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Comparing deliantra/server/common/object.C (file contents):
Revision 1.20 by root, Fri Sep 8 18:26:22 2006 UTC vs.
Revision 1.351 by elmex, Fri Jun 3 08:36:45 2011 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 1.20 2006/09/08 18:26:22 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
47short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55};
50short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 61};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
56int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
60 233
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
235static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 236compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 237{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
68 */ 241 */
69 242
70 /* For each field in wants, */ 243 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
72 key_value * has_field; 245 if (has->kv.get (kv->key) != kv->value)
73 246 return false;
74 /* Look for a field in has with the same key. */ 247
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. */ 248 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 249 return true;
93} 250}
94 251
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
253static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 254compare_ob_value_lists (const object *ob1, const object *ob2)
255{
97 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
99 */ 258 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
101} 261}
102 262
103/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 264 * they can be merged together.
105 * 265 *
106 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
109 * 269 *
110 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
111 * 271 *
112 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
113 * check weight 273 * check weight
114 */ 274 */
115
116bool
117object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
118{ 276{
119 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
121 return 0; 284 return 0;
122 285
123 if (ob1->speed != ob2->speed) 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
124 return 0; 289 return 0;
125 290
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. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 295 * flags lose any meaning.
138 */ 296 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
141 299
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
144 302
145 303 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) || 304 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 307 || 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) || 308 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
167 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
169 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || 323 || ob1->move_off != ob2->move_off
176 (ob1->move_slow != ob2->move_slow) || 324 || ob1->move_slow != ob2->move_slow
177 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
178 return 0; 328 return 0;
179 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
180 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
181 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
182 */ 339 */
183 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
184 { 341 {
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)) 342 if (!(ob1->inv && ob2->inv))
191 return 0; 343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
192 350
193 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
194 * if it is valid. 352 * if it is valid.
195 */ 353 */
196 } 354 }
197 355
198 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
201 */ 359 */
202 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
203 return 0; 361 return 0;
204 362
205 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
206 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
207 * check? 365 * check?
208 */ 366 */
209 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
210 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
211 return 0; 368 return 0;
212 369
213 switch (ob1->type) 370 switch (ob1->type)
214 { 371 {
215 case SCROLL: 372 case SCROLL:
216 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
217 return 0; 374 return 0;
218 break; 375 break;
219 } 376 }
220 377
221 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
222 { 379 {
223 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
225 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
226 return 0; 383
227 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 385 return 0;
229 } 386 }
230 387
231 //TODO: generate an event or call into perl for additional checks
232 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
233 { 389 {
234 ob1->optimise (); 390 ob1->optimise ();
235 ob2->optimise (); 391 ob2->optimise ();
236 392
237 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
238 return 0; 394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
239 } 407 }
240 408
241 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
242 return 1; 410 return 1;
243} 411}
412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
244/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
245 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
246 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
247 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
248 */ 488 */
249signed long sum_weight(object *op) { 489void
250 signed long sum; 490object::update_weight ()
251 object *inv; 491{
252 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 492 sint32 sum = 0;
253 if (inv->inv) 493
254 sum_weight(inv); 494 for (object *op = inv; op; op = op->below)
255 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 495 {
496 op->update_weight ();
497
498 sum += weight_adjust_for (this, op->total_weight ());
256 } 499 }
257 if (op->type == CONTAINER && op->stats.Str) 500
258 sum = (sum * (100 - op->stats.Str))/100; 501 if (sum != carrying)
259 if(op->carrying != sum) 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
260 op->carrying = sum; 507 carrying = sum;
261 return sum;
262}
263 508
509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
513}
514
264/** 515/*
265 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
266 */ 517 */
267 518char *
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) { 519dump_object (object *op)
340 if(op==NULL) { 520{
341 strcpy(errmsg,"[NULL pointer]"); 521 if (!op)
342 return; 522 return strdup ("[NULLOBJ]");
343 }
344 errmsg[0]='\0';
345 dump_object2(op);
346}
347 523
348void dump_all_objects(void) { 524 object_freezer freezer;
349 object *op; 525 op->write (freezer);
350 for(op=objects;op!=NULL;op=op->next) { 526 return freezer.as_string ();
351 dump_object(op);
352 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
353 }
354} 527}
355 528
356/* 529char *
357 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
358 * multi-object 1 which is closest to the second object. 531{
359 * If it's not a multi-object, it is returned. 532 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} 533}
372 534
373/* 535/*
374 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
375 */ 538 */
376 539object *
377object *find_object(tag_t i) { 540find_object (tag_t i)
378 object *op; 541{
379 for(op=objects;op!=NULL;op=op->next) 542 for_all_objects (op)
380 if(op->count==i) 543 if (op->count == i)
381 break;
382 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
383} 562}
384 563
385/* 564/*
386 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
387 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
388 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
389 */ 568 */
390 569object *
391object *find_object_name(const char *str) { 570find_object_name (const char *str)
392 const char *name = shstr::find (str); 571{
393 object *op; 572 shstr_cmp str_ (str);
394 for(op=objects;op!=NULL;op=op->next) 573
574 if (str_)
575 for_all_objects (op)
395 if(&op->name == name) 576 if (op->name == str_)
396 break; 577 return op;
397 578
398 return op; 579 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} 580}
440 581
441/* 582/*
442 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
443 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
444 */ 586 */
445void set_owner (object *op, object *owner) 587void
588object::set_owner (object *owner)
446{ 589{
447 if(owner==NULL||op==NULL) 590 // allow objects which own objects
591 if (owner)
592 while (owner->owner)
593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
448 return; 598 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 { 599 }
503 key_value *next = i->next;
504 delete i;
505 i = next;
506 }
507
508 op->key_values = 0;
509}
510 600
511void object::clear () 601 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} 602}
532 603
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/* 604/*
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, 605 * copy_to first frees everything allocated by the dst object,
575 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
576 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
577 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 608 * 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 609 * if the first object is freed, the pointers in the new object
579 * will point at garbage. 610 * will point at garbage.
580 */ 611 */
581 612void
582void copy_object (object *op2, object *op) 613object::copy_to (object *dst)
583{ 614{
584 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 615 dst->remove ();
585 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 616 *(object_copy *)dst = *this;
586 617
587 op2->clone (op); 618 // maybe move to object_copy?
619 dst->kv = kv;
588 620
589 if (is_freed) SET_FLAG (op, FLAG_FREED); 621 dst->flag [FLAG_REMOVED] = true;
590 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 622 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} 623}
627 624
625void
626object::instantiate ()
627{
628 if (!uuid.seq) // HACK
629 uuid = UUID::gen ();
630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
635 speed_left = -1.;
636
637 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped.
642 */
643 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info;
645
646 attachable::instantiate ();
647}
648
649object *
628object::object () 650object::clone ()
629{ 651{
630 count = ++ob_count; 652 object *neu = create ();
653 copy_to (neu);
631 654
632 next = objects; 655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
633 658
634 if (objects) 659 neu->map = map; // not copied by copy_to
635 objects->prev = this; 660 return neu;
636
637 objects = this;
638
639 SET_FLAG (this, FLAG_REMOVED);
640
641 expmul = 1.0;
642 face = blank_face;
643 attacked_by_count = -1;
644}
645
646object::~object ()
647{
648} 661}
649 662
650/* 663/*
651 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
652 * to the closest player being on the other side, this function can 665 * to the closest player being on the other side, this function can
653 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
654 */ 667 */
655 668void
656void update_turn_face(object *op) { 669update_turn_face (object *op)
657 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 670{
671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
658 return; 672 return;
673
659 SET_ANIMATION(op, op->direction); 674 SET_ANIMATION (op, op->direction);
660 update_object(op,UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
661} 676}
662 677
663/* 678/*
664 * Updates the speed of an object. If the speed changes from 0 to another 679 * Updates the speed of an object. If the speed changes from 0 to another
665 * value, or vice versa, then add/remove the object from the active list. 680 * value, or vice versa, then add/remove the object from the active list.
666 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
667 */ 682 */
683void
684object::set_speed (float speed)
685{
686 this->speed = speed;
668 687
669void update_ob_speed(object *op) { 688 if (has_active_speed ())
670 extern int arch_init; 689 activate ();
671
672 /* No reason putting the archetypes objects on the speed list,
673 * since they never really need to be updated.
674 */
675
676 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
677 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
678#ifdef MANY_CORES
679 abort();
680#else
681 op->speed = 0;
682#endif
683 }
684 if (arch_init) {
685 return;
686 }
687 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
688 /* If already on active list, don't do anything */
689 if (op->active_next || op->active_prev || op==active_objects)
690 return;
691
692 /* process_events() expects us to insert the object at the beginning
693 * of the list. */
694 op->active_next = active_objects;
695 if (op->active_next!=NULL)
696 op->active_next->active_prev = op;
697 active_objects = op;
698 }
699 else { 690 else
700 /* If not on the active list, nothing needs to be done */ 691 deactivate ();
701 if (!op->active_next && !op->active_prev && op!=active_objects)
702 return;
703
704 if (op->active_prev==NULL) {
705 active_objects = op->active_next;
706 if (op->active_next!=NULL)
707 op->active_next->active_prev = NULL;
708 }
709 else {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716 }
717} 692}
718 693
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void remove_from_active_list(object *op)
728{
729 /* If not on the active list, nothing needs to be done */
730 if (!op->active_next && !op->active_prev && op!=active_objects)
731 return;
732
733 if (op->active_prev==NULL) {
734 active_objects = op->active_next;
735 if (op->active_next!=NULL)
736 op->active_next->active_prev = NULL;
737 }
738 else {
739 op->active_prev->active_next = op->active_next;
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743 op->active_next = NULL;
744 op->active_prev = NULL;
745}
746
747/* 694/*
748 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
749 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
750 * by invisible objects by whatever is below them (unless it's another 697 * by invisible objects by whatever is below them (unless it's another
751 * invisible object, etc...) 698 * invisible object, etc...)
752 * If the object being updated is beneath a player, the look-window 699 * If the object being updated is beneath a player, the look-window
753 * of that player is updated (this might be a suboptimal way of 700 * of that player is updated (this might be a suboptimal way of
754 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
755 * 702 *
756 * action is a hint of what the caller believes need to be done. 703 * action is a hint of what the caller believes need to be done.
