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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 1.367 by root, Sun Nov 18 15:19:48 2018 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.17 2006/09/04 17:27:13 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 26#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 27#include <stdio.h>
35#include <sys/types.h> 28#include <sys/types.h>
36#include <sys/uio.h> 29#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 30#include <object.h>
39#include <funcpoint.h> 31#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42int nrofallocobjects = 0;
43 32
44object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39
40objectvec objects;
41activevec actives;
42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
47short freearr_x[SIZEOFFREE]= 51int 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, 52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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}; 55 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
56};
50short freearr_y[SIZEOFFREE]= 57int 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, 58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
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}; 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 62};
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]= { 63int 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, 64 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}; 65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68};
59 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
96static void
97write_uuid (uval64 skip, bool sync)
98{
99 CALL_BEGIN (2);
100 CALL_ARG_SV (newSVval64 (skip));
101 CALL_ARG_SV (boolSV (sync));
102 CALL_CALL ("cf::write_uuid", G_DISCARD);
103 CALL_END;
104}
105
106static void
107read_uuid ()
108{
109 char filename[MAX_BUF];
110
111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
114
115 FILE *fp;
116
117 if (!(fp = fopen (filename, "r")))
118 {
119 if (errno == ENOENT)
120 {
121 LOG (llevInfo, "RESET uid to 1\n");
122 UUID::cur.seq = 0;
123 write_uuid (UUID_GAP, true);
124 return;
125 }
126
127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
128 _exit (1);
129 }
130
131 char buf [UUID::MAX_LEN];
132 buf[0] = 0;
133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
136 {
137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
138 _exit (1);
139 }
140
141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
144 fclose (fp);
145}
146
147UUID
148UUID::gen ()
149{
150 UUID uid;
151
152 uid.seq = ++cur.seq;
153
154 if (expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
160
161 return uid;
162}
163
164void
165UUID::init ()
166{
167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
60 234
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
236static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 237compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 238{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
68 */ 242 */
69 243
70 /* For each field in wants, */ 244 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
72 key_value * has_field; 246 if (has->kv.get (kv->key) != kv->value)
73 247 return false;
74 /* Look for a field in has with the same key. */ 248
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. */ 249 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 250 return true;
93} 251}
94 252
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
254static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 255compare_ob_value_lists (const object *ob1, const object *ob2)
256{
97 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
99 */ 259 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
101} 262}
102 263
103/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 265 * they can be merged together.
105 * 266 *
106 * Note that this function appears a lot longer than the macro it 267 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
109 * 270 *
110 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
111 * 272 *
112 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
113 * check weight 274 * check weight
114 */ 275 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 276bool object::can_merge_slow (object *ob1, object *ob2)
118{ 277{
119 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 285 return 0;
122 286
123 if (ob1->speed != ob2->speed) 287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 290 return 0;
125 291
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. 292 /* 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 293 * 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 294 * 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 295 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 296 * flags lose any meaning.
138 */ 297 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
141 300
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
144 303
145 304 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) || 305 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 306 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 307 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 308 || 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) || 309 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 310 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 311 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 312 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 313 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 316 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 317 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 318 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 319 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 320 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 321 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 322 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 323 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 324 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 325 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 329 return 0;
179 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
180 /* This is really a spellbook check - really, we should 337 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 338 * not merge objects with real inventories, as splitting them
339 * is hard.
182 */ 340 */
183 if (ob1->inv || ob2->inv) 341 if (ob1->inv || ob2->inv)
184 { 342 {
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)) 343 if (!(ob1->inv && ob2->inv))
191 return 0; 344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
192 351
193 /* inventory ok - still need to check rest of this object to see 352 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 353 * if it is valid.
195 */ 354 */
196 } 355 }
197 356
198 /* Don't merge objects that are applied. With the new 'body' code, 357 /* 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 358 * 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. 359 * some items equipped, and we don't want those to merge.
201 */ 360 */
202 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
203 return 0; 362 return 0;
204 363
205 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
207 * check? 366 * check?
208 */ 367 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 369 return 0;
212 370
213 switch (ob1->type) 371 switch (ob1->type)
214 { 372 {
215 case SCROLL: 373 case SCROLL:
216 if (ob1->level != ob2->level) 374 if (ob1->level != ob2->level)
217 return 0; 375 return 0;
218 break; 376 break;
219 } 377 }
220 378
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 379 if (!ob1->kv.empty () || !ob2->kv.empty ())
222 { 380 {
223 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 382 if (ob1->kv.empty () != ob2->kv.empty ())
225 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 384
227 else if (!compare_ob_value_lists (ob1, ob2)) 385 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 386 return 0;
229 } 387 }
230 388
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 389 if (ob1->self || ob2->self)
233 { 390 {
234 ob1->optimise (); 391 ob1->optimise ();
235 ob2->optimise (); 392 ob2->optimise ();
236 393
237 if (ob1->self || ob2->self) 394 if (ob1->self || ob2->self)
238 return 0; 395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
400 return 0;
401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
406 return 0;
407 }
239 } 408 }
240 409
241 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
242 return 1; 411 return 1;
243} 412}
413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
244/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
245 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
248 */ 490 */
249signed long sum_weight(object *op) { 491void
250 signed long sum; 492object::update_weight ()
251 object *inv; 493{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 494 weight_t sum = 0;
253 if (inv->inv) 495
254 sum_weight(inv); 496 for (object *op = inv; op; op = op->below)
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 497 {
498 op->update_weight ();
499
500 sum += weight_adjust_for (this, op->total_weight ());
256 } 501 }
257 if (op->type == CONTAINER && op->stats.Str) 502
258 sum = (sum * (100 - op->stats.Str))/100; 503 if (sum != carrying)
259 if(op->carrying != sum) 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
260 op->carrying = sum; 509 carrying = sum;
261 return sum;
262}
263 510
511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
515}
516
264/** 517/*
265 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 519 */
267 520char *
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) { 521dump_object (object *op)
340 if(op==NULL) { 522{
341 strcpy(errmsg,"[NULL pointer]"); 523 if (!op)
342 return; 524 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 525
348void dump_all_objects(void) { 526 object_freezer freezer;
349 object *op; 527 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 528 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 529}
355 530
356/* 531char *
357 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
358 * multi-object 1 which is closest to the second object. 533{
359 * If it's not a multi-object, it is returned. 534 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} 535}
372 536
373/* 537/*
374 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
375 */ 540 */
376 541object *
377object *find_object(tag_t i) { 542find_object (tag_t i)
378 object *op; 543{
379 for(op=objects;op!=NULL;op=op->next) 544 for_all_objects (op)
380 if(op->count==i) 545 if (op->count == i)
381 break;
382 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
383} 564}
384 565
385/* 566/*
386 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
389 */ 570 */
390 571object *
391object *find_object_name(const char *str) { 572find_object_name (const char *str)
392 const char *name = shstr::find (str); 573{
393 object *op; 574 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 575
576 if (str_)
577 for_all_objects (op)
395 if(&op->name == name) 578 if (op->name == str_)
396 break; 579 return op;
397 580
398 return op; 581 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} 582}
440 583
441/* 584/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
444 */ 588 */
445void set_owner (object *op, object *owner) 589void
590object::set_owner (object *owner)
446{ 591{
447 if(owner==NULL||op==NULL) 592 // allow objects which own objects
593 if (owner)
594 while (owner->owner)
595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 600 return;
449
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;
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}
495
496/* Zero the key_values on op, decrementing the shared-string
497 * refcounts and freeing the links.
498 */
499static void free_key_values(object * op)
500{
501 for (key_value *i = op->key_values; i != 0; )
502 { 601 }
503 key_value *next = i->next;
504 delete i;
505 i = next;
506 }
507
508 op->key_values = 0;
509}
510 602
511void object::clear () 603 this->owner = owner;
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} 604}
532 605
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/* 606/*
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, 607 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
578 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 612 * will point at garbage.
580 */ 613 */
581 614void
582void copy_object (object *op2, object *op) 615object::copy_to (object *dst)
583{ 616{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
586 619
587 op2->clone (op); 620 // maybe move to object_copy?
