->weight*nr);
1532 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1533 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1534 LOG(llevDebug,
1535 "Error, Tried to split object whose map is not in memory.\n");
1536 return NULL;
1537 }
1538 }
1539 newob->nrof=nr;
1540 1623
1624 if (!items // testing !items ensures we can drop at least one item
1625 || (items < m->max_items
1626 && ms.volume () < m->max_volume))
1541 return newob; 1627 return true;
1542}
1543 1628
1629 if (originator && originator->is_player ())
1630 originator->contr->failmsgf (
1631 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1632 query_name ()
1633 );
1634
1635 return false;
1636}
1637
1544/* 1638/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1548 * 1642 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1644 */
1551 1645bool
1552object *decrease_ob_nr (object *op, uint32 i) 1646object::decrease (sint32 nr)
1553{ 1647{
1554 object *tmp; 1648 if (!nr)
1555 player *pl; 1649 return true;
1556 1650
1557 if (i == 0) /* objects with op->nrof require this check */ 1651 nr = min (nr, nrof);
1652
1653 if (nrof > nr)
1654 {
1655 sint64 oweight = total_weight ();
1656
1657 nrof -= nr;
1658
1659 if (object *pl = visible_to ())
1660 esrv_update_item (UPD_NROF, pl, this);
1661
1662 adjust_weight (env, oweight, total_weight ());
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1679object *
1680object::split (sint32 nr)
1681{
1682 int have = number_of ();
1683
1684 if (have < nr)
1685 return 0;
1686 else if (have == nr)
1687 {
1688 remove ();
1689 return this;
1690 }
1691 else
1692 {
1693 decrease (nr);
1694
1695 object *op = deep_clone ();
1696 op->nrof = nr;
1558 return op; 1697 return op;
1559
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 { 1698 }
1565 op->nrof -= i; 1699}
1700
1701object *
1702insert_ob_in_ob (object *op, object *where)
1703{
1704 if (!where)
1566 } 1705 {
1567 else if (op->env != NULL) 1706 char *dump = dump_object (op);
1568 { 1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1569 /* is this object in the players inventory, or sub container 1708 free (dump);
1570 * therein?
1571 */
1572 tmp = is_player_inv (op->env);
1573 /* nope. Is this a container the player has opened?
1574 * If so, set tmp to that player.
1575 * IMO, searching through all the players will mostly
1576 * likely be quicker than following op->env to the map,
1577 * and then searching the map for a player.
1578 */
1579 if (!tmp) {
1580 for (pl=first_player; pl; pl=pl->next)
1581 if (pl->ob->container == op->env) break;
1582 if (pl) tmp=pl->ob;
1583 else tmp=NULL;
1584 }
1585
1586 if (i < op->nrof) {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp) {
1590 esrv_send_item(tmp, op);
1591 }
1592 } else {
1593 remove_ob (op);
1594 op->nrof = 0;
1595 if (tmp) {
1596 esrv_del_item(tmp->contr, op->count);
1597 }
1598 }
1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof) {
1605 op->nrof -= i;
1606 } else {
1607 remove_ob (op);
1608 op->nrof = 0;
1609 }
1610 /* Since we just removed op, op->above is null */
1611 for (tmp = above; tmp != NULL; tmp = tmp->above)
1612 if (tmp->type == PLAYER) {
1613 if (op->nrof)
1614 esrv_send_item(tmp, op);
1615 else
1616 esrv_del_item(tmp->contr, op->count);
1617 }
1618 }
1619
1620 if (op->nrof) {
1621 return op; 1709 return op;
1622 } else { 1710 }
1623 free_object (op); 1711
1624 return NULL; 1712 if (where->head_ () != where)
1625 } 1713 {
1626} 1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1627 1715 where = where->head;
1628/*
1629 * add_weight(object, weight) adds the specified weight to an object,
1630 * and also updates how much the environment(s) is/are carrying.
1631 */
1632
1633void add_weight (object *op, signed long weight) {
1634 while (op!=NULL) {
1635 if (op->type == CONTAINER) {
1636 weight=(signed long)(weight*(100-op->stats.Str)/100);
1637 }
1638 op->carrying+=weight;
1639 op=op->env;
1640 } 1716 }
1641}
1642 1717
1718 return where->insert (op);
1719}
1720
1643/* 1721/*
1644 * insert_ob_in_ob(op,environment): 1722 * env->insert (op)
1645 * This function inserts the object op in the linked list 1723 * This function inserts the object op in the linked list
1646 * inside the object environment. 1724 * inside the object environment.
1647 * 1725 *
1648 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1649 * the inventory at the last position or next to other objects of the same
1650 * type.
1651 * Frank: Now sorted by type, archetype and magic!