757 * For example, if the only thing that has changed is the face (due to
758 * an animation), we don't need to call update_position until that actually
759 * comes into view of a player. OTOH, many other things, like addition/removal
760 * of walls or living creatures may need us to update the flags now.
761 * current action are: 704 * current action are:
762 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
763 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
764 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 707 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
765 * as that is easier than trying to look at what may have changed. 708 * as that is easier than trying to look at what may have changed.
766 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
767 */ 710 */
768 711void
769void update_object(object *op, int action) { 712update_object (object *op, int action)
770 int update_now=0, flags; 713{
771 MoveType move_on, move_off, move_block, move_slow; 714 if (!op)
772 715 {
773 if (op == NULL) {
774 /* this should never happen */ 716 /* this should never happen */
775 LOG(llevDebug,"update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
776 return; 718 return;
777 }
778 719 }
779 if(op->env!=NULL) { 720
721 if (!op->is_on_map ())
722 {
780 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
781 * to do in this case. 724 * to do in this case.
782 */ 725 */
783 return; 726 return;
784 }
785
786 /* If the map is saving, don't do anything as everything is
787 * going to get freed anyways.
788 */
789 if (!op->map || op->map->in_memory == MAP_SAVING) return;
790 727 }
728
791 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
792 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
793 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 731 {
794 LOG(llevError,"update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
795#ifdef MANY_CORES 733#ifdef MANY_CORES
796 abort(); 734 abort ();
797#endif 735#endif
798 return; 736 return;
799 }
800 737 }
801 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
802 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
803 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
804 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
805 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
806 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
807 738
739 mapspace &m = op->ms ();
740
741 if (!(m.flags_ & P_UPTODATE))
742 m.update_up (); // nothing to do except copy up
808 if (action == UP_OBJ_INSERT) { 743 else if (action == UP_OBJ_INSERT)
744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
809 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
810 update_now=1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
811 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
812 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
813 update_now=1;
814
815 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
816 update_now=1;
817
818 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
819 update_now=1;
820
821 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
822 update_now=1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
823 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
824 if ((move_on | op->move_on) != move_on) update_now=1; 753 || (m.move_on | op->move_on ) != m.move_on
825
826 if ((move_off | op->move_off) != move_off) update_now=1; 754 || (m.move_off | op->move_off ) != m.move_off
827 755 || (m.move_slow | op->move_slow) != m.move_slow
828 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
829 * to have move_allow right now. 757 * have move_allow right now.
830 */ 758 */
831 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
832 update_now=1; 760 m.invalidate ();
833 761#else
834 if ((move_slow | op->move_slow) != move_slow) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
835 update_now=1; 763 m.invalidate ();
764#endif
836 } 765 }
837 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
838 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
839 * that is being removed. 768 * that is being removed.
840 */ 769 */
841 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
842 update_now=1; 771 m.invalidate ();
843 } else if (action == UP_OBJ_FACE) { 772 else if (action == UP_OBJ_FACE)
844 /* Nothing to do for that case */ 773 m.update_up (); // nothing to do for that case, except copy up
845 }
846 else { 774 else
847 LOG(llevError,"update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
848 }
849 776
850 if (update_now) {
851 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
852 update_position(op->map, op->x, op->y);
853 }
854
855 if(op->more!=NULL) 777 if (op->more)
856 update_object(op->more, action); 778 update_object (op->more, action);
857} 779}
858 780
781object::object ()
782{
783 this->set_flag (FLAG_REMOVED);
859 784
860/* 785 //expmul = 1.0; declared const for the time being
861 * free_object() frees everything allocated by an object, removes 786 face = blank_face;
862 * it from the list of used objects, and puts it on the list of 787 material = MATERIAL_NULL;
863 * free objects. The IS_FREED() flag is set in the object. 788}
864 * The object must have been removed by remove_ob() first for 789
865 * this function to succeed. 790object::~object ()
791{
792 unlink ();
793
794 kv.clear ();
795}
796
797void object::link ()
798{
799 assert (!index);//D
800 uuid = UUID::gen ();
801
802 refcnt_inc ();
803 objects.insert (this);
804
805 ++create_count;
806
807}
808
809void object::unlink ()
810{
811 if (!index)
812 return;
813
814 ++destroy_count;
815
816 objects.erase (this);
817 refcnt_dec ();
818}
819
820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
832 actives.insert (this);
833 }
834}
835
836void
837object::activate_recursive ()
838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
866 * 852 */
867 * If free_inventory is set, free inventory as well. Else drop items in 853void
868 * inventory to the ground. 854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
876 {
877 op->flag [flag] = value;
878 op->set_flag_inv (flag, value);
879 }
880}
881
882/*
883 * Remove and free all objects in the inventory of the given object.
884 * object.c ?
885 */
886void
887object::destroy_inv (bool drop_to_ground)
888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
894 if (!inv)
895 return;
896
897 /* Only if the space blocks everything do we not process -
898 * if some form of movement is allowed, let objects
899 * drop on that space.
869 */ 900 */
901 if (!drop_to_ground
902 || !map
903 || !map->linkable ()
904 || map->no_drop
905 || ms ().move_block == MOVE_ALL)
906 {
907 while (inv)
908 inv->destroy ();
909 }
910 else
911 { /* Put objects in inventory onto this space */
912 while (inv)
913 {
914 object *op = inv;
870 915
871void 916 if (op->flag [FLAG_STARTEQUIP]
872free_object (object * ob) 917 || op->flag [FLAG_NO_DROP]
873{ 918 || op->type == RUNE
874 free_object2 (ob, 0); 919 || op->type == TRAP
920 || op->flag [FLAG_IS_A_TEMPLATE]
921 || op->flag [FLAG_DESTROY_ON_DEATH])
922 op->destroy ();
923 else
924 map->insert (op, x, y);
925 }
926 }
875} 927}
876 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
877void 934void
878free_object2 (object * ob, int free_inventory) 935object::destroy_inv_fast ()
879{ 936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
966object::create ()
967{
880 object *tmp, *op; 968 object *op;
881 969
882 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 970 if (freelist)
883 {
884 LOG (llevDebug, "Free object called with non removed object\n");
885 dump_object (ob);
886#ifdef MANY_CORES
887 abort ();
888#endif
889 } 971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
890 974
891 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
892 { 980 }
893 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
992 return op;
993}
994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1010void
1011object::do_destroy ()
1012{
1013 if (flag [FLAG_IS_LINKED])
1014 remove_link ();
1015
1016 if (flag [FLAG_FRIENDLY])
894 remove_friendly_object (ob); 1017 remove_friendly_object (this);
1018
1019 remove ();
1020
1021 attachable::do_destroy ();
1022
1023 deactivate ();
1024 unlink ();
1025
1026 flag [FLAG_FREED] = 1;
1027
1028 // hack to ensure that freed objects still have a valid map
1029 map = &freed_map;
1030 x = 1;
1031 y = 1;
1032
1033 if (more)
895 } 1034 {
896 1035 more->destroy ();
897 if (QUERY_FLAG (ob, FLAG_FREED)) 1036 more = 0;
898 { 1037 }
899 dump_object (ob); 1038
900 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1039 head = 0;
1040
1041 // clear those pointers that likely might cause circular references
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045 current_weapon = 0;
1046}
1047
1048void
1049object::destroy ()
1050{
1051 if (destroyed ())
1052 return;
1053
1054 if (!is_head () && !head->destroyed ())
1055 {
1056 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1057 head->destroy ();
901 return; 1058 return;
902 } 1059 }
903 1060
904 if (ob->more != NULL) 1061 destroy_inv_fast ();
905 {
906 free_object2 (ob->more, free_inventory);
907 ob->more = NULL;
908 }
909 1062
910 if (ob->inv) 1063 if (is_head ())
911 { 1064 if (sound_destroy)
912 /* Only if the space blocks everything do we not process - 1065 play_sound (sound_destroy);
913 * if some form of movement is allowed, let objects 1066 else if (flag [FLAG_MONSTER])
914 * drop on that space. 1067 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
915 */
916 if (free_inventory || ob->map == NULL
917 || ob->map->in_memory != MAP_IN_MEMORY
918 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
919 {
920 op = ob->inv;
921 1068
922 while (op != NULL) 1069 attachable::destroy ();
923 {
924 tmp = op->below;
925 remove_ob (op);
926 free_object2 (op, free_inventory);
927 op = tmp;
928 }
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 op = ob->inv;
933
934 while (op != NULL)
935 {
936 tmp = op->below;
937 remove_ob (op);
938
939 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
940 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
941 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
942 free_object (op);
943 else
944 {
945 op->x = ob->x;
946 op->y = ob->y;
947 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
948 }
949
950 op = tmp;
951 }
952 }
953 }
954
955 /* Remove object from the active list */
956 ob->speed = 0;
957 update_ob_speed (ob);
958
959 SET_FLAG (ob, FLAG_FREED);
960 ob->count = 0;
961
962 /* Remove this object from the list of used objects */
963 if (ob->prev == NULL)
964 {
965 objects = ob->next;
966
967 if (objects != NULL)
968 objects->prev = NULL;
969 }
970 else
971 {
972 ob->prev->next = ob->next;
973
974 if (ob->next != NULL)
975 ob->next->prev = ob->prev;
976 }
977
978 free_key_values (ob);
979
980 /* Now link it with the free_objects list: */
981 ob->prev = 0;
982 ob->next = 0;
983
984 delete ob;
985} 1070}
986 1071
987/* 1072/* op->remove ():
988 * sub_weight() recursively (outwards) subtracts a number from the
989 * weight of an object (and what is carried by it's environment(s)).