621 dst->kv = kv;
588 622
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 623 dst->flag [FLAG_REMOVED] = true;
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 624 dst->activate ();
591
592 if (op2->speed < 0)
593 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
594
595 /* Copy over key_values, if any. */
596 if (op2->key_values != NULL)
597 {
598 key_value *tail = NULL;
599 key_value *i;
600
601 op->key_values = NULL;
602
603 for (i = op2->key_values; i != NULL; i = i->next)
604 {
605 key_value *new_link = new key_value;
606
607 new_link->next = NULL;
608 new_link->key = i->key;
609 new_link->value = i->value;
610
611 /* Try and be clever here, too. */
612 if (op->key_values == NULL)
613 {
614 op->key_values = new_link;
615 tail = new_link;
616 }
617 else
618 {
619 tail->next = new_link;
620 tail = new_link;
621 }
622 }
623 }
624
625 update_ob_speed (op);
626} 625}
627 626
628/* 627void
629 * get_object() grabs an object from the list of unused objects, makes 628object::instantiate ()
630 * sure it is initialised, and returns it. 629{
631 * If there are no free objects, expand_objects() is called to get more. 630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
637 speed_left = -1.;
638
639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
632 */ 644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
633 647
634object *get_object () 648 attachable::instantiate ();
635{ 649}
636 object *op = new object;
637 650
638 op->count = ++ob_count; 651object *
652object::clone ()
653{
654 object *neu = create ();
655 copy_to (neu);
639 656
640 op->active_next = 0; 657 // TODO: unclean state changes, should not be done in clone AND instantiate
641 op->active_prev = 0; 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
642 660
643 op->next = objects; 661 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; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
658} 674}
659 675
660/* 676/*
661 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
662 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
663 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
664 */ 680 */
665 681void
666void update_turn_face(object *op) { 682update_turn_face (object *op)
667 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 683{
684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
668 return; 685 return;
669 SET_ANIMATION(op, op->direction); 686
670 update_object(op,UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
671} 688}
672 689
673/* 690/*
674 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
675 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
676 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
677 */ 694 */
695void
696object::set_speed (float speed)
697{
698 this->speed = speed;
678 699
679void update_ob_speed(object *op) { 700 if (has_active_speed ())
680 extern int arch_init; 701 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 { 702 else
710 /* If not on the active list, nothing needs to be done */ 703 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} 704}
728 705
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/* 706/*
758 * update_object() updates the array which represents the map. 707 * update_object() updates the map.
759 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
760 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
761 * invisible object, etc...) 710 * invisible object, etc...)
762 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
763 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
764 * updating that window, though, since update_object() is called _often_) 713 * updating that window, though, since update_object() is called _often_)
765 * 714 *
766 * action is a hint of what the caller believes need to be done. 715 * action is a hint of what the caller believes need to be done.
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: 716 * current action are:
772 * UP_OBJ_INSERT: op was inserted 717 * UP_OBJ_INSERT: op was inserted
773 * UP_OBJ_REMOVE: op was removed 718 * UP_OBJ_REMOVE: op was removed
774 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 719 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
775 * as that is easier than trying to look at what may have changed. 720 * as that is easier than trying to look at what may have changed.
776 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
777 */ 722 */
778 723void
779void update_object(object *op, int action) { 724update_object (object *op, int action)
780 int update_now=0, flags; 725{
781 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
782 727 {
783 if (op == NULL) {
784 /* this should never happen */ 728 /* this should never happen */
785 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
786 return; 730 return;
787 }
788 731 }
789 if(op->env!=NULL) { 732
733 if (!op->is_on_map ())
734 {
790 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
791 * to do in this case. 736 * to do in this case.
792 */ 737 */
793 return; 738 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;
800 739 }
740
801 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
802 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
803 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
804 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
805#ifdef MANY_CORES 745#ifdef MANY_CORES
806 abort(); 746 abort ();
807#endif 747#endif
808 return; 748 return;
809 }
810 749 }
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);
817 750
751 mapspace &m = op->ms ();
752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
818 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757#if 0
758 // this is likely overkill, TODO: revisit (schmorp)
819 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
820 update_now=1; 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
821 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
822 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
823 update_now=1; 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
824 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
825 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (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; 766 || (m.move_off | op->move_off ) != m.move_off
767 || (m.move_slow | op->move_slow) != m.move_slow
833 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
834 * to have move_allow right now. 769 * have move_allow right now.
835 */ 770 */
836 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
837 update_now=1; 772 m.invalidate ();
838 if ((move_slow | op->move_slow) != move_slow) update_now=1; 773#else
774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.invalidate ();
776#endif
839 } 777 }
840 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
841 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
842 * that is being removed. 780 * that is being removed.
843 */ 781 */
844 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
845 update_now=1; 783 m.invalidate ();
846 } else if (action == UP_OBJ_FACE) { 784 else if (action == UP_OBJ_FACE)
847 /* Nothing to do for that case */ 785 m.update_up (); // nothing to do for that case, except copy up
848 }
849 else { 786 else
850 LOG(llevError,"update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
851 }
852 788
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) 789 if (op->more)
859 update_object(op->more, action); 790 update_object (op->more, action);
860} 791}
861 792
793object::object ()
794{
795 this->set_flag (FLAG_REMOVED);
862 796
863/* 797 //expmul = 1.0; declared const for the time being
864 * free_object() frees everything allocated by an object, removes 798 face = blank_face;
865 * it from the list of used objects, and puts it on the list of 799 material = MATERIAL_NULL;
866 * free objects. The IS_FREED() flag is set in the object. 800}
867 * The object must have been removed by remove_ob() first for 801
868 * this function to succeed. 802object::~object ()
803{
804 unlink ();
805
806 kv.clear ();
807}
808
809void object::link ()
810{
811 assert (!index);//D
812 uuid = UUID::gen ();
813
814 refcnt_inc ();
815 objects.insert (this);
816
817 ++create_count;
818
819}
820
821void object::unlink ()
822{
823 if (!index)
824 return;
825
826 ++destroy_count;
827
828 objects.erase (this);
829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
869 * 864 */
870 * If free_inventory is set, free inventory as well. Else drop items in 865void
871 * inventory to the ground. 866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892}
893
894/*
895 * Remove and free all objects in the inventory of the given object.
896 * object.c ?
897 */
898void
899object::destroy_inv (bool drop_to_ground)
900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
906 if (!inv)
907 return;
908
909 /* Only if the space blocks everything do we not process -
910 * if some form of movement is allowed, let objects
911 * drop on that space.
872 */ 912 */
913 if (!drop_to_ground
914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
918 {
919 while (inv)
920 inv->destroy ();
921 }
922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
925 {
926 object *op = inv;
873 927
874void 928 if (op->flag [FLAG_STARTEQUIP]
875free_object (object * ob) 929 || op->flag [FLAG_NO_DROP]
876{ 930 || op->type == RUNE
877 free_object2 (ob, 0); 931 || op->type == TRAP
932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
937 }
938 }
878} 939}
879 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
880void 946void
881free_object2 (object * ob, int free_inventory) 947object::destroy_inv_fast ()
882{ 948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
978object::create ()
979{
883 object *tmp, *op; 980 object *op;
884 981
885 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 982 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 } 983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
893 986
894 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
895 { 992 }
896 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
1002 op->link ();
1003
1004 return op;
1005}
1006
1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
1023object::do_destroy ()
1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (ob); 1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
1039
1040 // hack to ensure that freed objects still have a valid map
1041 map = &freed_map;
1042 x = 1;
1043 y = 1;
1044
1045 if (more)
898 } 1046 {
899 1047 more->destroy ();
900 if (QUERY_FLAG (ob, FLAG_FREED)) 1048 more = 0;
901 { 1049 }
902 dump_object (ob); 1050
903 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1051 head = 0;
1052
1053 // clear those pointers that likely might cause circular references
1054 owner = 0;
1055 enemy = 0;
1056 attacked_by = 0;
1057 current_weapon = 0;
1058}
1059
1060void
1061object::destroy ()
1062{
1063 if (destroyed ())
1064 return;
1065
1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
904 return; 1070 return;
905 } 1071 }
906 1072
907 if (ob->more != NULL) 1073 destroy_inv_fast ();
908 {
909 free_object2 (ob->more, free_inventory);
910 ob->more = NULL;
911 }
912 1074
913 if (ob->inv) 1075 if (is_head ())
914 { 1076 if (sound_destroy)
915 /* Only if the space blocks everything do we not process - 1077 play_sound (sound_destroy);
916 * if some form of movement is allowed, let objects 1078 else if (flag [FLAG_MONSTER])
917 * drop on that space. 1079 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 1080
925 while (op != NULL) 1081 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} 1082}
989 1083
990/* 1084/* 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 1085 * 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 1086 * which it is currently tied to. When this function is done, the
1008 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
1009 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
1010 * the previous environment. 1089 * the previous environment.