1652 *
1653 * The function returns now pointer to inserted item, and return value can 1726 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1655 */ 1728 */
1656 1729object *
1657object *insert_ob_in_ob(object *op,object *where) { 1730object::insert (object *op)
1658 object *tmp, *otmp; 1731{
1659
1660 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1661 dump_object(op);
1662 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1663 return op;
1664 }
1665 if(where==NULL) {
1666 dump_object(op);
1667 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1668 return op;
1669 }
1670 if (where->head) {
1671 LOG(llevDebug,
1672 "Warning: Tried to insert object wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675 if (op->more) { 1732 if (op->more)
1733 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1735 return op;
1679 } 1736 }
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1737
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1738 op->remove ();
1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1682 if(op->nrof) { 1742 if (op->nrof)
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1744 if (object::can_merge (tmp, op))
1745 {
1685 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1747 (client prefers the original object) */
1748
1749 // carring must be 0 for mergable objects
1750 sint64 oweight = tmp->weight * tmp->nrof;
1751
1687 tmp->nrof += op->nrof; 1752 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1753
1689 * tmp->nrof, we need to increase the weight. 1754 if (object *pl = tmp->visible_to ())
1690 */ 1755 esrv_update_item (UPD_NROF, pl, tmp);
1691 add_weight (where, op->weight*op->nrof); 1756
1692 SET_FLAG(op, FLAG_REMOVED); 1757 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1693 free_object(op); /* free the inserted object */ 1758
1759 op->destroy ();
1694 op = tmp; 1760 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1761 goto inserted;
1696 CLEAR_FLAG(op, FLAG_REMOVED);
1697 break;
1698 } 1762 }
1699 1763
1700 /* I assume combined objects have no inventory 1764 op->owner = 0; // it's his/hers now. period.
1701 * We add the weight - this object could have just been removed 1765 op->map = 0;
1702 * (if it was possible to merge). calling remove_ob will subtract 1766 op->x = 0;
1703 * the weight, so we need to add it in again, since we actually do 1767 op->y = 0;
1704 * the linking below
1705 */
1706 add_weight (where, op->weight*op->nrof);
1707 } else
1708 add_weight (where, (op->weight+op->carrying));
1709 1768
1710 otmp=is_player_inv(where);
1711 if (otmp&&otmp->contr!=NULL) {
1712 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1713 fix_player(otmp);
1714 }
1715
1716 op->map=NULL;
1717 op->env=where;
1718 op->above=NULL; 1769 op->above = 0;
1719 op->below=NULL; 1770 op->below = inv;
1720 op->x=0,op->y=0; 1771 op->env = this;
1721 1772
1773 if (inv)
1774 inv->above = op;
1775
1776 inv = op;
1777
1778 op->flag [FLAG_REMOVED] = 0;
1779
1780 if (object *pl = op->visible_to ())
1781 esrv_send_item (pl, op);
1782
1783 adjust_weight (this, 0, op->total_weight ());
1784
1785inserted:
1722 /* reset the light list and los of the players on the map */ 1786 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1787 if (op->glow_radius && is_on_map ())
1724 { 1788 {
1725#ifdef DEBUG_LIGHTS 1789 update_stats ();
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1790 update_all_los (map, x, y);
1727 op->name);
1728#endif /* DEBUG_LIGHTS */
1729 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1730 } 1791 }
1792 else if (is_player ())
1793 // if this is a player's inventory, update stats
1794 contr->queue_stats_update ();
1731 1795
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1796 INVOKE_OBJECT (INSERT, this);
1733 * It sure simplifies this function... 1797
1734 */
1735 if (where->inv==NULL)
1736 where->inv=op;
1737 else {
1738 op->below = where->inv;
1739 op->below->above = op;
1740 where->inv = op;
1741 }
1742 return op; 1798 return op;
1743} 1799}
1744 1800
1745/* 1801/*
1746 * Checks if any objects has a move_type that matches objects 1802 * Checks if any objects has a move_type that matches objects
1760 * 1816 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1817 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1818 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1819 * on top.
1764 */ 1820 */
1765 1821int
1766int check_move_on (object *op, object *originator) 1822check_move_on (object *op, object *originator, int flags)
1767{ 1823{
1824 if (op->flag [FLAG_NO_APPLY])
1825 return 0;
1826
1768 object *tmp; 1827 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1828 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1772 MoveType move_on, move_slow, move_block;
1773 1830
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1831 mapspace &ms = m->at (x, y);
1775 return 0;
1776 1832
1777 tag = op->count; 1833 ms.update ();
1778 1834
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1835 MoveType move_on = ms.move_on;
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1836 MoveType move_slow = ms.move_slow;
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1837 MoveType move_block = ms.move_block;
1782 1838
1783 /* if nothing on this space will slow op down or be applied, 1839 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1840 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1841 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1842 * as walking.
1787 */ 1843 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1844 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1845 return 0;
1790 1846
1791 /* This is basically inverse logic of that below - basically, 1847 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1848 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1849 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1850 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1851 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1852 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1853 return 0;
1798 1854
1799 /* The objects have to be checked from top to bottom. 1855 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1856 * Hence, we first go to the top:
1801 */ 1857 */
1802 1858 for (object *next, *tmp = ms.top; tmp; tmp = next)
1803 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1804 tmp->above!=NULL; tmp=tmp->above) {
1805 /* Trim the search when we find the first other spell effect
1806 * this helps performance so that if a space has 50 spell objects,
1807 * we don't need to check all of them.
1808 */
1809 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1810 } 1859 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1860 next = tmp->below;
1861
1862 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1863 continue; /* Can't apply yourself */
1813 1864
1814 /* Check to see if one of the movement types should be slowed down. 1865 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1866 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1867 * (~slow_move) is not blocked on this space - just because the
1817 * space doesn't slow down swimming (for example), if you can't actually 1868 * space doesn't slow down swimming (for example), if you can't actually
1818 * swim on that space, can't use it to avoid the penalty. 1869 * swim on that space, can't use it to avoid the penalty.