990 */
991
992void sub_weight (object *op, signed long weight) {
993 while (op != NULL) {
994 if (op->type == CONTAINER) {
995 weight=(signed long)(weight*(100-op->stats.Str)/100);
996 }
997 op->carrying-=weight;
998 op = op->env;
999 }
1000}
1001
1002/* remove_ob(op):
1003 * This function removes the object op from the linked list of objects 1073 * This function removes the object op from the linked list of objects
1004 * which it is currently tied to. When this function is done, the 1074 * which it is currently tied to. When this function is done, the
1005 * object will have no environment. If the object previously had an 1075 * object will have no environment. If the object previously had an
1006 * environment, the x and y coordinates will be updated to 1076 * environment, the x and y coordinates will be updated to
1007 * the previous environment. 1077 * the previous environment.
1008 * Beware: This function is called from the editor as well!
1009 */ 1078 */
1079void
1080object::do_remove ()
1081{
1082 if (flag [FLAG_REMOVED])
1083 return;
1010 1084
1011void remove_ob(object *op) { 1085 INVOKE_OBJECT (REMOVE, this);
1012 object *tmp,*last=NULL;
1013 object *otmp;
1014 tag_t tag;
1015 int check_walk_off;
1016 mapstruct *m;
1017 sint16 x,y;
1018
1019 1086
1020 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1087 flag [FLAG_REMOVED] = true;
1021 dump_object(op);
1022 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1023 1088
1024 /* Changed it to always dump core in this case. As has been learned 1089 if (more)
1025 * in the past, trying to recover from errors almost always 1090 more->remove ();
1026 * make things worse, and this is a real error here - something
1027 * that should not happen.
1028 * Yes, if this was a mission critical app, trying to do something
1029 * to recover may make sense, but that is because failure of the app
1030 * may have other disastrous problems. Cf runs out of a script
1031 * so is easily enough restarted without any real problems.
1032 * MSW 2001-07-01
1033 */
1034 abort();
1035 }
1036 if(op->more!=NULL)
1037 remove_ob(op->more);
1038 1091
1039 SET_FLAG(op, FLAG_REMOVED);
1040
1041 /* 1092 /*
1042 * In this case, the object to be removed is in someones 1093 * In this case, the object to be removed is in someones
1043 * inventory. 1094 * inventory.
1044 */ 1095 */
1045 if(op->env!=NULL) { 1096 if (env)
1046 if(op->nrof) 1097 {
1047 sub_weight(op->env, op->weight*op->nrof); 1098 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1048 else 1099 if (object *pl = visible_to ())
1049 sub_weight(op->env, op->weight+op->carrying); 1100 esrv_del_item (pl->contr, count);
1101 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1050 1102
1051 /* NO_FIX_PLAYER is set when a great many changes are being 1103 adjust_weight (env, total_weight (), 0);
1052 * made to players inventory. If set, avoiding the call
1053 * to save cpu time.
1054 */
1055 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1056 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1057 fix_player(otmp);
1058 1104
1059 if(op->above!=NULL) 1105 object *pl = in_player ();
1060 op->above->below=op->below;
1061 else
1062 op->env->inv=op->below;
1063 1106
1064 if(op->below!=NULL)
1065 op->below->above=op->above;
1066
1067 /* we set up values so that it could be inserted into 1107 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1108 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1109 * to the caller to decide what we want to do.
1070 */ 1110 */
1071 op->x=op->env->x,op->y=op->env->y; 1111 map = env->map;
1072 op->map=op->env->map; 1112 x = env->x;
1073 op->above=NULL,op->below=NULL; 1113 y = env->y;
1074 op->env=NULL;
1075 return;
1076 }
1077 1114
1078 /* If we get here, we are removing it from a map */ 1115 // make sure cmov optimisation is applicable
1079 if (op->map == NULL) return; 1116 *(above ? &above->below : &env->inv) = below;
1117 *(below ? &below->above : &above ) = above; // &above is just a dummy
1080 1118
1081 x = op->x; 1119 above = 0;
1082 y = op->y; 1120 below = 0;
1083 m = get_map_from_coord(op->map, &x, &y); 1121 env = 0;
1084 1122
1085 if (!m) { 1123 if (pl && pl->is_player ())
1086 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1087 op->map->path, op->x, op->y);
1088 /* in old days, we used to set x and y to 0 and continue.
1089 * it seems if we get into this case, something is probablye
1090 * screwed up and should be fixed.
1091 */ 1124 {
1092 abort(); 1125 if (expect_false (pl->contr->combat_ob == this))
1093 }
1094 if (op->map != m) {
1095 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1096 op->map->path, m->path, op->x, op->y, x, y);
1097 }
1098
1099 /* Re did the following section of code - it looks like it had
1100 * lots of logic for things we no longer care about
1101 */
1102
1103 /* link the object above us */
1104 if (op->above)
1105 op->above->below=op->below;
1106 else
1107 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1108
1109 /* Relink the object below us, if there is one */
1110 if(op->below) {
1111 op->below->above=op->above;
1112 } else {
1113 /* Nothing below, which means we need to relink map object for this space
1114 * use translated coordinates in case some oddness with map tiling is
1115 * evident
1116 */ 1126 {
1117 if(GET_MAP_OB(m,x,y)!=op) { 1127 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1118 dump_object(op); 1128 pl->contr->combat_ob = 0;
1119 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); 1129 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1120 dump_object(GET_MAP_OB(m,x,y)); 1130 }
1121 LOG(llevError,"%s\n",errmsg); 1131
1132 if (expect_false (pl->contr->ranged_ob == this))
1133 {
1134 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1135 pl->contr->ranged_ob = 0;
1136 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1137 }
1138
1139 pl->contr->queue_stats_update ();
1140
1141 if (expect_false (glow_radius) && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1122 } 1143 }
1123 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1144 }
1145 else if (map)
1124 } 1146 {
1125 op->above=NULL; 1147 map->dirty = true;
1126 op->below=NULL; 1148 mapspace &ms = this->ms ();
1127 1149
1128 if (op->map->in_memory == MAP_SAVING) 1150 if (object *pl = ms.player ())
1129 return;
1130
1131 tag = op->count;
1132 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1133 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1134 /* No point updating the players look faces if he is the object
1135 * being removed.
1136 */ 1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1137 1156
1138 if(tmp->type==PLAYER && tmp!=op) { 1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171 else
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1175 /* link the object above us */
1176 // re-link, make sure compiler can easily use cmove
1177 *(above ? &above->below : &ms.top) = below;
1178 *(below ? &below->above : &ms.bot) = above;
1179
1180 above = 0;
1181 below = 0;
1182
1183 ms.invalidate ();
1184
1185 int check_walk_off = !flag [FLAG_NO_APPLY];
1186
1187 if (object *pl = ms.player ())
1188 {
1189 if (pl->container_ () == this)
1139 /* If a container that the player is currently using somehow gets 1190 /* If a container that the player is currently using somehow gets
1140 * removed (most likely destroyed), update the player view 1191 * removed (most likely destroyed), update the player view
1141 * appropriately. 1192 * appropriately.
1142 */ 1193 */
1143 if (tmp->container==op) { 1194 pl->close_container ();
1144 CLEAR_FLAG(op, FLAG_APPLIED); 1195
1145 tmp->container=NULL; 1196 //TODO: the floorbox prev/next might need updating
1146 } 1197 //esrv_del_item (pl->contr, count);
1147 tmp->contr->socket.update_look=1; 1198 //TODO: update floorbox to preserve ordering
1199 if (pl->contr->ns)
1200 pl->contr->ns->floorbox_update ();
1148 } 1201 }
1202
1203 if (check_walk_off)
1204 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1205 {
1206 above = tmp->above;
1207
1208 /* No point updating the players look faces if he is the object
1209 * being removed.
1210 */
1211
1149 /* See if player moving off should effect something */ 1212 /* See if object moving off should effect something */
1150 if (check_walk_off && ((op->move_type & tmp->move_off) && 1213 if ((move_type & tmp->move_off)
1151 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1214 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152
1153 move_apply(tmp, op, NULL); 1215 move_apply (tmp, this, 0);
1154 if (was_destroyed (op, tag)) {
1155 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1156 "leaving object\n", &tmp->name, &tmp->arch->name);
1157 } 1216 }
1158 }
1159 1217
1160 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1218 if (affects_los ())
1161
1162 if(tmp->above == tmp)
1163 tmp->above = NULL;
1164 last=tmp;
1165 }
1166 /* last == NULL of there are no objects on this space */
1167 if (last==NULL) {
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1174 update_position(op->map, op->x, op->y);
1175 }
1176 else
1177 update_object(last, UP_OBJ_REMOVE);
1178
1179 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1180 update_all_los(op->map, op->x, op->y); 1219 update_all_los (map, x, y);
1181 1220 }
1182} 1221}
1183 1222
1184/* 1223/*
1185 * merge_ob(op,top): 1224 * merge_ob(op,top):
1186 * 1225 *
1187 * This function goes through all objects below and including top, and 1226 * This function goes through all objects below and including top, and
1188 * merges op to the first matching object. 1227 * merges op to the first matching object.
1189 * If top is NULL, it is calculated. 1228 * If top is NULL, it is calculated.
1190 * Returns pointer to object if it succeded in the merge, otherwise NULL 1229 * Returns pointer to object if it succeded in the merge, otherwise NULL
1191 */ 1230 */
1192 1231object *
1193object *merge_ob(object *op, object *top) { 1232merge_ob (object *op, object *top)
1233{
1194 if(!op->nrof) 1234 if (!op->nrof)
1195 return 0; 1235 return 0;
1196 if(top==NULL) 1236
1237 if (!top)
1197 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1238 for (top = op; top && top->above; top = top->above)
1239 ;
1240
1198 for(;top!=NULL;top=top->below) { 1241 for (; top; top = top->below)
1199 if(top==op) 1242 if (object::can_merge (op, top))
1200 continue;
1201 if (CAN_MERGE(op,top))
1202 { 1243 {
1203 top->nrof+=op->nrof; 1244 top->nrof += op->nrof;
1204/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1245
1205 op->weight = 0; /* Don't want any adjustements now */ 1246 if (object *pl = top->visible_to ())
1206 remove_ob(op); 1247 esrv_update_item (UPD_NROF, pl, top);
1207 free_object(op); 1248
1249 op->weight = 0; // cancel the addition above
1250 op->carrying = 0; // must be 0 already
1251
1252 op->destroy ();
1253
1208 return top; 1254 return top;
1209 } 1255 }
1210 } 1256
1211 return NULL; 1257 return 0;
1212} 1258}
1213 1259
1260void
1261object::expand_tail ()
1262{
1263 if (more)
1264 return;
1265
1266 object *prev = this;
1267
1268 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1269 {
1270 object *op = at->instance ();
1271
1272 op->name = name;
1273 op->name_pl = name_pl;
1274 op->title = title;
1275
1276 op->head = this;
1277 prev->more = op;
1278
1279 prev = op;
1280 }
1281}
1282
1214/* 1283/*
1215 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1284 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1216 * job preparing multi-part monsters 1285 * job preparing multi-part monsters.