1011 * Beware: This function is called from the editor as well!
1012 */ 1090 */
1091void
1092object::do_remove ()
1093{
1094 if (flag [FLAG_REMOVED])
1095 return;
1013 1096
1014void remove_ob(object *op) { 1097 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 1098
1023 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1099 flag [FLAG_REMOVED] = true;
1024 dump_object(op);
1025 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1026 1100
1027 /* Changed it to always dump core in this case. As has been learned 1101 if (more)
1028 * in the past, trying to recover from errors almost always 1102 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 1103
1042 SET_FLAG(op, FLAG_REMOVED); 1104 /*
1043
1044 /*
1045 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1046 * inventory. 1106 * inventory.
1047 */ 1107 */
1048 if(op->env!=NULL) { 1108 if (env)
1049 if(op->nrof) 1109 {
1050 sub_weight(op->env, op->weight*op->nrof); 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1051 else 1111 if (object *pl = visible_to ())
1052 sub_weight(op->env, op->weight+op->carrying); 1112 esrv_del_item (pl->contr, count);
1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1053 1114
1054 /* NO_FIX_PLAYER is set when a great many changes are being 1115 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 1116
1062 if(op->above!=NULL) 1117 object *pl = in_player ();
1063 op->above->below=op->below;
1064 else
1065 op->env->inv=op->below;
1066 1118
1067 if(op->below!=NULL)
1068 op->below->above=op->above;
1069
1070 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1073 */ 1122 */
1074 op->x=op->env->x,op->y=op->env->y; 1123 map = env->map;
1075 op->map=op->env->map; 1124 x = env->x;
1076 op->above=NULL,op->below=NULL; 1125 y = env->y;
1077 op->env=NULL;
1078 return;
1079 }
1080 1126
1081 /* If we get here, we are removing it from a map */ 1127 // make sure cmov optimisation is applicable
1082 if (op->map == NULL) return; 1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1083 1130
1084 x = op->x; 1131 above = 0;
1085 y = op->y; 1132 below = 0;
1086 m = get_map_from_coord(op->map, &x, &y); 1133 env = 0;
1087 1134
1088 if (!m) { 1135 if (pl && pl->is_player ())
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 */ 1136 {
1095 abort(); 1137 if (expect_false (pl->contr->combat_ob == this))
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 */ 1138 {
1120 if(GET_MAP_OB(m,x,y)!=op) { 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1121 dump_object(op); 1140 pl->contr->combat_ob = 0;
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); 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1123 dump_object(GET_MAP_OB(m,x,y)); 1142 }
1124 LOG(llevError,"%s\n",errmsg); 1143
1144 if (expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1125 } 1155 }
1126 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1156 }
1157 else if (map)
1127 } 1158 {
1128 op->above=NULL; 1159 map->dirty = true;
1129 op->below=NULL; 1160 mapspace &ms = this->ms ();
1130 1161
1131 if (op->map->in_memory == MAP_SAVING) 1162 if (object *pl = ms.player ())
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 */ 1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1140 1168
1141 if(tmp->type==PLAYER && tmp!=op) { 1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1200 {
1201 if (pl->container_ () == this)
1142 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1144 * appropriately. 1204 * appropriately.
1145 */ 1205 */
1146 if (tmp->container==op) { 1206 pl->close_container ();
1147 CLEAR_FLAG(op, FLAG_APPLIED); 1207
1148 tmp->container=NULL; 1208 //TODO: the floorbox prev/next might need updating
1149 } 1209 //esrv_del_item (pl->contr, count);
1150 tmp->contr->socket.update_look=1; 1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1151 } 1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1222 */
1223
1152 /* See if player moving off should effect something */ 1224 /* See if object moving off should effect something */
1153 if (check_walk_off && ((op->move_type & tmp->move_off) && 1225 if ((move_type & tmp->move_off)
1154 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1155
1156 move_apply(tmp, op, NULL); 1227 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 } 1228 }
1161 }
1162 1229
1163 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 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); 1231 update_all_los (map, x, y);
1184 1232 }
1185} 1233}
1186 1234
1187/* 1235/*
1188 * merge_ob(op,top): 1236 * merge_ob(op,top):
1189 * 1237 *
1190 * This function goes through all objects below and including top, and 1238 * This function goes through all objects below and including top, and
1191 * merges op to the first matching object. 1239 * merges op to the first matching object.
1192 * If top is NULL, it is calculated. 1240 * If top is NULL, it is calculated.
1193 * Returns pointer to object if it succeded in the merge, otherwise NULL 1241 * Returns pointer to object if it succeded in the merge, otherwise NULL
1194 */ 1242 */
1195 1243object *
1196object *merge_ob(object *op, object *top) { 1244merge_ob (object *op, object *top)
1245{
1197 if(!op->nrof) 1246 if (!op->nrof)
1198 return 0; 1247 return 0;
1199 if(top==NULL) 1248
1249 if (!top)
1200 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1252
1201 for(;top!=NULL;top=top->below) { 1253 for (; top; top = top->below)
1202 if(top==op) 1254 if (object::can_merge (op, top))
1203 continue;
1204 if (CAN_MERGE(op,top))
1205 { 1255 {
1206 top->nrof+=op->nrof; 1256 top->nrof += op->nrof;
1207/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1257
1208 op->weight = 0; /* Don't want any adjustements now */ 1258 if (object *pl = top->visible_to ())
1209 remove_ob(op); 1259 esrv_update_item (UPD_NROF, pl, top);
1210 free_object(op); 1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1264 op->destroy ();
1265
1211 return top; 1266 return top;
1212 } 1267 }
1213 } 1268
1214 return NULL; 1269 return 0;
1215} 1270}
1216 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1217/* 1295/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1220 */ 1298 */
1299object *
1221object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1222 object* tmp; 1301{
1223 if (op->head) 1302 op->remove ();
1224 op=op->head; 1303
1225 for (tmp=op;tmp;tmp=tmp->more){ 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1305 {
1226 tmp->x=x+tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1227 tmp->y=y+tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1228 } 1308 }
1309
1229 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1230} 1311}
1231 1312
1232/* 1313/*
1233 * insert_ob_in_map (op, map, originator, flag): 1314 * insert_ob_in_map (op, map, originator, flag):
1234 * This function inserts the object in the two-way linked list 1315 * 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 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1245 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1246 * 1327 *
1247 * Return value: 1328 * Return value:
1248 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1250 * just 'op' otherwise 1331 * just 'op' otherwise
1251 */ 1332 */
1252 1333object *
1253object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1254{ 1335{
1255 object *tmp, *top, *floor=NULL; 1336 op->remove ();
1256 sint16 x,y;
1257 1337
1258 if (QUERY_FLAG (op, FLAG_FREED)) { 1338 if (m == &freed_map)//D TODO: remove soon
1259 LOG (llevError, "Trying to insert freed object!\n"); 1339 {//D
1260 return NULL; 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1342
1343 /* Ideally, the caller figures this out. However, it complicates a lot
1344 * of areas of callers (eg, anything that uses find_free_spot would now
1345 * need extra work
1346 */
1347 maptile *newmap = m;
1348 if (!xy_normalise (newmap, op->x, op->y))
1261 } 1349 {
1262 if(m==NULL) { 1350 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; 1351 return 0;
1266 } 1352 }
1267 if(out_of_map(m,op->x,op->y)) { 1353
1268 dump_object(op); 1354 if (object *more = op->more)
1269 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1355 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; 1356 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 1357
1287 object *more = op->more; 1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1288 1361
1289 /* We really need the caller to normalize coordinates - if 1362 mapspace &ms = op->ms ();
1290 * we set the map, that doesn't work if the location is within 1363
1291 * a map and this is straddling an edge. So only if coordinate 1364 /* this has to be done after we translate the coordinates.