1819 */ 1870 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1871 if (!op->flag [FLAG_WIZPASS])
1872 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1873 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_slow) &&
1823 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1874 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1824 1875 {
1825 float diff;
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1876 float diff = tmp->move_slow_penalty * fabs (op->speed);
1828 if (op->type == PLAYER) { 1877
1878 if (op->is_player ())
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1879 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1880 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1881 diff /= 4.0;
1832 } 1882
1833 }
1834 op->speed_left -= diff; 1883 op->speed_left -= diff;
1835 } 1884 }
1836 } 1885 }
1837 1886
1838 /* Basically same logic as above, except now for actual apply. */ 1887 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1888 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) &&
1841 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1889 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1890 {
1891 if ((flags & INS_NO_AUTO_EXIT)
1892 && (tmp->type == EXIT || tmp->type == TELEPORTER
1893 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1894 continue;
1842 1895
1843 move_apply(tmp, op, originator); 1896 move_apply (tmp, op, originator);
1897
1844 if (was_destroyed (op, tag)) 1898 if (op->destroyed ())
1845 return 1; 1899 return 1;
1846 1900
1847 /* what the person/creature stepped onto has moved the object 1901 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1902 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1903 * have a feeling strange problems would result.
1850 */ 1904 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1905 if (op->map != m || op->x != x || op->y != y)
1906 return 0;
1852 } 1907 }
1853 } 1908 }
1909
1854 return 0; 1910 return 0;
1855} 1911}
1856 1912
1857/* 1913/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1914 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1915 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1861 */ 1917 */
1862 1918object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1919present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1920{
1865 if(m==NULL || out_of_map(m,x,y)) { 1921 if (!m || out_of_map (m, x, y))
1922 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1923 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1924 return NULL;
1868 } 1925 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1926
1870 if(tmp->arch == at) 1927 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1928 if (tmp->arch->archname == at->archname)
1871 return tmp; 1929 return tmp;
1930
1872 return NULL; 1931 return NULL;
1873} 1932}
1874 1933
1875/* 1934/*
1876 * present(type, map, x, y) searches for any objects with 1935 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1936 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
1879 */ 1938 */
1880 1939object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1940present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1941{
1883 if(out_of_map(m,x,y)) { 1942 if (out_of_map (m, x, y))
1943 {
1884 LOG(llevError,"Present called outside map.\n"); 1944 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1945 return NULL;
1886 } 1946 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1947
1948 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 if(tmp->type==type) 1949 if (tmp->type == type)
1889 return tmp; 1950 return tmp;
1951
1890 return NULL; 1952 return NULL;
1891} 1953}
1892 1954
1893/* 1955/*
1894 * present_in_ob(type, object) searches for any objects with 1956 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1957 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1958 * The first matching object is returned, or NULL if none.
1897 */ 1959 */
1898 1960object *
1899object *present_in_ob(unsigned char type, const object *op) { 1961present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1962{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1964 if (tmp->type == type)
1903 return tmp; 1965 return tmp;
1966
1904 return NULL; 1967 return NULL;
1905} 1968}
1906 1969
1907/* 1970/*
1908 * present_in_ob (type, str, object) searches for any objects with 1971 * present_in_ob (type, str, object) searches for any objects with
1916 * str is the string to match against. Note that we match against 1979 * str is the string to match against. Note that we match against
1917 * the object name, not the archetype name. this is so that the 1980 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1981 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1982 * to be unique.
1920 */ 1983 */
1921 1984object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1985present_in_ob_by_name (int type, const char *str, const object *op)
1923 object *tmp; 1986{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1987 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1988 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1989 return tmp;
1928 } 1990
1929 return NULL; 1991 return 0;
1930} 1992}
1931 1993
1932/* 1994/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1995 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1996 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1997 * The first matching object is returned, or NULL if none.
1936 */ 1998 */
1937 1999object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 2000present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 2001{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 if( tmp->arch == at) 2003 if (tmp->arch->archname == at->archname)
1942 return tmp; 2004 return tmp;
2005
1943 return NULL; 2006 return NULL;
1944} 2007}
1945 2008
1946/* 2009/*
1947 * activate recursively a flag on an object inventory 2010 * activate recursively a flag on an object inventory
1948 */ 2011 */
2012void
1949void flag_inv(object*op, int flag){ 2013flag_inv (object *op, int flag)
1950 object *tmp; 2014{
1951 if(op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1953 SET_FLAG(tmp, flag); 2016 {
2017 tmp->set_flag (flag);
1954 flag_inv(tmp,flag); 2018 flag_inv (tmp, flag);
1955 } 2019 }
2020}
2021
1956}/* 2022/*
1957 * desactivate recursively a flag on an object inventory 2023 * deactivate recursively a flag on an object inventory
1958 */ 2024 */
2025void
1959void unflag_inv(object*op, int flag){ 2026unflag_inv (object *op, int flag)
1960 object *tmp; 2027{
1961 if(op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2028 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 CLEAR_FLAG(tmp, flag); 2029 {
2030 tmp->clr_flag (flag);
1964 unflag_inv(tmp,flag); 2031 unflag_inv (tmp, flag);
1965 } 2032 }
1966}
1967
1968/*
1969 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1970 * all it's inventory (recursively).
1971 * If checksums are used, a player will get set_cheat called for
1972 * him/her-self and all object carried by a call to this function.
1973 */
1974
1975void set_cheat(object *op) {
1976 SET_FLAG(op, FLAG_WAS_WIZ);
1977 flag_inv(op, FLAG_WAS_WIZ);
1978} 2033}
1979 2034
1980/* 2035/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2036 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2037 * a spot at the given map and coordinates which will be able to contain
1984 * to search (see the freearr_x/y[] definition). 2039 * to search (see the freearr_x/y[] definition).