1217 */ 1286 */
1287object *
1218object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1288insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1219 object* tmp; 1289{
1220 if (op->head) 1290 op->remove ();
1221 op=op->head; 1291
1222 for (tmp=op;tmp;tmp=tmp->more){ 1292 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1293 {
1223 tmp->x=x+tmp->arch->clone.x; 1294 tmp->x = x + tmp->arch->x;
1224 tmp->y=y+tmp->arch->clone.y; 1295 tmp->y = y + tmp->arch->y;
1225 } 1296 }
1297
1226 return insert_ob_in_map (op, m, originator, flag); 1298 return insert_ob_in_map (op, m, originator, flag);
1227} 1299}
1228 1300
1229/* 1301/*
1230 * insert_ob_in_map (op, map, originator, flag): 1302 * insert_ob_in_map (op, map, originator, flag):
1231 * This function inserts the object in the two-way linked list 1303 * This function inserts the object in the two-way linked list
1241 * Passing 0 for flag gives proper default values, so flag really only needs 1313 * Passing 0 for flag gives proper default values, so flag really only needs
1242 * to be set if special handling is needed. 1314 * to be set if special handling is needed.
1243 * 1315 *
1244 * Return value: 1316 * Return value:
1245 * new object if 'op' was merged with other object 1317 * new object if 'op' was merged with other object
1246 * NULL if 'op' was destroyed 1318 * NULL if there was an error (destroyed, blocked etc.)
1247 * just 'op' otherwise 1319 * just 'op' otherwise
1248 */ 1320 */
1249 1321object *
1250object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1322insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1251{ 1323{
1252 object *tmp, *top, *floor=NULL; 1324 op->remove ();
1253 sint16 x,y;
1254 1325
1255 if (QUERY_FLAG (op, FLAG_FREED)) { 1326 if (m == &freed_map)//D TODO: remove soon
1256 LOG (llevError, "Trying to insert freed object!\n"); 1327 {//D
1257 return NULL; 1328 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1329 }//D
1330
1331 /* Ideally, the caller figures this out. However, it complicates a lot
1332 * of areas of callers (eg, anything that uses find_free_spot would now
1333 * need extra work
1334 */
1335 maptile *newmap = m;
1336 if (!xy_normalise (newmap, op->x, op->y))
1258 } 1337 {
1259 if(m==NULL) { 1338 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1260 dump_object(op);
1261 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1262 return op; 1339 return 0;
1263 } 1340 }
1264 if(out_of_map(m,op->x,op->y)) { 1341
1265 dump_object(op); 1342 if (object *more = op->more)
1266 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1343 if (!insert_ob_in_map (more, m, originator, flag))
1267#ifdef MANY_CORES
1268 /* Better to catch this here, as otherwise the next use of this object
1269 * is likely to cause a crash. Better to find out where it is getting
1270 * improperly inserted.
1271 */
1272 abort();
1273#endif
1274 return op; 1344 return 0;
1275 }
1276 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1277 dump_object(op);
1278 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1279 return op;
1280 }
1281 if(op->more!=NULL) {
1282 /* The part may be on a different map. */
1283 1345
1284 object *more = op->more; 1346 op->flag [FLAG_REMOVED] = false;
1347 op->env = 0;
1348 op->map = newmap;
1285 1349
1286 /* We really need the caller to normalize coordinates - if 1350 mapspace &ms = op->ms ();
1287 * we set the map, that doesn't work if the location is within 1351
1288 * a map and this is straddling an edge. So only if coordinate 1352 /* this has to be done after we translate the coordinates.
1289 * is clear wrong do we normalize it. 1353 */
1354 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (object::can_merge (op, tmp))
1290 */ 1357 {
1291 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1358 // TODO: we actually want to update tmp, not op,
1292 more->map = get_map_from_coord(m, &more->x, &more->y); 1359 // but some caller surely breaks when we return tmp
1293 } else if (!more->map) { 1360 // from here :/
1294 /* For backwards compatibility - when not dealing with tiled maps, 1361 op->nrof += tmp->nrof;
1295 * more->map should always point to the parent. 1362 tmp->destroy ();
1296 */
1297 more->map = m;
1298 } 1363 }
1299 1364
1300 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1365 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1301 if ( ! op->head) 1366 op->clr_flag (FLAG_INV_LOCKED);
1302 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1367
1303 return NULL; 1368 if (!op->flag [FLAG_ALIVE])
1369 op->clr_flag (FLAG_NO_STEAL);
1370
1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1374 {
1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1376 abort ();
1304 } 1377 }
1378
1379 if (!originator->is_on_map ())
1380 {
1381 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1382 op->debug_desc (), originator->debug_desc ());
1383 abort ();
1384 }
1385
1386 op->above = originator;
1387 op->below = originator->below;
1388 originator->below = op;
1389
1390 *(op->below ? &op->below->above : &ms.bot) = op;
1391 }
1392 else
1305 } 1393 {
1306 CLEAR_FLAG(op,FLAG_REMOVED); 1394 object *floor = 0;
1395 object *top = ms.top;
1307 1396
1308 /* Ideally, the caller figures this out. However, it complicates a lot 1397 /* If there are other objects, then */
1309 * of areas of callers (eg, anything that uses find_free_spot would now 1398 if (top)
1310 * need extra work 1399 {
1311 */ 1400 /*
1312 op->map=get_map_from_coord(m, &op->x, &op->y); 1401 * If there are multiple objects on this space, we do some trickier handling.
1313 x = op->x; 1402 * We've already dealt with merging if appropriate.
1314 y = op->y; 1403 * Generally, we want to put the new object on top. But if
1404 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1405 * floor, we want to insert above that and no further.
1406 * Also, if there are spell objects on this space, we stop processing
1407 * once we get to them. This reduces the need to traverse over all of
1408 * them when adding another one - this saves quite a bit of cpu time
1409 * when lots of spells are cast in one area. Currently, it is presumed
1410 * that flying non pickable objects are spell objects.
1411 */
1412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1413 {
1414 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1415 floor = tmp;
1315 1416
1316 /* this has to be done after we translate the coordinates. 1417 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1317 */ 1418 {
1318 if(op->nrof && !(flag & INS_NO_MERGE)) { 1419 /* We insert above top, so we want this object below this */
1319 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1420 top = tmp->below;
1320 if (CAN_MERGE(op,tmp)) { 1421 break;
1321 op->nrof+=tmp->nrof; 1422 }
1322 remove_ob(tmp); 1423
1323 free_object(tmp); 1424 top = tmp;
1324 } 1425 }
1325 }
1326 1426
1327 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1427 /* We let update_position deal with figuring out what the space
1328 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1428 * looks like instead of lots of conditions here.
1329 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1429 * makes things faster, and effectively the same result.
1330 CLEAR_FLAG(op, FLAG_NO_STEAL); 1430 */
1331 1431
1332 if (flag & INS_BELOW_ORIGINATOR) { 1432 /* Have object 'fall below' other objects that block view.
1333 if (originator->map != op->map || originator->x != op->x || 1433 * Unless those objects are exits.
1334 originator->y != op->y) { 1434 * If INS_ON_TOP is used, don't do this processing
1335 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1435 * Need to find the object that in fact blocks view, otherwise
1336 abort(); 1436 * stacking is a bit odd.
1437 */
1438 if (!(flag & INS_ON_TOP)
1439 && ms.flags () & P_BLOCKSVIEW
1440 && (op->face && !faces [op->face].visibility))
1441 {
1442 object *last;
1443
1444 for (last = top; last != floor; last = last->below)
1445 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1446 break;
1447
1448 /* Check to see if we found the object that blocks view,
1449 * and make sure we have a below pointer for it so that
1450 * we can get inserted below this one, which requires we
1451 * set top to the object below us.
1452 */
1453 if (last && last->below && last != floor)
1454 top = last->below;
1455 }
1456 } /* If objects on this space */
1457
1458 if (flag & INS_ABOVE_FLOOR_ONLY)
1459 top = floor;
1460
1461 // insert object above top, or bottom-most if top = 0
1462 if (!top)
1463 {
1464 op->below = 0;
1465 op->above = ms.bot;
1466 ms.bot = op;
1467
1468 *(op->above ? &op->above->below : &ms.top) = op;
1337 } 1469 }
1338 op->above = originator;
1339 op->below = originator->below;
1340 if (op->below) op->below->above = op;
1341 else SET_MAP_OB(op->map, op->x, op->y, op);
1342 /* since *below* originator, no need to update top */
1343 originator->below = op;
1344 } else { 1470 else
1345 /* If there are other objects, then */
1346 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1347 object *last=NULL;
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360
1361 while (top != NULL) {
1362 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1363 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1364 if (QUERY_FLAG(top, FLAG_NO_PICK)
1365 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1366 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1367 {
1368 /* We insert above top, so we want this object below this */
1369 top=top->below;
1370 break;
1371 }
1372 last = top;
1373 top = top->above;
1374 }
1375 /* Don't want top to be NULL, so set it to the last valid object */
1376 top = last;
1377
1378 /* We let update_position deal with figuring out what the space
1379 * looks like instead of lots of conditions here.
1380 * makes things faster, and effectively the same result.
1381 */
1382
1383 /* Have object 'fall below' other objects that block view.
1384 * Unless those objects are exits, type 66
1385 * If INS_ON_TOP is used, don't do this processing
1386 * Need to find the object that in fact blocks view, otherwise
1387 * stacking is a bit odd.