1292 * is clear wrong do we normalize it. 1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (object::can_merge (op, tmp))
1293 */ 1369 {
1294 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1370 // TODO: we actually want to update tmp, not op,
1295 more->map = get_map_from_coord(m, &more->x, &more->y); 1371 // but some caller surely breaks when we return tmp
1296 } else if (!more->map) { 1372 // from here :/
1297 /* For backwards compatibility - when not dealing with tiled maps, 1373 op->nrof += tmp->nrof;
1298 * more->map should always point to the parent. 1374 tmp->destroy ();
1299 */
1300 more->map = m;
1301 } 1375 }
1302 1376
1303 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1304 if ( ! op->head) 1378 op->clr_flag (FLAG_INV_LOCKED);
1305 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1379
1306 return NULL; 1380 if (!op->flag [FLAG_ALIVE])
1381 op->clr_flag (FLAG_NO_STEAL);
1382
1383 if (flag & INS_BELOW_ORIGINATOR)
1384 {
1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1386 {
1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1388 abort ();
1307 } 1389 }
1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1398 op->above = originator;
1399 op->below = originator->below;
1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1403 }
1404 else
1308 } 1405 {
1309 CLEAR_FLAG(op,FLAG_REMOVED); 1406 object *floor = 0;
1407 object *top = ms.top;
1310 1408
1311 /* Ideally, the caller figures this out. However, it complicates a lot 1409 /* If there are other objects, then */
1312 * of areas of callers (eg, anything that uses find_free_spot would now 1410 if (top)
1313 * need extra work 1411 {
1314 */ 1412 /*
1315 op->map=get_map_from_coord(m, &op->x, &op->y); 1413 * If there are multiple objects on this space, we do some trickier handling.
1316 x = op->x; 1414 * We've already dealt with merging if appropriate.
1317 y = op->y; 1415 * Generally, we want to put the new object on top. But if
1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1417 * floor, we want to insert above that and no further.
1418 * Also, if there are spell objects on this space, we stop processing
1419 * once we get to them. This reduces the need to traverse over all of
1420 * them when adding another one - this saves quite a bit of cpu time
1421 * when lots of spells are cast in one area. Currently, it is presumed
1422 * that flying non pickable objects are spell objects.
1423 */
1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1425 {
1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1427 floor = tmp;
1318 1428
1319 /* this has to be done after we translate the coordinates. 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1320 */ 1430 {
1321 if(op->nrof && !(flag & INS_NO_MERGE)) { 1431 /* 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) 1432 top = tmp->below;
1323 if (CAN_MERGE(op,tmp)) { 1433 break;
1324 op->nrof+=tmp->nrof; 1434 }
1325 remove_ob(tmp); 1435
1326 free_object(tmp); 1436 top = tmp;
1327 } 1437 }
1328 }
1329 1438
1330 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1439 /* We let update_position deal with figuring out what the space
1331 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1440 * looks like instead of lots of conditions here.
1332 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1441 * makes things faster, and effectively the same result.
1333 CLEAR_FLAG(op, FLAG_NO_STEAL); 1442 */
1334 1443
1335 if (flag & INS_BELOW_ORIGINATOR) { 1444 /* Have object 'fall below' other objects that block view.
1336 if (originator->map != op->map || originator->x != op->x || 1445 * Unless those objects are exits.
1337 originator->y != op->y) { 1446 * 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"); 1447 * Need to find the object that in fact blocks view, otherwise
1339 abort(); 1448 * stacking is a bit odd.
1449 */
1450 if (!(flag & INS_ON_TOP)
1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1453 {
1454 object *last;
1455
1456 for (last = top; last != floor; last = last->below)
1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1458 break;
1459
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1471 top = floor;
1472
1473 // insert object above top, or bottom-most if top = 0
1474 if (!top)
1475 {
1476 op->below = 0;
1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1340 } 1481 }
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 { 1482 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 */ 1483 {
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; 1484 op->above = top->above;
1420 if (op->above) op->above->below = op;
1421 op->below = top;
1422 top->above = op; 1485 top->above = op;
1486
1487 op->below = top;
1488 *(op->above ? &op->above->below : &ms.top) = op;
1423 } 1489 }
1424 if (op->above==NULL) 1490 }
1425 SET_MAP_TOP(op->map,op->x, op->y, op);
1426 } /* else not INS_BELOW_ORIGINATOR */
1427 1491
1428 if(op->type==PLAYER) 1492 if (op->is_player ())
1493 {
1429 op->contr->do_los=1; 1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1430 1498
1431 /* If we have a floor, we know the player, if any, will be above 1499 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 1500
1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1507
1440 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1441 * visible to others on this map. But update_all_los is really 1509 * visible to others on this map. But update_all_los is really
1442 * an inefficient way to do this, as it means los for all players 1510 * an inefficient way to do this, as it means los for all players
1443 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1444 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1445 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1446 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1447 * of effect may be sufficient. 1515 * of effect may be sufficient.
1448 */ 1516 */
1449 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1450 update_all_los(op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1451 1522
1452
1453 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1454 update_object(op,UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1455 1525
1526 INVOKE_OBJECT (INSERT, op);
1456 1527
1457 /* Don't know if moving this to the end will break anything. However, 1528 /* Don't know if moving this to the end will break anything. However,
1458 * we want to have update_look set above before calling this. 1529 * we want to have floorbox_update called before calling this.
1459 * 1530 *
1460 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1461 * check_move_on() depends on correct map flags (so functions like 1532 * check_move_on() depends on correct map flags (so functions like
1462 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1463 * update_object(). 1534 * update_object().
1464 */ 1535 */
1465 1536
1466 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* if this is not the head or flag has been passed, don't check walk on status */
1467
1468 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1539 {
1469 if (check_move_on(op, originator)) 1540 if (check_move_on (op, originator, flag))
1470 return NULL; 1541 return 0;
1471 1542
1472 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1473 * walk on's. 1544 * walk on's.
1474 */ 1545 */
1475 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1476 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1477 return NULL; 1548 return 0;
1478 } 1549 }
1550
1479 return op; 1551 return op;
1480} 1552}
1481 1553
1482/* this function inserts an object in the map, but if it 1554/* 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. 1555 * 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. 1556 * op is the object to insert it under: supplies x and the map.
1485 */ 1557 */
1486void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558void
1487 object *tmp; 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1488 object *tmp1; 1560{
1489
1490 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1491 1562
1492 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1564 if (tmp->arch->archname == archname) /* same archetype */
1494 remove_ob(tmp); 1565 tmp->destroy ();
1495 free_object(tmp);
1496 }
1497 }
1498 1566
1499 tmp1=arch_to_object(find_archetype(arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1500 1568
1501 1569 tmp->x = op->x;
1502 tmp1->x = op->x; tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1503 insert_ob_in_map(tmp1,op->map,op,0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1504} 1573}
1505 1574
1506/* 1575object *
1507 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1576object::insert_at (object *where, object *originator, int flags)
1508 * is returned contains nr objects, and the remaining parts contains 1577{
1509 * the rest (or is removed and freed if that number is 0). 1578 if (where->env)
1510 * On failure, NULL is returned, and the reason put into the 1579 return where->env->insert (this);
1511 * global static errmsg array. 1580 else
1512 */ 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1513 1583
1514object *get_split_ob(object *orig_ob, uint32 nr) { 1584// check whether we can put this into the map, respect max_volume, max_items
1515 object *newob; 1585bool
1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1517 1589
1518 if(orig_ob->nrof<nr) { 1590 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 1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1541 return newob; 1595 return true;
1542}
1543 1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1544/* 1606/*
1545 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1546 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1547 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1548 * 1610 *
1549 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1550 */ 1612 */
1551 1613bool
1552object *decrease_ob_nr (object *op, uint32 i) 1614object::decrease (sint32 nr)
1553{ 1615{
1554 object *tmp; 1616 if (!nr)
1555 player *pl; 1617 return true;
1556 1618
1557 if (i == 0) /* objects with op->nrof require this check */ 1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1647object *
1648object::split (sint32 nr)
1649{
1650 int have = number_of ();
1651
1652 if (have < nr)
1653 return 0;
1654 else if (have == nr)
1655 {
1656 remove ();
1657 return this;
1658 }
1659 else
1660 {
1661 decrease (nr);
1662
1663 object *op = deep_clone ();
1664 op->nrof = nr;
1558 return op; 1665 return op;
1559
1560 if (i > op->nrof)
1561 i = op->nrof;
1562
1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1564 { 1666 }
1565 op->nrof -= i; 1667}
1668
1669object *
1670insert_ob_in_ob (object *op, object *where)
1671{
1672 if (!where)
1566 } 1673 {
1567 else if (op->env != NULL) 1674 char *dump = dump_object (op);
1568 { 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1569 /* is this object in the players inventory, or sub container 1676 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; 1677 return op;
1622 } else { 1678 }
1623 free_object (op); 1679
1624 return NULL; 1680 if (where->head_ () != where)
1625 } 1681 {
1626} 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1627 1683 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 } 1684 }
1641}
1642 1685
1686 return where->insert (op);
1687}
1688
1643/* 1689/*
1644 * insert_ob_in_ob(op,environment): 1690 * env->insert (op)
1645 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1646 * inside the object environment. 1692 * inside the object environment.