1985 * It returns a random choice among the alternatives found. 2040 * It returns a random choice among the alternatives found.
1986 * start and stop are where to start relative to the free_arr array (1,9 2041 * start and stop are where to start relative to the free_arr array (1,9
1987 * does all 4 immediate directions). This returns the index into the 2042 * does all 4 immediate directions). This returns the index into the
1988 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2043 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1989 * Note - this only checks to see if there is space for the head of the
1990 * object - if it is a multispace object, this should be called for all
1991 * pieces.
1992 * Note2: This function does correctly handle tiled maps, but does not 2044 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as 2045 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work. 2046 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary 2047 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 2048 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 2049 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2050 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2051 * customized, changed states, etc.
2000 */ 2052 */
2001 2053int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2054find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2055{
2056 int altern[SIZEOFFREE];
2003 int i,index=0, flag; 2057 int index = 0, flag;
2004 static int altern[SIZEOFFREE];
2005 2058
2006 for(i=start;i<stop;i++) { 2059 for (int i = start; i < stop; i++)
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2060 {
2008 if(!flag) 2061 mapxy pos (m, x, y); pos.move (i);
2062
2063 if (!pos.normalise ())
2064 continue;
2065
2066 mapspace &ms = *pos;
2067
2068 if (ms.flags () & P_IS_ALIVE)
2069 continue;
2070
2071 /* However, often
2072 * ob doesn't have any move type (when used to place exits)
2073 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2074 */
2075 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2076 {
2009 altern[index++]=i; 2077 altern [index++] = i;
2078 continue;
2079 }
2010 2080
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2081 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2082 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2083 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2084 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2085 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2086 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2087 * won't look 2 spaces south of the target space.
2018 */ 2088 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2089 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2090 {
2020 stop=maxfree[i]; 2091 stop = maxfree[i];
2021 } 2092 continue;
2022 if(!index) return -1; 2093 }
2023 return altern[RANDOM()%index];
2024}
2025 2094
2095 /* Note it is intentional that we check ob - the movement type of the
2096 * head of the object should correspond for the entire object.
2097 */
2098 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2099 continue;
2100
2101 if (ob->blocked (pos.m, pos.x, pos.y))
2102 continue;
2103
2104 altern [index++] = i;
2105 }
2106
2107 if (!index)
2108 return -1;
2109
2110 return altern [rndm (index)];
2111}
2112
2026/* 2113/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2114 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2115 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2116 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2117 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2118 */
2032 2119int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2120find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 int i; 2121{
2035 for(i=0;i<SIZEOFFREE;i++) { 2122 for (int i = 0; i < SIZEOFFREE; i++)
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2123 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2037 return i; 2124 return i;
2038 } 2125
2039 return -1; 2126 return -1;
2040} 2127}
2041 2128
2042/* 2129/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2130 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2131 * arr[begin..end-1].
2132 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2133 */
2134static void
2046static void permute(int *arr, int begin, int end) 2135permute (int *arr, int begin, int end)
2047{ 2136{
2048 int i, j, tmp, len; 2137 arr += begin;
2138 end -= begin;
2049 2139
2050 len = end-begin; 2140 while (--end)
2051 for(i = begin; i < end; i++) 2141 swap (arr [end], arr [rndm (end + 1)]);
2052 {
2053 j = begin+RANDOM()%len;
2054
2055 tmp = arr[i];
2056 arr[i] = arr[j];
2057 arr[j] = tmp;
2058 }
2059} 2142}
2060 2143
2061/* new function to make monster searching more efficient, and effective! 2144/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2145 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2146 * the spaces to find monsters. In this way, it won't always look for
2064 * monsters to the north first. However, the size of the array passed 2147 * monsters to the north first. However, the size of the array passed
2065 * covers all the spaces, so within that size, all the spaces within 2148 * covers all the spaces, so within that size, all the spaces within
2066 * the 3x3 area will be searched, just not in a predictable order. 2149 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2150 */
2151void
2068void get_search_arr(int *search_arr) 2152get_search_arr (int *search_arr)
2069{ 2153{
2070 int i; 2154 int i;
2071 2155
2072 for(i = 0; i < SIZEOFFREE; i++) 2156 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2157 search_arr[i] = i;
2075 }
2076 2158
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2159 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2160 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2161 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2162}
2081 2163
2082/* 2164/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2165 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2166 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2171 * Perhaps incorrectly, but I'm making the assumption that exclude
2090 * is actually want is going to try and move there. We need this info 2172 * is actually want is going to try and move there. We need this info
2091 * because we have to know what movement the thing looking to move 2173 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2174 * there is capable of.