1388 */
1389 if (!(flag & INS_ON_TOP) &&
1390 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1391 (op->face && !op->face->visibility)) {
1392 for (last=top; last != floor; last=last->below)
1393 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1394 /* Check to see if we found the object that blocks view,
1395 * and make sure we have a below pointer for it so that
1396 * we can get inserted below this one, which requires we
1397 * set top to the object below us.
1398 */
1399 if (last && last->below && last != floor) top=last->below;
1400 }
1401 } /* If objects on this space */
1402 if (flag & INS_MAP_LOAD)
1403 top = GET_MAP_TOP(op->map,op->x,op->y);
1404 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1405
1406 /* Top is the object that our object (op) is going to get inserted above.
1407 */ 1471 {
1408
1409 /* First object on this space */
1410 if (!top) {
1411 op->above = GET_MAP_OB(op->map, op->x, op->y);
1412 if (op->above) op->above->below = op;
1413 op->below = NULL;
1414 SET_MAP_OB(op->map, op->x, op->y, op);
1415 } else { /* get inserted into the stack above top */
1416 op->above = top->above; 1472 op->above = top->above;
1417 if (op->above) op->above->below = op;
1418 op->below = top;
1419 top->above = op; 1473 top->above = op;
1474
1475 op->below = top;
1476 *(op->above ? &op->above->below : &ms.top) = op;
1420 } 1477 }
1421 if (op->above==NULL) 1478 }
1422 SET_MAP_TOP(op->map,op->x, op->y, op);
1423 } /* else not INS_BELOW_ORIGINATOR */
1424 1479
1425 if(op->type==PLAYER) 1480 if (op->is_player ())
1481 {
1426 op->contr->do_los=1; 1482 op->contr->do_los = 1;
1483 ++op->map->players;
1484 op->map->touch ();
1485 }
1427 1486
1428 /* If we have a floor, we know the player, if any, will be above 1487 op->map->dirty = true;
1429 * it, so save a few ticks and start from there.
1430 */
1431 if (!(flag & INS_MAP_LOAD))
1432 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1433 if (tmp->type == PLAYER)
1434 tmp->contr->socket.update_look=1;
1435 }
1436 1488
1489 if (object *pl = ms.player ())
1490 //TODO: the floorbox prev/next might need updating
1491 //esrv_send_item (pl, op);
1492 //TODO: update floorbox to preserve ordering
1493 if (pl->contr->ns)
1494 pl->contr->ns->floorbox_update ();
1495
1437 /* If this object glows, it may affect lighting conditions that are 1496 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1497 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1498 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1499 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1500 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1501 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1502 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1503 * of effect may be sufficient.
1445 */ 1504 */
1446 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1505 if (op->affects_los ())
1506 {
1507 op->ms ().invalidate ();
1447 update_all_los(op->map, op->x, op->y); 1508 update_all_los (op->map, op->x, op->y);
1509 }
1448 1510
1449
1450 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1511 /* updates flags (blocked, alive, no magic, etc) for this map space */
1451 update_object(op,UP_OBJ_INSERT); 1512 update_object (op, UP_OBJ_INSERT);
1452 1513
1514 INVOKE_OBJECT (INSERT, op);
1453 1515
1454 /* Don't know if moving this to the end will break anything. However, 1516 /* Don't know if moving this to the end will break anything. However,
1455 * we want to have update_look set above before calling this. 1517 * we want to have floorbox_update called before calling this.
1456 * 1518 *
1457 * check_move_on() must be after this because code called from 1519 * check_move_on() must be after this because code called from
1458 * check_move_on() depends on correct map flags (so functions like 1520 * check_move_on() depends on correct map flags (so functions like
1459 * blocked() and wall() work properly), and these flags are updated by 1521 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1522 * update_object().
1461 */ 1523 */
1462 1524
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1525 /* if this is not the head or flag has been passed, don't check walk on status */
1464
1465 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1526 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1527 {
1466 if (check_move_on(op, originator)) 1528 if (check_move_on (op, originator, flag))
1467 return NULL; 1529 return 0;
1468 1530
1469 /* If we are a multi part object, lets work our way through the check 1531 /* If we are a multi part object, let's work our way through the check
1470 * walk on's. 1532 * walk on's.
1471 */ 1533 */
1472 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1534 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1535 if (check_move_on (tmp, originator, flag))
1474 return NULL; 1536 return 0;
1475 } 1537 }
1538
1476 return op; 1539 return op;
1477} 1540}
1478 1541
1479/* this function inserts an object in the map, but if it 1542/* this function inserts an object in the map, but if it
1480 * finds an object of its own type, it'll remove that one first. 1543 * finds an object of its own type, it'll remove that one first.
1481 * op is the object to insert it under: supplies x and the map. 1544 * op is the object to insert it under: supplies x and the map.
1482 */ 1545 */
1483void replace_insert_ob_in_map(const char *arch_string, object *op) { 1546void
1484 object *tmp; 1547replace_insert_ob_in_map (shstr_tmp archname, object *op)
1485 object *tmp1; 1548{
1486
1487 /* first search for itself and remove any old instances */ 1549 /* first search for itself and remove any old instances */
1488 1550
1489 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1551 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1552 if (tmp->arch->archname == archname) /* same archetype */
1491 remove_ob(tmp); 1553 tmp->destroy ();
1492 free_object(tmp);
1493 }
1494 }
1495 1554
1496 tmp1=arch_to_object(find_archetype(arch_string)); 1555 object *tmp = archetype::find (archname)->instance ();
1497 1556
1498 1557 tmp->x = op->x;
1499 tmp1->x = op->x; tmp1->y = op->y; 1558 tmp->y = op->y;
1559
1500 insert_ob_in_map(tmp1,op->map,op,0); 1560 insert_ob_in_map (tmp, op->map, op, 0);
1501} 1561}
1502 1562
1503/* 1563object *
1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1564object::insert_at (object *where, object *originator, int flags)
1505 * is returned contains nr objects, and the remaining parts contains 1565{
1506 * the rest (or is removed and freed if that number is 0). 1566 if (where->env)
1507 * On failure, NULL is returned, and the reason put into the 1567 return where->env->insert (this);
1508 * global static errmsg array. 1568 else
1509 */ 1569 return where->map->insert (this, where->x, where->y, originator, flags);
1570}
1510 1571
1511object *get_split_ob(object *orig_ob, uint32 nr) { 1572// check whether we can put this into the map, respect max_volume, max_items
1512 object *newob; 1573bool
1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1574object::can_drop_at (maptile *m, int x, int y, object *originator)
1575{
1576 mapspace &ms = m->at (x, y);
1514 1577
1515 if(orig_ob->nrof<nr) { 1578 int items = ms.items ();
1516 sprintf(errmsg,"There are only %d %ss.",
1517 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1518 return NULL;
1519 }
1520 newob = object_create_clone(orig_ob);
1521 if((orig_ob->nrof-=nr)<1) {
1522 if ( ! is_removed)
1523 remove_ob(orig_ob);
1524 free_object2(orig_ob, 1);
1525 }
1526 else if ( ! is_removed) {
1527 if(orig_ob->env!=NULL)
1528 sub_weight (orig_ob->env,orig_ob->weight*nr);
1529 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1530 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1531 LOG(llevDebug,
1532 "Error, Tried to split object whose map is not in memory.\n");
1533 return NULL;
1534 }
1535 }
1536 newob->nrof=nr;
1537 1579
1580 if (!items // testing !items ensures we can drop at least one item
1581 || (items < m->max_items
1582 && ms.volume () < m->max_volume))
1538 return newob; 1583 return true;
1539}
1540 1584
1585 if (originator && originator->is_player ())
1586 originator->contr->failmsgf (
1587 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1588 query_name ()
1589 );
1590
1591 return false;
1592}
1593
1541/* 1594/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1595 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1596 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1597 * is subsequently removed and freed.
1545 * 1598 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1599 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1600 */
1548 1601bool
1549object *decrease_ob_nr (object *op, uint32 i) 1602object::decrease (sint32 nr)
1550{ 1603{
1551 object *tmp; 1604 if (!nr)
1552 player *pl; 1605 return true;
1553 1606
1554 if (i == 0) /* objects with op->nrof require this check */ 1607 nr = min (nr, nrof);
1608
1609 if (nrof > nr)
1610 {
1611 sint64 oweight = total_weight ();
1612
1613 nrof -= nr;
1614
1615 if (object *pl = visible_to ())
1616 esrv_update_item (UPD_NROF, pl, this);
1617
1618 adjust_weight (env, oweight, total_weight ());
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1635object *
1636object::split (sint32 nr)
1637{
1638 int have = number_of ();
1639
1640 if (have < nr)
1641 return 0;
1642 else if (have == nr)
1643 {
1644 remove ();
1645 return this;
1646 }
1647 else
1648 {
1649 decrease (nr);
1650
1651 object *op = deep_clone ();
1652 op->nrof = nr;
1555 return op; 1653 return op;
1556
1557 if (i > op->nrof)
1558 i = op->nrof;
1559
1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1561 { 1654 }
1562 op->nrof -= i; 1655}
1656
1657object *
1658insert_ob_in_ob (object *op, object *where)
1659{
1660 if (!where)
1563 } 1661 {
1564 else if (op->env != NULL) 1662 char *dump = dump_object (op);
1565 { 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1566 /* is this object in the players inventory, or sub container 1664 free (dump);
1567 * therein?
1568 */
1569 tmp = is_player_inv (op->env);
1570 /* nope. Is this a container the player has opened?
1571 * If so, set tmp to that player.
1572 * IMO, searching through all the players will mostly
1573 * likely be quicker than following op->env to the map,
1574 * and then searching the map for a player.