1647 * 1693 *
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 1694 * The function returns now pointer to inserted item, and return value can
1654 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1655 */ 1696 */
1656 1697object *
1657object *insert_ob_in_ob(object *op,object *where) { 1698object::insert (object *op)
1658 object *tmp, *otmp; 1699{
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) { 1700 if (op->more)
1701 {
1676 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1677 &op->name, op->count);
1678 return op; 1703 return op;
1679 } 1704 }
1680 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1705
1681 CLEAR_FLAG(op, FLAG_REMOVED); 1706 op->remove ();
1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1682 if(op->nrof) { 1710 if (op->nrof)
1683 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1684 if ( CAN_MERGE(tmp,op) ) { 1712 if (object::can_merge (tmp, op))
1713 {
1685 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1686 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1687 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1688 /* Weight handling gets pretty funky. Since we are adding to 1721
1689 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1690 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1691 add_weight (where, op->weight*op->nrof); 1724
1692 SET_FLAG(op, FLAG_REMOVED); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1693 free_object(op); /* free the inserted object */ 1726
1727 op->destroy ();
1694 op = tmp; 1728 op = tmp;
1695 remove_ob (op); /* and fix old object's links */ 1729 goto inserted;
1696 CLEAR_FLAG(op, FLAG_REMOVED);
1697 break;
1698 } 1730 }
1699 1731
1700 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1701 * We add the weight - this object could have just been removed 1733 op->map = 0;
1702 * (if it was possible to merge). calling remove_ob will subtract 1734 op->x = 0;
1703 * the weight, so we need to add it in again, since we actually do 1735 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 1736
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; 1737 op->above = 0;
1719 op->below=NULL; 1738 op->below = inv;
1720 op->x=0,op->y=0; 1739 op->env = this;
1721 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1722 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1723 if((op->glow_radius!=0)&&where->map) 1755 if (op->glow_radius && is_on_map ())
1724 { 1756 {
1725#ifdef DEBUG_LIGHTS 1757 update_stats ();
1726 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1758 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 } 1759 }
1760 else if (is_player ())
1761 // if this is a player's inventory, update stats
1762 contr->queue_stats_update ();
1731 1763
1732 /* Client has no idea of ordering so lets not bother ordering it here. 1764 INVOKE_OBJECT (INSERT, this);
1733 * It sure simplifies this function... 1765
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; 1766 return op;
1743} 1767}
1744 1768
1745/* 1769/*
1746 * Checks if any objects has a move_type that matches objects 1770 * Checks if any objects has a move_type that matches objects
1760 * 1784 *
1761 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * MSW 2001-07-08: Check all objects on space, not just those below
1762 * object being inserted. insert_ob_in_map may not put new objects 1786 * object being inserted. insert_ob_in_map may not put new objects
1763 * on top. 1787 * on top.
1764 */ 1788 */
1765 1789int
1766int check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1767{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1768 object *tmp; 1795 object *tmp;
1769 tag_t tag;
1770 mapstruct *m=op->map; 1796 maptile *m = op->map;
1771 int x=op->x, y=op->y; 1797 int x = op->x, y = op->y;
1772 MoveType move_on, move_slow, move_block;
1773 1798
1774 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1799 mapspace &ms = m->at (x, y);
1775 return 0;
1776 1800
1777 tag = op->count; 1801 ms.update ();
1778 1802
1779 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1781 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1782 1806
1783 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1784 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1785 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1786 * as walking. 1810 * as walking.
1787 */ 1811 */
1788 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1812 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1789 return 0; 1813 return 0;
1790 1814
1791 /* This is basically inverse logic of that below - basically, 1815 /* This is basically inverse logic of that below - basically,
1792 * if the object can avoid the move on or slow move, they do so, 1816 * if the object can avoid the move on or slow move, they do so,
1793 * but can't do it if the alternate movement they are using is 1817 * but can't do it if the alternate movement they are using is
1794 * blocked. Logic on this seems confusing, but does seem correct. 1818 * blocked. Logic on this seems confusing, but does seem correct.
1795 */ 1819 */
1796 if ((op->move_type & ~move_on & ~move_block) != 0 && 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1797 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1821 return 0;
1798 1822
1799 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1800 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1801 */ 1825 */
1802 1826 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 } 1827 {
1811 for(;tmp!=NULL; tmp=tmp->below) { 1828 next = tmp->below;
1829
1830 if (tmp == op)
1812 if (tmp == op) continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1813 1832
1814 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1815 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1816 * (~slow_move) is not blocked on this space - just because the 1835 * (~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 1836 * 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. 1837 * swim on that space, can't use it to avoid the penalty.
1819 */ 1838 */
1820 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1839 if (!op->flag [FLAG_WIZPASS])
1840 {
1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 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)) { 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1824 1843 {
1825 float diff;
1826
1827 diff = tmp->move_slow_penalty*FABS(op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1828 if (op->type == PLAYER) { 1845
1846 if (op->is_player ())
1829 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1830 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1831 diff /= 4.0; 1849 diff /= 4.0;
1832 } 1850
1833 }
1834 op->speed_left -= diff; 1851 op->speed_left -= diff;
1835 } 1852 }
1836 } 1853 }
1837 1854
1838 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 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)) { 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1842 1863
1843 move_apply(tmp, op, originator); 1864 move_apply (tmp, op, originator);
1865
1844 if (was_destroyed (op, tag)) 1866 if (op->destroyed ())
1845 return 1; 1867 return 1;
1846 1868
1847 /* what the person/creature stepped onto has moved the object 1869 /* what the person/creature stepped onto has moved the object
1848 * someplace new. Don't process any further - if we did, 1870 * someplace new. Don't process any further - if we did,
1849 * have a feeling strange problems would result. 1871 * have a feeling strange problems would result.
1850 */ 1872 */
1851 if (op->map != m || op->x != x || op->y != y) return 0; 1873 if (op->map != m || op->x != x || op->y != y)
1874 return 0;
1852 } 1875 }
1853 } 1876 }
1877
1854 return 0; 1878 return 0;
1855} 1879}
1856 1880
1857/* 1881/*
1858 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1859 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1861 */ 1885 */
1862 1886object *
1863object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1887present_arch (const archetype *at, maptile *m, int x, int y)
1864 object *tmp; 1888{
1865 if(m==NULL || out_of_map(m,x,y)) { 1889 if (!m || out_of_map (m, x, y))
1890 {
1866 LOG(llevError,"Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1867 return NULL; 1892 return NULL;
1868 } 1893 }
1869 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1894
1870 if(tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
1871 return tmp; 1897 return tmp;
1898
1872 return NULL; 1899 return NULL;
1873} 1900}
1874 1901
1875/* 1902/*
1876 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1877 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1878 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1879 */ 1906 */
1880 1907object *
1881object *present(unsigned char type,mapstruct *m, int x,int y) { 1908present (unsigned char type, maptile *m, int x, int y)
1882 object *tmp; 1909{
1883 if(out_of_map(m,x,y)) { 1910 if (out_of_map (m, x, y))
1911 {
1884 LOG(llevError,"Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1885 return NULL; 1913 return NULL;
1886 } 1914 }
1887 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1888 if(tmp->type==type) 1917 if (tmp->type == type)
1889 return tmp; 1918 return tmp;
1919
1890 return NULL; 1920 return NULL;
1891} 1921}
1892 1922
1893/* 1923/*
1894 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
1895 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
1896 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1897 */ 1927 */
1898 1928object *
1899object *present_in_ob(unsigned char type, const object *op) { 1929present_in_ob (unsigned char type, const object *op)
1900 object *tmp; 1930{
1901 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1902 if(tmp->type==type) 1932 if (tmp->type == type)
1903 return tmp; 1933 return tmp;
1934
1904 return NULL; 1935 return NULL;
1905} 1936}
1906 1937
1907/* 1938/*
1908 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
1916 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
1917 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
1918 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
1919 * to be unique. 1950 * to be unique.