2093 */ 2175 */
2094 2176int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2177find_dir (maptile *m, int x, int y, object *exclude)
2178{
2096 int i,max=SIZEOFFREE, mflags; 2179 int max = SIZEOFFREE, mflags;
2097 sint16 nx, ny;
2098 object *tmp;
2099 mapstruct *mp;
2100 MoveType blocked, move_type; 2180 MoveType move_type;
2101 2181
2102 if (exclude && exclude->head) { 2182 if (exclude && exclude->head_ () != exclude)
2183 {
2103 exclude = exclude->head; 2184 exclude = exclude->head;
2104 move_type = exclude->move_type; 2185 move_type = exclude->move_type;
2105 } else { 2186 }
2187 else
2188 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2189 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2190 move_type = MOVE_ALL;
2191 }
2192
2193 for (int i = 1; i < max; i++)
2108 } 2194 {
2195 mapxy pos (m, x, y);
2196 pos.move (i);
2109 2197
2110 for(i=1;i<max;i++) { 2198 if (!pos.normalise ())
2111 mp = m;
2112 nx = x + freearr_x[i]; 2199 max = maxfree[i];
2113 ny = y + freearr_y[i]; 2200 else
2201 {
2202 mapspace &ms = *pos;
2114 2203
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 if ((move_type & ms.move_block) == move_type)
2116 if (mflags & P_OUT_OF_MAP) {
2117 max = maxfree[i]; 2205 max = maxfree [i];
2118 } else {
2119 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2120
2121 if ((move_type & blocked) == move_type) {
2122 max=maxfree[i];
2123 } else if (mflags & P_IS_ALIVE) { 2206 else if (ms.flags () & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2207 {
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2208 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2209 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2210 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128 }
2129 }
2130 if(tmp) {
2131 return freedir[i]; 2211 return freedir [i];
2132 }
2133 } 2212 }
2134 } 2213 }
2135 } 2214 }
2215
2136 return 0; 2216 return 0;
2137} 2217}
2138 2218
2139/* 2219/*
2140 * distance(object 1, object 2) will return the square of the 2220 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2221 * distance between the two given objects.
2142 */ 2222 */
2143 2223int
2144int distance(const object *ob1, const object *ob2) { 2224distance (const object *ob1, const object *ob2)
2145 int i; 2225{
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2226 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2227}
2150 2228
2151/* 2229/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2230 * find_dir_2(delta-x,delta-y) will return a direction value
2153 * an object which has subtracted the x and y coordinates of another 2231 * for running into direct [dx, dy].
2154 * object, needs to travel toward it. 2232 * (the opposite of crossfire's find_dir_2!)
2155 */ 2233 */
2156 2234int
2157int find_dir_2(int x, int y) { 2235find_dir_2 (int x, int y)
2236{
2237#if 1 // new algorithm
2238 // this works by putting x, y into 16 sectors, which
2239 // are not equal sized, but are a better approximation
2240 // then the old algorithm, and then using a mapping
2241 // table to map it into a direction value.
2242 // basically, it maps these comparisons to each bit
2243 // bit #3: x < 0
2244 // bit #2: y < 0
2245 // bit #1: x > y
2246 // bit #0: x > 2y
2247
2248 static const uint8 dir[16] = {
2249 4, 5, 4, 3,
2250 2, 1, 2, 3,
2251 6, 5, 6, 7,
2252 8, 1, 8, 7,
2253 };
2254 int sector = 0;
2255
2256 // this is a bit ugly, but more likely to result in branchless code
2257 sector |= x < 0 ? 8 : 0;
2258 x = x < 0 ? -x : x; // abs
2259
2260 sector |= y < 0 ? 4 : 0;
2261 y = y < 0 ? -y : y; // abs
2262
2263 if (x > y)
2264 {
2265 sector |= 2;
2266
2267 if (x > y * 2)
2268 sector |= 1;
2269 }
2270 else
2271 {
2272 if (y > x * 2)
2273 sector |= 1;
2274 else if (!y)
2275 return 0; // x == 0 here
2276 }
2277
2278 return dir [sector];
2279#else // old algorithm
2158 int q; 2280 int q;
2159 2281
2160 if(y) 2282 if (y)
2161 q=x*100/y; 2283 q = 128 * x / y;
2162 else if (x) 2284 else if (x)
2163 q= -300*x; 2285 q = -512 * x; // to make it > 309
2164 else 2286 else
2165 return 0; 2287 return 0;
2166 2288
2167 if(y>0) { 2289 if (y > 0)
2168 if(q < -242) 2290 {
2291 if (q < -309) return 7;
2292 if (q < -52) return 6;
2293 if (q < 52) return 5;
2294 if (q < 309) return 4;
2295
2169 return 3 ; 2296 return 3;
2170 if (q < -41) 2297 }
2298 else
2299 {
2300 if (q < -309) return 3;
2301 if (q < -52) return 2;
2302 if (q < 52) return 1;
2303 if (q < 309) return 8;
2304
2171 return 2 ; 2305 return 7;
2172 if (q < 41)
2173 return 1 ;
2174 if (q < 242)
2175 return 8 ;
2176 return 7 ;
2177 } 2306 }
2178 2307#endif
2179 if (q < -242)
2180 return 7 ;
2181 if (q < -41)
2182 return 6 ;
2183 if (q < 41)
2184 return 5 ;
2185 if (q < 242)
2186 return 4 ;
2187
2188 return 3 ;
2189}
2190
2191/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int absdir(int d) {
2198 while(d<1) d+=8;
2199 while(d>8) d-=8;
2200 return d;
2201} 2308}
2202 2309
2203/* 2310/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2311 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2312 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2313 */
2207 2314int
2208int dirdiff(int dir1, int dir2) { 2315dirdiff (int dir1, int dir2)
2209 int d; 2316{
2210 d = abs(dir1 - dir2); 2317 int d = abs (dir1 - dir2);
2211 if(d>4) 2318
2212 d = 8 - d; 2319 return d > 4 ? 8 - d : d;
2213 return d;
2214} 2320}
2215 2321
2216/* peterm: 2322/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2323 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2218 * Basically, this is a table of directions, and what directions 2324 * Basically, this is a table of directions, and what directions
2220 * This basically means that if direction is 15, then it could either go 2326 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2327 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2328 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2329 * functions.