1575 */
1576 if (!tmp) {
1577 for (pl=first_player; pl; pl=pl->next)
1578 if (pl->ob->container == op->env) break;
1579 if (pl) tmp=pl->ob;
1580 else tmp=NULL;
1581 }
1582
1583 if (i < op->nrof) {
1584 sub_weight (op->env, op->weight * i);
1585 op->nrof -= i;
1586 if (tmp) {
1587 esrv_send_item(tmp, op);
1588 }
1589 } else {
1590 remove_ob (op);
1591 op->nrof = 0;
1592 if (tmp) {
1593 esrv_del_item(tmp->contr, op->count);
1594 }
1595 }
1596 }
1597 else
1598 {
1599 object *above = op->above;
1600
1601 if (i < op->nrof) {
1602 op->nrof -= i;
1603 } else {
1604 remove_ob (op);
1605 op->nrof = 0;
1606 }
1607 /* Since we just removed op, op->above is null */
1608 for (tmp = above; tmp != NULL; tmp = tmp->above)
1609 if (tmp->type == PLAYER) {
1610 if (op->nrof)
1611 esrv_send_item(tmp, op);
1612 else
1613 esrv_del_item(tmp->contr, op->count);
1614 }
1615 }
1616
1617 if (op->nrof) {
1618 return op; 1665 return op;
1619 } else { 1666 }
1620 free_object (op); 1667
1621 return NULL; 1668 if (where->head_ () != where)
1622 } 1669 {
1623} 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 1671 where = where->head;
1625/*
1626 * add_weight(object, weight) adds the specified weight to an object,
1627 * and also updates how much the environment(s) is/are carrying.
1628 */
1629
1630void add_weight (object *op, signed long weight) {
1631 while (op!=NULL) {
1632 if (op->type == CONTAINER) {
1633 weight=(signed long)(weight*(100-op->stats.Str)/100);
1634 }
1635 op->carrying+=weight;
1636 op=op->env;
1637 } 1672 }
1638}
1639 1673
1674 return where->insert (op);
1675}
1676
1640/* 1677/*
1641 * insert_ob_in_ob(op,environment): 1678 * env->insert (op)
1642 * This function inserts the object op in the linked list 1679 * This function inserts the object op in the linked list
1643 * inside the object environment. 1680 * inside the object environment.
1644 * 1681 *
1645 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1646 * the inventory at the last position or next to other objects of the same
1647 * type.
1648 * Frank: Now sorted by type, archetype and magic!
1649 *
1650 * The function returns now pointer to inserted item, and return value can 1682 * The function returns now pointer to inserted item, and return value can
1651 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1652 */ 1684 */
1653 1685object *
1654object *insert_ob_in_ob(object *op,object *where) { 1686object::insert (object *op)
1655 object *tmp, *otmp; 1687{
1656
1657 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1658 dump_object(op);
1659 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1660 return op;
1661 }
1662 if(where==NULL) {
1663 dump_object(op);
1664 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1665 return op;
1666 }
1667 if (where->head) {
1668 LOG(llevDebug,
1669 "Warning: Tried to insert object wrong part of multipart object.\n");
1670 where = where->head;
1671 }
1672 if (op->more) { 1688 if (op->more)
1689 {
1673 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 &op->name, op->count);
1675 return op; 1691 return op;
1676 } 1692 }
1677 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693
1678 CLEAR_FLAG(op, FLAG_REMOVED); 1694 op->remove ();
1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1679 if(op->nrof) { 1698 if (op->nrof)
1680 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1681 if ( CAN_MERGE(tmp,op) ) { 1700 if (object::can_merge (tmp, op))
1701 {
1682 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1683 (client needs the original object) */ 1703 (client prefers the original object) */
1704
1705 // carring must be 0 for mergable objects
1706 sint64 oweight = tmp->weight * tmp->nrof;
1707
1684 tmp->nrof += op->nrof; 1708 tmp->nrof += op->nrof;
1685 /* Weight handling gets pretty funky. Since we are adding to 1709
1686 * tmp->nrof, we need to increase the weight. 1710 if (object *pl = tmp->visible_to ())
1687 */ 1711 esrv_update_item (UPD_NROF, pl, tmp);
1688 add_weight (where, op->weight*op->nrof); 1712
1689 SET_FLAG(op, FLAG_REMOVED); 1713 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1690 free_object(op); /* free the inserted object */ 1714
1715 op->destroy ();
1691 op = tmp; 1716 op = tmp;
1692 remove_ob (op); /* and fix old object's links */ 1717 goto inserted;
1693 CLEAR_FLAG(op, FLAG_REMOVED);
1694 break;
1695 } 1718 }
1696 1719
1697 /* I assume combined objects have no inventory 1720 op->owner = 0; // it's his/hers now. period.
1698 * We add the weight - this object could have just been removed 1721 op->map = 0;
1699 * (if it was possible to merge). calling remove_ob will subtract 1722 op->x = 0;
1700 * the weight, so we need to add it in again, since we actually do 1723 op->y = 0;
1701 * the linking below
1702 */
1703 add_weight (where, op->weight*op->nrof);
1704 } else
1705 add_weight (where, (op->weight+op->carrying));
1706 1724
1707 otmp=is_player_inv(where);
1708 if (otmp&&otmp->contr!=NULL) {
1709 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1710 fix_player(otmp);
1711 }
1712
1713 op->map=NULL;
1714 op->env=where;
1715 op->above=NULL; 1725 op->above = 0;
1716 op->below=NULL; 1726 op->below = inv;
1717 op->x=0,op->y=0; 1727 op->env = this;
1718 1728
1729 if (inv)
1730 inv->above = op;
1731
1732 inv = op;
1733
1734 op->flag [FLAG_REMOVED] = 0;
1735
1736 if (object *pl = op->visible_to ())
1737 esrv_send_item (pl, op);
1738
1739 adjust_weight (this, 0, op->total_weight ());
1740
1741inserted:
1719 /* reset the light list and los of the players on the map */ 1742 /* reset the light list and los of the players on the map */
1720 if((op->glow_radius!=0)&&where->map) 1743 if (op->glow_radius && is_on_map ())
1721 { 1744 {
1722#ifdef DEBUG_LIGHTS 1745 update_stats ();
1723 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1746 update_all_los (map, x, y);
1724 op->name);
1725#endif /* DEBUG_LIGHTS */
1726 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1727 } 1747 }
1748 else if (is_player ())
1749 // if this is a player's inventory, update stats
1750 contr->queue_stats_update ();
1728 1751
1729 /* Client has no idea of ordering so lets not bother ordering it here. 1752 INVOKE_OBJECT (INSERT, this);
1730 * It sure simplifies this function... 1753
1731 */
1732 if (where->inv==NULL)
1733 where->inv=op;
1734 else {
1735 op->below = where->inv;
1736 op->below->above = op;
1737 where->inv = op;
1738 }
1739 return op; 1754 return op;
1740} 1755}
1741 1756
1742/* 1757/*
1743 * Checks if any objects has a move_type that matches objects 1758 * Checks if any objects has a move_type that matches objects
1757 * 1772 *
1758 * MSW 2001-07-08: Check all objects on space, not just those below 1773 * MSW 2001-07-08: Check all objects on space, not just those below
1759 * object being inserted. insert_ob_in_map may not put new objects 1774 * object being inserted. insert_ob_in_map may not put new objects
1760 * on top. 1775 * on top.
1761 */ 1776 */
1762 1777int
1763int check_move_on (object *op, object *originator) 1778check_move_on (object *op, object *originator, int flags)
1764{ 1779{
1780 if (op->flag [FLAG_NO_APPLY])
1781 return 0;
1782
1765 object *tmp; 1783 object *tmp;
1766 tag_t tag;
1767 mapstruct *m=op->map; 1784 maptile *m = op->map;
1768 int x=op->x, y=op->y; 1785 int x = op->x, y = op->y;
1769 MoveType move_on, move_slow, move_block;
1770 1786
1771 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1787 mapspace &ms = m->at (x, y);
1772 return 0;
1773 1788
1774 tag = op->count; 1789 ms.update ();
1775 1790
1776 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1791 MoveType move_on = ms.move_on;
1777 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1792 MoveType move_slow = ms.move_slow;
1778 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1793 MoveType move_block = ms.move_block;
1779 1794
1780 /* if nothing on this space will slow op down or be applied, 1795 /* if nothing on this space will slow op down or be applied,
1781 * no need to do checking below. have to make sure move_type 1796 * no need to do checking below. have to make sure move_type
1782 * is set, as lots of objects don't have it set - we treat that 1797 * is set, as lots of objects don't have it set - we treat that
1783 * as walking. 1798 * as walking.
1784 */ 1799 */
1785 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1800 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1786 return 0; 1801 return 0;
1787 1802
1788 /* This is basically inverse logic of that below - basically, 1803 /* This is basically inverse logic of that below - basically,
1789 * if the object can avoid the move on or slow move, they do so, 1804 * if the object can avoid the move on or slow move, they do so,
1790 * but can't do it if the alternate movement they are using is 1805 * but can't do it if the alternate movement they are using is
1791 * blocked. Logic on this seems confusing, but does seem correct. 1806 * blocked. Logic on this seems confusing, but does seem correct.
1792 */ 1807 */
1793 if ((op->move_type & ~move_on & ~move_block) != 0 && 1808 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1794 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1809 return 0;
1795 1810
1796 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1797 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1798 */ 1813 */
1799 1814 for (object *next, *tmp = ms.top; tmp; tmp = next)
1800 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1801 tmp->above!=NULL; tmp=tmp->above) {
1802 /* Trim the search when we find the first other spell effect
1803 * this helps performance so that if a space has 50 spell objects,
1804 * we don't need to check all of them.
1805 */
1806 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1807 } 1815 {
1808 for(;tmp!=NULL; tmp=tmp->below) { 1816 next = tmp->below;
1817
1818 if (tmp == op)
1809 if (tmp == op) continue; /* Can't apply yourself */ 1819 continue; /* Can't apply yourself */
1810 1820
1811 /* Check to see if one of the movement types should be slowed down. 1821 /* Check to see if one of the movement types should be slowed down.
1812 * Second check makes sure that the movement types not being slowed 1822 * Second check makes sure that the movement types not being slowed
1813 * (~slow_move) is not blocked on this space - just because the 1823 * (~slow_move) is not blocked on this space - just because the
1814 * space doesn't slow down swimming (for example), if you can't actually 1824 * space doesn't slow down swimming (for example), if you can't actually
1815 * swim on that space, can't use it to avoid the penalty. 1825 * swim on that space, can't use it to avoid the penalty.