1920 */ 1951 */
1921 1952object *
1922object *present_in_ob_by_name(int type, const char *str, const object *op) { 1953present_in_ob_by_name (int type, const char *str, const object *op)
1923 object *tmp; 1954{
1924
1925 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1927 return tmp; 1957 return tmp;
1928 } 1958
1929 return NULL; 1959 return 0;
1930} 1960}
1931 1961
1932/* 1962/*
1933 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
1934 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
1935 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1936 */ 1966 */
1937 1967object *
1938object *present_arch_in_ob(const archetype *at, const object *op) { 1968present_arch_in_ob (const archetype *at, const object *op)
1939 object *tmp; 1969{
1940 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 if( tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1942 return tmp; 1972 return tmp;
1973
1943 return NULL; 1974 return NULL;
1944} 1975}
1945 1976
1946/* 1977/*
1947 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1948 */ 1979 */
1980void
1949void flag_inv(object*op, int flag){ 1981flag_inv (object *op, int flag)
1950 object *tmp; 1982{
1951 if(op->inv)
1952 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1953 SET_FLAG(tmp, flag); 1984 {
1985 tmp->set_flag (flag);
1954 flag_inv(tmp,flag); 1986 flag_inv (tmp, flag);
1955 } 1987 }
1988}
1989
1956}/* 1990/*
1957 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1958 */ 1992 */
1993void
1959void unflag_inv(object*op, int flag){ 1994unflag_inv (object *op, int flag)
1960 object *tmp; 1995{
1961 if(op->inv)
1962 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 CLEAR_FLAG(tmp, flag); 1997 {
1998 tmp->clr_flag (flag);
1964 unflag_inv(tmp,flag); 1999 unflag_inv (tmp, flag);
1965 } 2000 }
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} 2001}
1979 2002
1980/* 2003/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 2005 * a spot at the given map and coordinates which will be able to contain
1984 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1985 * It returns a random choice among the alternatives found. 2008 * 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 2009 * 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 2010 * 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) 2011 * 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 2012 * Note: This function does correctly handle tiled maps, but does not
1993 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1994 * necessary, so the caller shouldn't need to do any special work. 2014 * necessary, so the caller shouldn't need to do any special work.
1995 * Note - updated to take an object instead of archetype - this is necessary 2015 * Note - updated to take an object instead of archetype - this is necessary
1996 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
1997 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
1998 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
1999 * customized, changed states, etc. 2019 * customized, changed states, etc.
2000 */ 2020 */
2001 2021int
2002int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003 int i,index=0, flag; 2023{
2004 static int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2005 2026
2006 for(i=start;i<stop;i++) { 2027 for (int i = start; i < stop; i++)
2007 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2028 {
2008 if(!flag) 2029 mapxy pos (m, x, y); pos.move (i);
2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2009 altern[index++]=i; 2045 altern [index++] = i;
2046 continue;
2047 }
2010 2048
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2050 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2051 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2052 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2053 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2018 */ 2056 */
2019 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2020 stop=maxfree[i]; 2059 stop = maxfree[i];
2021 } 2060 continue;
2022 if(!index) return -1; 2061 }
2023 return altern[RANDOM()%index];
2024}
2025 2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2073 }
2074
2075 if (!index)
2076 return -1;
2077
2078 return altern [rndm (index)];
2079}
2080
2026/* 2081/*
2027 * find_first_free_spot(archetype, mapstruct, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2028 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2029 * But it will return the first available spot, not a random choice. 2084 * But it will return the first available spot, not a random choice.
2030 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2031 */ 2086 */
2032 2087int
2033int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2034 int i; 2089{
2035 for(i=0;i<SIZEOFFREE;i++) { 2090 for (int i = 0; i < SIZEOFFREE; i++)
2036 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2037 return i; 2092 return i;
2038 } 2093
2039 return -1; 2094 return -1;
2040} 2095}
2041 2096
2042/* 2097/*
2043 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2044 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2045 */ 2101 */
2102static void
2046static void permute(int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2047{ 2104{
2048 int i, j, tmp, len; 2105 arr += begin;
2106 end -= begin;
2049 2107
2050 len = end-begin; 2108 while (--end)
2051 for(i = begin; i < end; i++) 2109 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} 2110}
2060 2111
2061/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2113 * 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 2114 * 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 2115 * 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 2116 * 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. 2117 * the 3x3 area will be searched, just not in a predictable order.
2067 */ 2118 */
2119void
2068void get_search_arr(int *search_arr) 2120get_search_arr (int *search_arr)
2069{ 2121{
2070 int i; 2122 int i;
2071 2123
2072 for(i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2073 {
2074 search_arr[i] = i; 2125 search_arr[i] = i;
2075 }
2076 2126
2077 permute(search_arr, 1, SIZEOFFREE1+1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080} 2130}
2081 2131
2082/* 2132/*
2083 * find_dir(map, x, y, exclude) will search some close squares in the 2133 * find_dir(map, x, y, exclude) will search some close squares in the
2084 * given map at the given coordinates for live objects. 2134 * given map at the given coordinates for live objects.
2089 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * 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 2140 * 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 2141 * because we have to know what movement the thing looking to move
2092 * there is capable of. 2142 * there is capable of.
2093 */ 2143 */
2094 2144int
2095int find_dir(mapstruct *m, int x, int y, object *exclude) { 2145find_dir (maptile *m, int x, int y, object *exclude)
2146{
2096 int i,max=SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2097 sint16 nx, ny;
2098 object *tmp;
2099 mapstruct *mp;
2100 MoveType blocked, move_type; 2148 MoveType move_type;
2101 2149
2102 if (exclude && exclude->head) { 2150 if (exclude && exclude->head_ () != exclude)
2151 {
2103 exclude = exclude->head; 2152 exclude = exclude->head;
2104 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2105 } else { 2154 }
2155 else
2156 {
2106 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2107 move_type=MOVE_ALL; 2158 move_type = MOVE_ALL;
2159 }
2160
2161 for (int i = 1; i < max; i++)
2108 } 2162 {
2163 mapxy pos (m, x, y);
2164 pos.move (i);
2109 2165
2110 for(i=1;i<max;i++) { 2166 if (!pos.normalise ())
2111 mp = m;
2112 nx = x + freearr_x[i]; 2167 max = maxfree[i];
2113 ny = y + freearr_y[i]; 2168 else
2169 {
2170 mapspace &ms = *pos;
2114 2171
2115 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2172 if ((move_type & ms.move_block) == move_type)
2116 if (mflags & P_OUT_OF_MAP) {
2117 max = maxfree[i]; 2173 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) { 2174 else if (ms.flags () & P_IS_ALIVE)
2124 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2175 {
2125 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128 }
2129 }
2130 if(tmp) {
2131 return freedir[i]; 2179 return freedir [i];
2132 }
2133 } 2180 }
2134 } 2181 }
2135 } 2182 }
2183
2136 return 0; 2184 return 0;
2137} 2185}
2138 2186
2139/* 2187/*
2140 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2141 * distance between the two given objects. 2189 * distance between the two given objects.
2142 */ 2190 */
2143 2191int
2144int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2145 int i; 2193{
2146 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2194 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2148 return i;
2149} 2195}
2150 2196
2151/* 2197/*
2152 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * find_dir_2(delta-x,delta-y) will return a direction value
2153 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2154 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2155 */ 2201 */
2156 2202int
2157int find_dir_2(int x, int y) { 2203find_dir_2 (int x, int y)
2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2158 int q; 2248 int q;
2159 2249
2160 if(y) 2250 if (y)
2161 q=x*100/y; 2251 q = 128 * x / y;
2162 else if (x) 2252 else if (x)
2163 q= -300*x; 2253 q = -512 * x; // to make it > 309
2164 else 2254 else
2165 return 0; 2255 return 0;
2166 2256
2167 if(y>0) { 2257 if (y > 0)
2168 if(q < -242) 2258 {
2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2169 return 3 ; 2264 return 3;
2170 if (q < -41) 2265 }
2266 else
2267 {
2268 if (q < -309) return 3;
2269 if (q < -52) return 2;
2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2171 return 2 ; 2273 return 7;
2172 if (q < 41)
2173 return 1 ;
2174 if (q < 242)
2175 return 8 ;
2176 return 7 ;
2177 } 2274 }
2178 2275#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} 2276}
2202 2277
2203/* 2278/*
2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2205 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2206 */ 2281 */
2207 2282int
2208int dirdiff(int dir1, int dir2) { 2283dirdiff (int dir1, int dir2)
2209 int d; 2284{
2210 d = abs(dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2211 if(d>4) 2286
2212 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2213 return d;
2214} 2288}
2215 2289
2216/* peterm: 2290/* peterm:
2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2218 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2220 * This basically means that if direction is 15, then it could either go 2294 * This basically means that if direction is 15, then it could either go
2221 * direction 4, 14, or 16 to get back to where we are. 2295 * direction 4, 14, or 16 to get back to where we are.