2224 */ 2330 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2331static const int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2332 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2333 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2334 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2335 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2336 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2337 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2338 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2339 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2340 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2341 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2342 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2343 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2344 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2345 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2346 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2347 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2348 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2349 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2350 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2351 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2352 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2353 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2354 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2355 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2356 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2357 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2358 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2359 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2360 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2361 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2362 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2363 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2364 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2365 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2366 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2367 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2368 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2369 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2370 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2371 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2372 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2373 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2374 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2375 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2376 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2377 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2378 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2379 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2380 {24, 9, -1}
2381}; /* 48 */
2276 2382
2277/* Recursive routine to step back and see if we can 2383/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2384 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2385 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2386 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2387 * Modified to be map tile aware -.MSW
2282 */ 2388 */
2283 2389int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2390can_see_monsterP (maptile *m, int x, int y, int dir)
2391{
2286 sint16 dx, dy; 2392 sint16 dx, dy;
2287 int mflags; 2393 int mflags;
2288 2394
2395 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2396 return 0; /* exit condition: invalid direction */
2290 2397
2291 dx = x + freearr_x[dir]; 2398 dx = x + freearr_x[dir];
2292 dy = y + freearr_y[dir]; 2399 dy = y + freearr_y[dir];
2293 2400
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2401 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2402
2296 /* This functional arguably was incorrect before - it was 2403 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2404 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2405 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2406 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2407 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2408 * at least its move type.
2302 */ 2409 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2410 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2411 return 0;
2304 2412
2305 /* yes, can see. */ 2413 /* yes, can see. */
2306 if(dir < 9) return 1; 2414 if (dir < 9)
2415 return 1;
2416
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2417 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2419 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2420}
2311 2421
2312
2313
2314/* 2422/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2423 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2424 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2425 * picked up, otherwise 0.
2318 * 2426 *
2319 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2427 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2320 * core dumps if they do. 2428 * core dumps if they do.
2321 * 2429 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2430 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2431 */
2324 2432int
2325int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2434{
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2435 return /*who->flag [FLAG_WIZ]|| */
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2436 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2329 (who->type==PLAYER||item->weight<who->weight/3)); 2437 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2330} 2438}
2331
2332 2439
2333/* 2440/*
2334 * create clone from object to another 2441 * create clone from object to another
2335 */ 2442 */
2336object *object_create_clone (object *asrc) { 2443object *
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2444object::deep_clone ()
2445{
2446 assert (("deep_clone called on non-head object", is_head ()));
2338 2447
2339 if(!asrc) return NULL; 2448 object *dst = clone ();
2340 src = asrc;
2341 if(src->head)
2342 src = src->head;
2343 2449
2344 prev = NULL; 2450 object *prev = dst;
2345 for(part = src; part; part = part->more) { 2451 for (object *part = this->more; part; part = part->more)
2346 tmp = get_object(); 2452 {
2347 copy_object(part,tmp); 2453 object *tmp = part->clone ();
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350 if(!part->head) {
2351 dst = tmp;
2352 tmp->head = NULL;
2353 } else {
2354 tmp->head = dst; 2454 tmp->head = dst;
2355 }
2356 tmp->more = NULL;
2357 if(prev)
2358 prev->more = tmp; 2455 prev->more = tmp;
2359 prev = tmp; 2456 prev = tmp;
2360 } 2457 }
2361 /*** copy inventory ***/ 2458
2362 for(item = src->inv; item; item = item->below) { 2459 for (object *item = inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2460 insert_ob_in_ob (item->deep_clone (), dst);
2364 }
2365 2461
2366 return dst; 2462 return dst;
2367}
2368
2369/* return true if the object was destroyed, 0 otherwise */
2370int was_destroyed (const object *op, tag_t old_tag)
2371{
2372 /* checking for FLAG_FREED isn't necessary, but makes this function more
2373 * robust */
2374 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2375}
2376
2377/* GROS - Creates an object using a string representing its content. */
2378/* Basically, we save the content of the string to a temp file, then call */
2379/* load_object on it. I admit it is a highly inefficient way to make things, */
2380/* but it was simple to make and allows reusing the load_object function. */
2381/* Remember not to use load_object_str in a time-critical situation. */
2382/* Also remember that multiparts objects are not supported for now. */
2383
2384object* load_object_str(const char *obstr)
2385{
2386 object *op;
2387 char filename[MAX_BUF];
2388 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2389
2390 FILE *tempfile=fopen(filename,"w");
2391 if (tempfile == NULL)
2392 {
2393 LOG(llevError,"Error - Unable to access load object temp file\n");
2394 return NULL;
2395 };
2396 fprintf(tempfile,obstr);
2397 fclose(tempfile);
2398
2399 op=get_object();
2400
2401 object_thawer thawer (filename);
2402
2403 if (thawer)
2404 load_object(thawer,op,0);
2405
2406 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2407 CLEAR_FLAG(op,FLAG_REMOVED);
2408
2409 return op;
2410} 2463}
2411 2464
2412/* This returns the first object in who's inventory that 2465/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2466 * has the same type and subtype match.
2414 * returns NULL if no match. 2467 * returns NULL if no match.