1816 */ 1826 */
1817 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1827 if (!op->flag [FLAG_WIZPASS])
1828 {
1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1829 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1819 ((op->move_type & tmp->move_slow) &&
1820 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1830 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1821 1831 {
1822 float diff;
1823
1824 diff = tmp->move_slow_penalty*FABS(op->speed); 1832 float diff = tmp->move_slow_penalty * fabs (op->speed);
1825 if (op->type == PLAYER) { 1833
1834 if (op->is_player ())
1826 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1835 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1827 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1836 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1828 diff /= 4.0; 1837 diff /= 4.0;
1829 } 1838
1830 }
1831 op->speed_left -= diff; 1839 op->speed_left -= diff;
1832 } 1840 }
1833 } 1841 }
1834 1842
1835 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
1836 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1837 ((op->move_type & tmp->move_on) &&
1838 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1846 {
1847 if ((flags & INS_NO_AUTO_EXIT)
1848 && (tmp->type == EXIT || tmp->type == TELEPORTER
1849 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1850 continue;
1839 1851
1840 move_apply(tmp, op, originator); 1852 move_apply (tmp, op, originator);
1853
1841 if (was_destroyed (op, tag)) 1854 if (op->destroyed ())
1842 return 1; 1855 return 1;
1843 1856
1844 /* what the person/creature stepped onto has moved the object 1857 /* what the person/creature stepped onto has moved the object
1845 * someplace new. Don't process any further - if we did, 1858 * someplace new. Don't process any further - if we did,
1846 * have a feeling strange problems would result. 1859 * have a feeling strange problems would result.
1847 */ 1860 */
1848 if (op->map != m || op->x != x || op->y != y) return 0; 1861 if (op->map != m || op->x != x || op->y != y)
1862 return 0;
1849 } 1863 }
1850 } 1864 }
1865
1851 return 0; 1866 return 0;
1852} 1867}
1853 1868
1854/* 1869/*
1855 * present_arch(arch, map, x, y) searches for any objects with 1870 * present_arch(arch, map, x, y) searches for any objects with
1856 * a matching archetype at the given map and coordinates. 1871 * a matching archetype at the given map and coordinates.
1857 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1858 */ 1873 */
1859 1874object *
1860object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1875present_arch (const archetype *at, maptile *m, int x, int y)
1861 object *tmp; 1876{
1862 if(m==NULL || out_of_map(m,x,y)) { 1877 if (!m || out_of_map (m, x, y))
1878 {
1863 LOG(llevError,"Present_arch called outside map.\n"); 1879 LOG (llevError, "Present_arch called outside map.\n");
1864 return NULL; 1880 return NULL;
1865 } 1881 }
1866 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1882
1867 if(tmp->arch == at) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1884 if (tmp->arch->archname == at->archname)
1868 return tmp; 1885 return tmp;
1886
1869 return NULL; 1887 return NULL;
1870} 1888}
1871 1889
1872/* 1890/*
1873 * present(type, map, x, y) searches for any objects with 1891 * present(type, map, x, y) searches for any objects with
1874 * a matching type variable at the given map and coordinates. 1892 * a matching type variable at the given map and coordinates.
1875 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
1876 */ 1894 */
1877 1895object *
1878object *present(unsigned char type,mapstruct *m, int x,int y) { 1896present (unsigned char type, maptile *m, int x, int y)
1879 object *tmp; 1897{
1880 if(out_of_map(m,x,y)) { 1898 if (out_of_map (m, x, y))
1899 {
1881 LOG(llevError,"Present called outside map.\n"); 1900 LOG (llevError, "Present called outside map.\n");
1882 return NULL; 1901 return NULL;
1883 } 1902 }
1884 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1903
1904 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if(tmp->type==type) 1905 if (tmp->type == type)
1886 return tmp; 1906 return tmp;
1907
1887 return NULL; 1908 return NULL;
1888} 1909}
1889 1910
1890/* 1911/*
1891 * present_in_ob(type, object) searches for any objects with 1912 * present_in_ob(type, object) searches for any objects with
1892 * a matching type variable in the inventory of the given object. 1913 * a matching type variable in the inventory of the given object.
1893 * The first matching object is returned, or NULL if none. 1914 * The first matching object is returned, or NULL if none.
1894 */ 1915 */
1895 1916object *
1896object *present_in_ob(unsigned char type, const object *op) { 1917present_in_ob (unsigned char type, const object *op)
1897 object *tmp; 1918{
1898 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1919 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 if(tmp->type==type) 1920 if (tmp->type == type)
1900 return tmp; 1921 return tmp;
1922
1901 return NULL; 1923 return NULL;
1902} 1924}
1903 1925
1904/* 1926/*
1905 * present_in_ob (type, str, object) searches for any objects with 1927 * present_in_ob (type, str, object) searches for any objects with
1913 * str is the string to match against. Note that we match against 1935 * str is the string to match against. Note that we match against
1914 * the object name, not the archetype name. this is so that the 1936 * the object name, not the archetype name. this is so that the
1915 * spell code can use one object type (force), but change it's name 1937 * spell code can use one object type (force), but change it's name
1916 * to be unique. 1938 * to be unique.
1917 */ 1939 */
1918 1940object *
1919object *present_in_ob_by_name(int type, const char *str, const object *op) { 1941present_in_ob_by_name (int type, const char *str, const object *op)
1920 object *tmp; 1942{
1921
1922 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1944 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1945 return tmp;
1925 } 1946
1926 return NULL; 1947 return 0;
1927} 1948}
1928 1949
1929/* 1950/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1951 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1952 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1953 * The first matching object is returned, or NULL if none.
1933 */ 1954 */
1934 1955object *
1935object *present_arch_in_ob(const archetype *at, const object *op) { 1956present_arch_in_ob (const archetype *at, const object *op)
1936 object *tmp; 1957{
1937 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 if( tmp->arch == at) 1959 if (tmp->arch->archname == at->archname)
1939 return tmp; 1960 return tmp;
1961
1940 return NULL; 1962 return NULL;
1941} 1963}
1942 1964
1943/* 1965/*
1944 * activate recursively a flag on an object inventory 1966 * activate recursively a flag on an object inventory
1945 */ 1967 */
1968void
1946void flag_inv(object*op, int flag){ 1969flag_inv (object *op, int flag)
1947 object *tmp; 1970{
1948 if(op->inv)
1949 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1971 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 SET_FLAG(tmp, flag); 1972 {
1973 tmp->set_flag (flag);
1951 flag_inv(tmp,flag); 1974 flag_inv (tmp, flag);
1952 } 1975 }
1976}
1977
1953}/* 1978/*
1954 * desactivate recursively a flag on an object inventory 1979 * deactivate recursively a flag on an object inventory
1955 */ 1980 */
1981void
1956void unflag_inv(object*op, int flag){ 1982unflag_inv (object *op, int flag)
1957 object *tmp; 1983{
1958 if(op->inv)
1959 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1984 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 CLEAR_FLAG(tmp, flag); 1985 {
1986 tmp->clr_flag (flag);
1961 unflag_inv(tmp,flag); 1987 unflag_inv (tmp, flag);
1962 } 1988 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971
1972void set_cheat(object *op) {
1973 SET_FLAG(op, FLAG_WAS_WIZ);
1974 flag_inv(op, FLAG_WAS_WIZ);
1975} 1989}
1976 1990
1977/* 1991/*
1978 * find_free_spot(object, map, x, y, start, stop) will search for 1992 * find_free_spot(object, map, x, y, start, stop) will search for
1979 * a spot at the given map and coordinates which will be able to contain 1993 * a spot at the given map and coordinates which will be able to contain
1981 * to search (see the freearr_x/y[] definition). 1995 * to search (see the freearr_x/y[] definition).
1982 * It returns a random choice among the alternatives found. 1996 * It returns a random choice among the alternatives found.
1983 * start and stop are where to start relative to the free_arr array (1,9 1997 * start and stop are where to start relative to the free_arr array (1,9
1984 * does all 4 immediate directions). This returns the index into the 1998 * does all 4 immediate directions). This returns the index into the
1985 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1999 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1986 * Note - this only checks to see if there is space for the head of the
1987 * object - if it is a multispace object, this should be called for all
1988 * pieces.
1989 * Note2: This function does correctly handle tiled maps, but does not 2000 * Note: This function does correctly handle tiled maps, but does not
1990 * inform the caller. However, insert_ob_in_map will update as 2001 * inform the caller. However, insert_ob_in_map will update as
1991 * necessary, so the caller shouldn't need to do any special work. 2002 * necessary, so the caller shouldn't need to do any special work.
1992 * Note - updated to take an object instead of archetype - this is necessary 2003 * Note - updated to take an object instead of archetype - this is necessary
1993 * because arch_blocked (now ob_blocked) needs to know the movement type 2004 * because arch_blocked (now ob_blocked) needs to know the movement type
1994 * to know if the space in question will block the object. We can't use 2005 * to know if the space in question will block the object. We can't use
1995 * the archetype because that isn't correct if the monster has been 2006 * the archetype because that isn't correct if the monster has been
1996 * customized, changed states, etc. 2007 * customized, changed states, etc.
1997 */ 2008 */
1998 2009int
1999int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2010find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2011{
2012 int altern[SIZEOFFREE];
2000 int i,index=0, flag; 2013 int index = 0, flag;
2001 static int altern[SIZEOFFREE];
2002 2014
2003 for(i=start;i<stop;i++) { 2015 for (int i = start; i < stop; i++)
2004 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2016 {
2005 if(!flag) 2017 mapxy pos (m, x, y); pos.move (i);
2018
2019 if (!pos.normalise ())
2020 continue;
2021
2022 mapspace &ms = *pos;
2023
2024 if (ms.flags () & P_IS_ALIVE)
2025 continue;
2026
2027 /* However, often
2028 * ob doesn't have any move type (when used to place exits)
2029 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2030 */
2031 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2032 {
2006 altern[index++]=i; 2033 altern [index++] = i;
2034 continue;
2035 }
2007 2036
2008 /* Basically, if we find a wall on a space, we cut down the search size. 2037 /* Basically, if we find a wall on a space, we cut down the search size.