2222 * Moved from spell_util.c to object.c with the other related direction 2296 * Moved from spell_util.c to object.c with the other related direction
2223 * functions. 2297 * functions.
2224 */ 2298 */
2225
2226int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2227 {0,0,0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2228 {0,0,0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2229 {0,0,0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2230 {0,0,0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2231 {0,0,0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2232 {0,0,0}, /* 5 */ 2305 {0, 0, 0}, /* 5 */
2233 {0,0,0}, /* 6 */ 2306 {0, 0, 0}, /* 6 */
2234 {0,0,0}, /* 7 */ 2307 {0, 0, 0}, /* 7 */
2235 {0,0,0}, /* 8 */ 2308 {0, 0, 0}, /* 8 */
2236 {8,1,2}, /* 9 */ 2309 {8, 1, 2}, /* 9 */
2237 {1,2,-1}, /* 10 */ 2310 {1, 2, -1}, /* 10 */
2238 {2,10,12}, /* 11 */ 2311 {2, 10, 12}, /* 11 */
2239 {2,3,-1}, /* 12 */ 2312 {2, 3, -1}, /* 12 */
2240 {2,3,4}, /* 13 */ 2313 {2, 3, 4}, /* 13 */
2241 {3,4,-1}, /* 14 */ 2314 {3, 4, -1}, /* 14 */
2242 {4,14,16}, /* 15 */ 2315 {4, 14, 16}, /* 15 */
2243 {5,4,-1}, /* 16 */ 2316 {5, 4, -1}, /* 16 */
2244 {4,5,6}, /* 17 */ 2317 {4, 5, 6}, /* 17 */
2245 {6,5,-1}, /* 18 */ 2318 {6, 5, -1}, /* 18 */
2246 {6,20,18}, /* 19 */ 2319 {6, 20, 18}, /* 19 */
2247 {7,6,-1}, /* 20 */ 2320 {7, 6, -1}, /* 20 */
2248 {6,7,8}, /* 21 */ 2321 {6, 7, 8}, /* 21 */
2249 {7,8,-1}, /* 22 */ 2322 {7, 8, -1}, /* 22 */
2250 {8,22,24}, /* 23 */ 2323 {8, 22, 24}, /* 23 */
2251 {8,1,-1}, /* 24 */ 2324 {8, 1, -1}, /* 24 */
2252 {24,9,10}, /* 25 */ 2325 {24, 9, 10}, /* 25 */
2253 {9,10,-1}, /* 26 */ 2326 {9, 10, -1}, /* 26 */
2254 {10,11,-1}, /* 27 */ 2327 {10, 11, -1}, /* 27 */
2255 {27,11,29}, /* 28 */ 2328 {27, 11, 29}, /* 28 */
2256 {11,12,-1}, /* 29 */ 2329 {11, 12, -1}, /* 29 */
2257 {12,13,-1}, /* 30 */ 2330 {12, 13, -1}, /* 30 */
2258 {12,13,14}, /* 31 */ 2331 {12, 13, 14}, /* 31 */
2259 {13,14,-1}, /* 32 */ 2332 {13, 14, -1}, /* 32 */
2260 {14,15,-1}, /* 33 */ 2333 {14, 15, -1}, /* 33 */
2261 {33,15,35}, /* 34 */ 2334 {33, 15, 35}, /* 34 */
2262 {16,15,-1}, /* 35 */ 2335 {16, 15, -1}, /* 35 */
2263 {17,16,-1}, /* 36 */ 2336 {17, 16, -1}, /* 36 */
2264 {18,17,16}, /* 37 */ 2337 {18, 17, 16}, /* 37 */
2265 {18,17,-1}, /* 38 */ 2338 {18, 17, -1}, /* 38 */
2266 {18,19,-1}, /* 39 */ 2339 {18, 19, -1}, /* 39 */
2267 {41,19,39}, /* 40 */ 2340 {41, 19, 39}, /* 40 */
2268 {19,20,-1}, /* 41 */ 2341 {19, 20, -1}, /* 41 */
2269 {20,21,-1}, /* 42 */ 2342 {20, 21, -1}, /* 42 */
2270 {20,21,22}, /* 43 */ 2343 {20, 21, 22}, /* 43 */
2271 {21,22,-1}, /* 44 */ 2344 {21, 22, -1}, /* 44 */
2272 {23,22,-1}, /* 45 */ 2345 {23, 22, -1}, /* 45 */
2273 {45,47,23}, /* 46 */ 2346 {45, 47, 23}, /* 46 */
2274 {23,24,-1}, /* 47 */ 2347 {23, 24, -1}, /* 47 */
2275 {24,9,-1}}; /* 48 */ 2348 {24, 9, -1}
2349}; /* 48 */
2276 2350
2277/* Recursive routine to step back and see if we can 2351/* Recursive routine to step back and see if we can
2278 * find a path to that monster that we found. If not, 2352 * find a path to that monster that we found. If not,
2279 * we don't bother going toward it. Returns 1 if we 2353 * we don't bother going toward it. Returns 1 if we
2280 * can see a direct way to get it 2354 * can see a direct way to get it
2281 * Modified to be map tile aware -.MSW 2355 * Modified to be map tile aware -.MSW
2282 */ 2356 */
2283 2357int
2284
2285int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2358can_see_monsterP (maptile *m, int x, int y, int dir)
2359{
2286 sint16 dx, dy; 2360 sint16 dx, dy;
2287 int mflags; 2361 int mflags;
2288 2362
2363 if (dir < 0)
2289 if(dir<0) return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2290 2365
2291 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2292 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2293 2368
2294 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2295 2370
2296 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2297 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2298 * we could move to the monster - this is being more 2373 * we could move to the monster - this is being more
2299 * literal on if we can see it. To know if we can actually 2374 * literal on if we can see it. To know if we can actually
2300 * move to the monster, we'd need the monster passed in or 2375 * move to the monster, we'd need the monster passed in or
2301 * at least its move type. 2376 * at least its move type.
2302 */ 2377 */
2303 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2378 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2379 return 0;
2304 2380
2305 /* yes, can see. */ 2381 /* yes, can see. */
2306 if(dir < 9) return 1; 2382 if (dir < 9)
2383 return 1;
2384
2307 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2309 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2310} 2388}
2311 2389
2312
2313
2314/* 2390/*
2315 * can_pick(picker, item): finds out if an object is possible to be 2391 * can_pick(picker, item): finds out if an object is possible to be
2316 * picked up by the picker. Returnes 1 if it can be 2392 * picked up by the picker. Returnes 1 if it can be
2317 * picked up, otherwise 0. 2393 * picked up, otherwise 0.
2318 * 2394 *
2319 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2320 * core dumps if they do. 2396 * core dumps if they do.
2321 * 2397 *
2322 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2323 */ 2399 */
2324 2400int
2325int can_pick(const object *who, const object *item) { 2401can_pick (const object *who, const object *item)
2326 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2402{
2327 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2403 return /*who->flag [FLAG_WIZ]|| */
2328 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2329 (who->type==PLAYER||item->weight<who->weight/3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2330} 2406}
2331 2407
2408//-GPL
2332 2409
2333/* 2410/*
2334 * create clone from object to another 2411 * create clone from object to another
2335 */ 2412 */
2336object *object_create_clone (object *asrc) { 2413object *
2337 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2414object::deep_clone ()
2415{
2416 assert (("deep_clone called on non-head object", is_head ()));
2338 2417
2339 if(!asrc) return NULL; 2418 object *dst = clone ();
2340 src = asrc;
2341 if(src->head)
2342 src = src->head;
2343 2419
2344 prev = NULL; 2420 object *prev = dst;
2345 for(part = src; part; part = part->more) { 2421 for (object *part = this->more; part; part = part->more)
2346 tmp = get_object(); 2422 {
2347 copy_object(part,tmp); 2423 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; 2424 tmp->head = dst;
2355 }
2356 tmp->more = NULL;
2357 if(prev)
2358 prev->more = tmp; 2425 prev->more = tmp;
2359 prev = tmp; 2426 prev = tmp;
2360 } 2427 }
2361 /*** copy inventory ***/ 2428
2362 for(item = src->inv; item; item = item->below) { 2429 for (object *item = inv; item; item = item->below)
2363 (void) insert_ob_in_ob(object_create_clone(item),dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2364 }
2365 2431
2366 return dst; 2432 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} 2433}
2411 2434
2412/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2413 * has the same type and subtype match. 2436 * has the same type and subtype match.
2414 * returns NULL if no match. 2437 * returns NULL if no match.