2415 */ 2468 */
2469object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2470find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2471{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2472 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2473 if (tmp->type == type && tmp->subtype == subtype)
2474 return tmp;
2422 2475
2423 return NULL; 2476 return 0;
2424} 2477}
2425 2478
2426/* If ob has a field named key, return the link from the list, 2479shstr_tmp
2427 * otherwise return NULL. 2480object::kv_get (shstr_tmp key) const
2428 * 2481{
2429 * key must be a passed in shared string - otherwise, this won't 2482 for (key_value *kv = key_values; kv; kv = kv->next)
2430 * do the desired thing. 2483 if (kv->key == key)
2431 */ 2484 return kv->value;
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2485
2433 key_value * link; 2486 return shstr ();
2487}
2488
2489void
2490object::kv_set (shstr_tmp key, shstr_tmp value)
2491{
2492 for (key_value *kv = key_values; kv; kv = kv->next)
2493 if (kv->key == key)
2494 {
2495 kv->value = value;
2496 return;
2497 }
2498
2499 key_value *kv = new key_value;
2500
2501 kv->next = key_values;
2502 kv->key = key;
2503 kv->value = value;
2504
2505 key_values = kv;
2506}
2507
2508void
2509object::kv_del (shstr_tmp key)
2510{
2511 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2512 if ((*kvp)->key == key)
2513 {
2514 key_value *kv = *kvp;
2515 *kvp = (*kvp)->next;
2516 delete kv;
2517 return;
2518 }
2519}
2520
2521object::depth_iterator::depth_iterator (object *container)
2522: iterator_base (container)
2523{
2524 while (item->inv)
2525 item = item->inv;
2526}
2527
2528void
2529object::depth_iterator::next ()
2530{
2531 if (item->below)
2434 2532 {
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2533 item = item->below;
2436 if (link->key == key) { 2534
2437 return link; 2535 while (item->inv)
2536 item = item->inv;
2537 }
2538 else
2539 item = item->env;
2540}
2541
2542const char *
2543object::flag_desc (char *desc, int len) const
2544{
2545 char *p = desc;
2546 bool first = true;
2547
2548 *p = 0;
2549
2550 for (int i = 0; i < NUM_FLAGS; i++)
2551 {
2552 if (len <= 10) // magic constant!
2553 {
2554 snprintf (p, len, ",...");
2555 break;
2438 } 2556 }
2439 }
2440
2441 return NULL;
2442}
2443 2557
2444/* 2558 if (flag [i])
2445 * Returns the value of op has an extra_field for key, or NULL.
2446 *
2447 * The argument doesn't need to be a shared string.
2448 *
2449 * The returned string is shared.
2450 */
2451const char * get_ob_key_value(const object * op, const char * const key) {
2452 key_value * link;
2453 const char * canonical_key;
2454
2455 canonical_key = shstr::find (key);
2456
2457 if (canonical_key == NULL) {
2458 /* 1. There being a field named key on any object
2459 * implies there'd be a shared string to find.
2460 * 2. Since there isn't, no object has this field.
2461 * 3. Therefore, *this* object doesn't have this field.
2462 */ 2559 {
2463 return NULL; 2560 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2464 } 2561 len -= cnt;
2465 2562 p += cnt;
2466 /* This is copied from get_ob_key_link() above - 2563 first = false;
2467 * only 4 lines, and saves the function call overhead.
2468 */
2469 for (link = op->key_values; link != NULL; link = link->next) {
2470 if (link->key == canonical_key) {
2471 return link->value;
2472 } 2564 }
2473 } 2565 }
2566
2567 return desc;
2568}
2569
2570// return a suitable string describing an object in enough detail to find it
2571const char *
2572object::debug_desc (char *info) const
2573{
2574 char flagdesc[512];
2575 char info2[256 * 4];
2576 char *p = info;
2577
2578 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2579 count,
2580 uuid.c_str (),
2581 &name,
2582 title ? ",title:\"" : "",
2583 title ? (const char *)title : "",
2584 title ? "\"" : "",
2585 flag_desc (flagdesc, 512), type);
2586
2587 if (!flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589
2590 if (map)
2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2592
2593 return info;
2594}
2595
2596const char *
2597object::debug_desc () const
2598{
2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2602 return debug_desc (info [++info_idx % 3]);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612void
2613object::open_container (object *new_container)
2614{
2615 if (container == new_container)
2474 return NULL; 2616 return;
2475}
2476 2617
2618 object *old_container = container;
2477 2619
2478/* 2620 if (old_container)
2479 * Updates the canonical_key in op to value.
2480 *
2481 * canonical_key is a shared string (value doesn't have to be).
2482 *
2483 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2484 * keys.
2485 *
2486 * Returns TRUE on success.
2487 */
2488int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2489 key_value * field = NULL, *last=NULL;
2490 2621 {
2491 for (field=op->key_values; field != NULL; field=field->next) { 2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2492 if (field->key != canonical_key) { 2623 return;
2493 last = field; 2624
2494 continue; 2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 // make sure the container is available
2633 esrv_send_item (this, old_container);
2634
2635 old_container->flag [FLAG_APPLIED] = false;
2636 container = 0;
2637
2638 // client needs item update to make it work, client bug requires this to be separate
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2642 play_sound (sound_find ("chest_close"));
2643 }
2644
2645 if (new_container)
2646 {
2647 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2648 return;
2649
2650 // TODO: this does not seem to serve any purpose anymore?
2651#if 0
2652 // insert the "Close Container" object.