2415 */ 2438 */
2439object *
2416object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2417{ 2441{
2418 object *tmp;
2419
2420 for (tmp=who->inv; tmp; tmp=tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2421 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2443 if (tmp->type == type && tmp->subtype == subtype)
2444 return tmp;
2422 2445
2423 return NULL; 2446 return 0;
2424} 2447}
2425 2448
2426/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2427 * otherwise return NULL. 2450 * refcounts and freeing the links.
2428 * 2451 */
2429 * key must be a passed in shared string - otherwise, this won't 2452void
2430 * do the desired thing. 2453key_values::clear ()
2431 */ 2454{
2432key_value * get_ob_key_link(const object * ob, const char * key) { 2455 for (key_value *kvp = first; kvp; )
2433 key_value * link;
2434 2456 {
2435 for (link = ob->key_values; link != NULL; link = link->next) { 2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2436 if (link->key == key) { 2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473}
2474
2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2492 {
2493 kv->value = value;
2437 return link; 2494 return;
2495 }
2496
2497 add (key, value);
2498}
2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2505 {
2506 key_value *kv = *kvp;
2507 *kvp = (*kvp)->next;
2508 delete kv;
2509 return;
2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539}
2540
2541object::depth_iterator::depth_iterator (object *container)
2542: iterator_base (container)
2543{
2544 while (item->inv)
2545 item = item->inv;
2546}
2547
2548void
2549object::depth_iterator::next ()
2550{
2551 if (item->below)
2552 {
2553 item = item->below;
2554
2555 while (item->inv)
2556 item = item->inv;
2557 }
2558 else
2559 item = item->env;
2560}
2561
2562const char *
2563object::flag_desc (char *desc, int len) const
2564{
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2438 } 2576 }
2439 }
2440
2441 return NULL;
2442}
2443 2577
2444/* 2578 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 */ 2579 {
2463 return NULL; 2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2464 } 2581 len -= cnt;
2465 2582 p += cnt;
2466 /* This is copied from get_ob_key_link() above - 2583 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 } 2584 }
2473 } 2585 }
2586
2587 return desc;
2588}
2589
2590// return a suitable string describing an object in enough detail to find it
2591const char *
2592object::debug_desc (char *info) const
2593{
2594 char flagdesc[512];
2595 char info2[256 * 4];
2596 char *p = info;
2597
2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2599 count,
2600 uuid.c_str (),
2601 &name,
2602 title ? ",title:\"" : "",
2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2605 flag_desc (flagdesc, 512), type);
2606
2607 if (!flag[FLAG_REMOVED] && env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2622 return debug_desc (info [++info_idx % 3]);
2623}
2624
2625struct region *
2626object::region () const
2627{
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630}
2631
2632//+GPL
2633
2634void
2635object::open_container (object *new_container)
2636{
2637 if (container == new_container)
2474 return NULL; 2638 return;
2475}
2476 2639
2640 object *old_container = container;
2477 2641
2478/* 2642 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 2643 {
2491 for (field=op->key_values; field != NULL; field=field->next) { 2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2492 if (field->key != canonical_key) { 2645 return;
2493 last = field; 2646
2494 continue; 2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 // make sure the container is available
2655 esrv_send_item (this, old_container);
2656
2657 old_container->flag [FLAG_APPLIED] = false;
2658 container = 0;
2659
2660 // client needs item update to make it work, client bug requires this to be separate
2661 esrv_update_item (UPD_FLAGS, this, old_container);
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2664 play_sound (sound_find ("chest_close"));
2665 }
2666
2667 if (new_container)
2668 {
2669 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2670 return;
2671
2672 // TODO: this does not seem to serve any purpose anymore?
2673#if 0
2674 // insert the "Close Container" object.
2675 if (archetype *closer = new_container->other_arch)
2676 {
2677 object *closer = new_container->other_arch->instance ();
2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2679 new_container->insert (closer);
2495 } 2680 }
2681#endif
2682
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2688 new_container->flag [FLAG_APPLIED] = true;
2689 container = new_container;
2690
2691 // client needs flag change
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2496 2695 }
2497 if (value) 2696// else if (!old_container->env && contr && contr->ns)
2498 field->value = value; 2697// contr->ns->floorbox_reset ();
2499 else { 2698}
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 2699
2512 delete field; 2700//-GPL
2513 }
2514 }
2515 return TRUE;
2516 }
2517 /* IF we get here, key doesn't exist */
2518 2701
2519 /* No field, we'll have to add it. */ 2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2520 2711 {
2521 if (!add_key) { 2712 rect->m->touch ();
2522 return FALSE; 2713 rect->m->activate ();
2523 }
2524 /* There isn't any good reason to store a null
2525 * value in the key/value list. If the archetype has
2526 * this key, then we should also have it, so shouldn't
2527 * be here. If user wants to store empty strings,
2528 * should pass in ""
2529 */
2530 if (value == NULL) return TRUE;
2531 2714 }
2532 field = new key_value; 2715}
2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2732object *
2733object::force_find (shstr_tmp name)
2734{
2735 /* cycle through his inventory to look for the MARK we want to
2736 * place
2737 */
2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2739 if (tmp->type == FORCE && tmp->slaying == name)
2740 return splay (tmp);
2741
2742 return 0;
2743}
2744
2745void
2746object::force_set_timer (int duration)
2747{
2748 this->duration = 1;
2749 this->speed_left = -1.f;
2750
2751 this->set_speed (duration ? 1.f / duration : 0.f);
2752}
2753
2754object *
2755object::force_add (shstr_tmp name, int duration)
2756{
2757 if (object *force = force_find (name))
2758 force->destroy ();
2759
2760 object *force = archetype::get (FORCE_NAME);
2761
2762 force->slaying = name;
2763 force->force_set_timer (duration);
2764 force->flag [FLAG_APPLIED] = true;
2765
2766 return insert (force);
2767}
2768
2769void
2770object::play_sound (faceidx sound) const
2771{
2772 if (!sound)
2773 return;
2774
2775 if (is_on_map ())
2776 map->play_sound (sound, x, y);
2777 else if (object *pl = in_player ())
2778 pl->contr->play_sound (sound);
2779}
2780
2781void
2782object::say_msg (const char *msg) const
2783{
2784 if (is_on_map ())
2785 map->say_msg (msg, x, y);
2786 else if (object *pl = in_player ())
2787 pl->contr->play_sound (sound);
2788}
2789
2790void
2791object::make_noise ()
2792{
2793 // we do not model noise in the map, so instead put
2794 // a temporary light into the noise source
2795 // could use the map instead, but that's less reliable for our
2796 // goal, which is to make invisibility a bit harder to exploit
2797
2798 // currently only works sensibly for players
2799 if (!is_player ())
2800 return;
2801
2802 // find old force, or create new one
2803 object *force = force_find (shstr_noise_force);
2804
2805 if (force)
2806 force->speed_left = -1.f; // patch old speed up
2807 else
2533 2808 {
2534 field->key = canonical_key; 2809 force = archetype::get (shstr_noise_force);
2535 field->value = value; 2810
2536 /* Usual prepend-addition. */ 2811 force->slaying = shstr_noise_force;
2537 field->next = op->key_values; 2812 force->stats.food = 1;
2538 op->key_values = field; 2813 force->speed_left = -1.f;
2814
2815 force->set_speed (1.f / 4.f);
2816 force->flag [FLAG_IS_USED_UP] = true;
2817 force->flag [FLAG_APPLIED] = true;
2818
2819 insert (force);
2539 2820 }
2821}
2822
2823void object::change_move_type (MoveType mt)
2824{
2825 if (move_type == mt)
2826 return;
2827
2828 if (is_on_map ())
2829 {
2830 // we are on the map, so handle move_on/off effects
2831 remove ();
2832 move_type = mt;
2833 map->insert (this, x, y, this);
2834 }
2835 else
2836 move_type = mt;
2837}
2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2540 return TRUE; 2851 return 0;
2541} 2852}
2542 2853
2543/* 2854// put marked object first in the inventory
2544 * Updates the key in op to value. 2855// this is used by identify-like spells so players can influence
2545 * 2856// the order a bit.
2546 * If add_key is FALSE, this will only update existing keys, 2857void
2547 * and not add new ones. 2858object::splay_marked ()
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{ 2859{
2554 shstr key_ (key); 2860 if (object *marked = mark ())
2555 return set_ob_key_value_s (op, key_, value, add_key); 2861 splay (marked);
2556} 2862}
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