2653 if (archetype *closer = new_container->other_arch)
2654 {
2655 object *closer = new_container->other_arch->instance ();
2656 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2657 new_container->insert (closer);
2495 } 2658 }
2659#endif
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2662
2663 // make sure the container is available, client bug requires this to be separate
2664 esrv_send_item (this, new_container);
2665
2666 new_container->flag [FLAG_APPLIED] = true;
2667 container = new_container;
2668
2669 // client needs flag change
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 play_sound (sound_find ("chest_open"));
2496 2673 }
2497 if (value) 2674// else if (!old_container->env && contr && contr->ns)
2498 field->value = value; 2675// contr->ns->floorbox_reset ();
2499 else { 2676}
2500 /* Basically, if the archetype has this key set,
2501 * we need to store the null value so when we save
2502 * it, we save the empty value so that when we load,
2503 * we get this value back again.
2504 */
2505 if (get_ob_key_link (&op->arch->clone, canonical_key))
2506 field->value = 0;
2507 else
2508 {
2509 if (last) last->next = field->next;
2510 else op->key_values = field->next;
2511 2677
2512 delete field; 2678object *
2513 } 2679object::force_find (shstr_tmp name)
2514 } 2680{
2515 return TRUE; 2681 /* cycle through his inventory to look for the MARK we want to
2516 } 2682 * place
2517 /* IF we get here, key doesn't exist */ 2683 */
2684 for (object *tmp = inv; tmp; tmp = tmp->below)
2685 if (tmp->type == FORCE && tmp->slaying == name)
2686 return splay (tmp);
2518 2687
2519 /* No field, we'll have to add it. */ 2688 return 0;
2689}
2690
2691//-GPL
2692
2693void
2694object::force_set_timer (int duration)
2695{
2696 this->duration = 1;
2697 this->speed_left = -1.f;
2698
2699 this->set_speed (duration ? 1.f / duration : 0.f);
2700}
2701
2702object *
2703object::force_add (shstr_tmp name, int duration)
2704{
2705 if (object *force = force_find (name))
2706 force->destroy ();
2707
2708 object *force = get_archetype (FORCE_NAME);
2709
2710 force->slaying = name;
2711 force->force_set_timer (duration);
2712 force->flag [FLAG_APPLIED] = true;
2713
2714 return insert (force);
2715}
2716
2717void
2718object::play_sound (faceidx sound) const
2719{
2720 if (!sound)
2721 return;
2722
2723 if (is_on_map ())
2724 map->play_sound (sound, x, y);
2725 else if (object *pl = in_player ())
2726 pl->contr->play_sound (sound);
2727}
2728
2729void
2730object::say_msg (const char *msg) const
2731{
2732 if (is_on_map ())
2733 map->say_msg (msg, x, y);
2734 else if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736}
2737
2738void
2739object::make_noise ()
2740{
2741 // we do not model noise in the map, so instead put
2742 // a temporary light into the noise source
2743 // could use the map instead, but that's less reliable for our
2744 // goal, which is to make invisibility a bit harder to exploit
2745
2746 // currently only works sensibly for players
2747 if (!is_player ())
2748 return;
2749
2750 // find old force, or create new one
2751 object *force = force_find (shstr_noise_force);
2752
2753 if (force)
2754 force->speed_left = -1.f; // patch old speed up
2755 else
2520 2756 {
2521 if (!add_key) { 2757 force = archetype::get (shstr_noise_force);
2522 return FALSE; 2758
2523 } 2759 force->slaying = shstr_noise_force;
2524 /* There isn't any good reason to store a null 2760 force->stats.food = 1;
2525 * value in the key/value list. If the archetype has 2761 force->speed_left = -1.f;
2526 * this key, then we should also have it, so shouldn't 2762
2527 * be here. If user wants to store empty strings, 2763 force->set_speed (1.f / 4.f);
2528 * should pass in "" 2764 force->flag [FLAG_IS_USED_UP] = true;
2529 */ 2765 force->flag [FLAG_APPLIED] = true;
2530 if (value == NULL) return TRUE; 2766
2767 insert (force);
2531 2768 }
2532 field = new key_value; 2769}
2770
2771void object::change_move_type (MoveType mt)
2772{
2773 if (move_type == mt)
2774 return;
2775
2776 if (is_on_map ())
2533 2777 {
2534 field->key = canonical_key; 2778 // we are on the map, so handle move_on/off effects
2535 field->value = value; 2779 remove ();
2536 /* Usual prepend-addition. */ 2780 move_type = mt;
2537 field->next = op->key_values; 2781 map->insert (this, x, y, this);
2538 op->key_values = field;
2539 2782 }
2783 else
2784 move_type = mt;
2785}
2786
2787/* object should be a player.
2788 * we return the object the player has marked with the 'mark' command
2789 * below. If no match is found (or object has changed), we return
2790 * NULL. We leave it up to the calling function to print messages if
2791 * nothing is found.
2792 */
2793object *
2794object::mark () const
2795{
2796 if (contr && contr->mark && contr->mark->env == this)
2797 return contr->mark;
2798 else
2540 return TRUE; 2799 return 0;
2541} 2800}
2542 2801
2543/*
2544 * Updates the key in op to value.
2545 *
2546 * If add_key is FALSE, this will only update existing keys,
2547 * and not add new ones.
2548 * In general, should be little reason FALSE is ever passed in for add_key
2549 *
2550 * Returns TRUE on success.
2551 */
2552int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2553{
2554 shstr key_ (key);
2555 return set_ob_key_value_s (op, key_, value, add_key);
2556}

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