2009 * In this way, we won't return spaces that are on another side of a wall. 2038 * In this way, we won't return spaces that are on another side of a wall.
2010 * This mostly work, but it cuts down the search size in all directions - 2039 * This mostly work, but it cuts down the search size in all directions -
2011 * if the space being examined only has a wall to the north and empty 2040 * if the space being examined only has a wall to the north and empty
2012 * spaces in all the other directions, this will reduce the search space 2041 * spaces in all the other directions, this will reduce the search space
2013 * to only the spaces immediately surrounding the target area, and 2042 * to only the spaces immediately surrounding the target area, and
2014 * won't look 2 spaces south of the target space. 2043 * won't look 2 spaces south of the target space.
2015 */ 2044 */
2016 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2045 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2046 {
2017 stop=maxfree[i]; 2047 stop = maxfree[i];
2018 } 2048 continue;
2019 if(!index) return -1; 2049 }
2020 return altern[RANDOM()%index];
2021}
2022 2050
2051 /* Note it is intentional that we check ob - the movement type of the
2052 * head of the object should correspond for the entire object.
2053 */
2054 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2055 continue;
2056
2057 if (ob->blocked (pos.m, pos.x, pos.y))
2058 continue;
2059
2060 altern [index++] = i;
2061 }
2062
2063 if (!index)
2064 return -1;
2065
2066 return altern [rndm (index)];
2067}
2068
2023/* 2069/*
2024 * find_first_free_spot(archetype, mapstruct, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
2025 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2026 * But it will return the first available spot, not a random choice. 2072 * But it will return the first available spot, not a random choice.
2027 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2073 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2028 */ 2074 */
2029 2075int
2030int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2076find_first_free_spot (const object *ob, maptile *m, int x, int y)
2031 int i; 2077{
2032 for(i=0;i<SIZEOFFREE;i++) { 2078 for (int i = 0; i < SIZEOFFREE; i++)
2033 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2079 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2034 return i; 2080 return i;
2035 } 2081
2036 return -1; 2082 return -1;
2037} 2083}
2038 2084
2039/* 2085/*
2040 * The function permute(arr, begin, end) randomly reorders the array 2086 * The function permute(arr, begin, end) randomly reorders the array
2041 * arr[begin..end-1]. 2087 * arr[begin..end-1].
2088 * now uses a fisher-yates shuffle, old permute was broken
2042 */ 2089 */
2090static void
2043static void permute(int *arr, int begin, int end) 2091permute (int *arr, int begin, int end)
2044{ 2092{
2045 int i, j, tmp, len; 2093 arr += begin;
2094 end -= begin;
2046 2095
2047 len = end-begin; 2096 while (--end)
2048 for(i = begin; i < end; i++) 2097 swap (arr [end], arr [rndm (end + 1)]);
2049 {
2050 j = begin+RANDOM()%len;
2051
2052 tmp = arr[i];
2053 arr[i] = arr[j];
2054 arr[j] = tmp;
2055 }
2056} 2098}
2057 2099
2058/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2059 * This basically returns a randomized array (in the passed pointer) of 2101 * This basically returns a randomized array (in the passed pointer) of
2060 * the spaces to find monsters. In this way, it won't always look for 2102 * the spaces to find monsters. In this way, it won't always look for
2061 * monsters to the north first. However, the size of the array passed 2103 * monsters to the north first. However, the size of the array passed
2062 * covers all the spaces, so within that size, all the spaces within 2104 * covers all the spaces, so within that size, all the spaces within
2063 * the 3x3 area will be searched, just not in a predictable order. 2105 * the 3x3 area will be searched, just not in a predictable order.
2064 */ 2106 */
2107void
2065void get_search_arr(int *search_arr) 2108get_search_arr (int *search_arr)
2066{ 2109{
2067 int i; 2110 int i;
2068 2111
2069 for(i = 0; i < SIZEOFFREE; i++) 2112 for (i = 0; i < SIZEOFFREE; i++)
2070 {
2071 search_arr[i] = i; 2113 search_arr[i] = i;
2072 }
2073 2114
2074 permute(search_arr, 1, SIZEOFFREE1+1); 2115 permute (search_arr, 1, SIZEOFFREE1 + 1);
2075 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2116 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2076 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2117 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2077} 2118}
2078 2119
2079/* 2120/*
2080 * find_dir(map, x, y, exclude) will search some close squares in the 2121 * find_dir(map, x, y, exclude) will search some close squares in the
2081 * given map at the given coordinates for live objects. 2122 * given map at the given coordinates for live objects.
2086 * Perhaps incorrectly, but I'm making the assumption that exclude 2127 * Perhaps incorrectly, but I'm making the assumption that exclude
2087 * is actually want is going to try and move there. We need this info 2128 * is actually want is going to try and move there. We need this info
2088 * because we have to know what movement the thing looking to move 2129 * because we have to know what movement the thing looking to move
2089 * there is capable of. 2130 * there is capable of.
2090 */ 2131 */
2091 2132int
2092int find_dir(mapstruct *m, int x, int y, object *exclude) { 2133find_dir (maptile *m, int x, int y, object *exclude)
2134{
2093 int i,max=SIZEOFFREE, mflags; 2135 int max = SIZEOFFREE, mflags;
2094 sint16 nx, ny;
2095 object *tmp;
2096 mapstruct *mp;
2097 MoveType blocked, move_type; 2136 MoveType move_type;
2098 2137
2099 if (exclude && exclude->head) { 2138 if (exclude && exclude->head_ () != exclude)
2139 {
2100 exclude = exclude->head; 2140 exclude = exclude->head;
2101 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2102 } else { 2142 }
2143 else
2144 {
2103 /* If we don't have anything, presume it can use all movement types. */ 2145 /* If we don't have anything, presume it can use all movement types. */
2104 move_type=MOVE_ALL; 2146 move_type = MOVE_ALL;
2147 }
2148
2149 for (int i = 1; i < max; i++)
2105 } 2150 {
2151 mapxy pos (m, x, y);
2152 pos.move (i);
2106 2153
2107 for(i=1;i<max;i++) { 2154 if (!pos.normalise ())
2108 mp = m;
2109 nx = x + freearr_x[i]; 2155 max = maxfree[i];
2110 ny = y + freearr_y[i]; 2156 else
2157 {
2158 mapspace &ms = *pos;
2111 2159
2112 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2160 if ((move_type & ms.move_block) == move_type)
2113 if (mflags & P_OUT_OF_MAP) {
2114 max = maxfree[i]; 2161 max = maxfree [i];
2115 } else {
2116 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2117
2118 if ((move_type & blocked) == move_type) {
2119 max=maxfree[i];
2120 } else if (mflags & P_IS_ALIVE) { 2162 else if (ms.flags () & P_IS_ALIVE)
2121 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2163 {
2122 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2164 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2165 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2123 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2166 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break;
2125 }
2126 }
2127 if(tmp) {
2128 return freedir[i]; 2167 return freedir [i];
2129 }
2130 } 2168 }
2131 } 2169 }
2132 } 2170 }
2171
2133 return 0; 2172 return 0;
2134} 2173}
2135 2174
2136/* 2175/*
2137 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2138 * distance between the two given objects. 2177 * distance between the two given objects.
2139 */ 2178 */
2140 2179int
2141int distance(const object *ob1, const object *ob2) { 2180distance (const object *ob1, const object *ob2)
2142 int i; 2181{
2143 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2144 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2145 return i;
2146} 2183}
2147 2184
2148/* 2185/*
2149 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction value
2150 * an object which has subtracted the x and y coordinates of another 2187 * for running into direct [dx, dy].
2151 * object, needs to travel toward it. 2188 * (the opposite of crossfire's find_dir_2!)
2152 */ 2189 */
2153 2190int
2154int find_dir_2(int x, int y) { 2191find_dir_2 (int x, int y)
2192{
2193#if 1 // new algorithm
2194 // this works by putting x, y into 16 sectors, which
2195 // are not equal sized, but are a better approximation
2196 // then the old algorithm, and then using a mapping
2197 // table to map it into a direction value.
2198 // basically, it maps these comparisons to each bit
2199 // bit #3: x < 0
2200 // bit #2: y < 0
2201 // bit #1: x > y
2202 // bit #0: x > 2y
2203
2204 static const uint8 dir[16] = {
2205 4, 5, 4, 3,
2206 2, 1, 2, 3,
2207 6, 5, 6, 7,
2208 8, 1, 8, 7,
2209 };
2210 int sector = 0;
2211
2212 // this is a bit ugly, but more likely to result in branchless code
2213 sector |= x < 0 ? 8 : 0;
2214 x = x < 0 ? -x : x; // abs
2215
2216 sector |= y < 0 ? 4 : 0;
2217 y = y < 0 ? -y : y; // abs
2218
2219 if (x > y)
2220 {
2221 sector |= 2;
2222
2223 if (x > y * 2)
2224 sector |= 1;
2225 }
2226 else
2227 {
2228 if (y > x * 2)
2229 sector |= 1;
2230 else if (!y)
2231 return 0; // x == 0 here
2232 }
2233
2234 return dir [sector];
2235#else // old algorithm
2155 int q; 2236 int q;
2156 2237
2157 if(y) 2238 if (y)
2158 q=x*100/y; 2239 q = 128 * x / y;
2159 else if (x) 2240 else if (x)
2160 q= -300*x; 2241 q = -512 * x; // to make it > 309
2161 else 2242 else
2162 return 0; 2243 return 0;
2163 2244
2164 if(y>0) { 2245 if (y > 0)
2165 if(q < -242) 2246 {
2247 if (q < -309) return 7;
2248 if (q < -52) return 6;
2249 if (q < 52) return 5;
2250 if (q < 309) return 4;
2251
2166 return 3 ; 2252 return 3;
2167 if (q < -41) 2253 }
2254 else
2255 {
2256 if (q < -309) return 3;
2257 if (q < -52) return 2;
2258 if (q < 52) return 1;
2259 if (q < 309) return 8;
2260
2168 return 2 ; 2261 return 7;
2169 if (q < 41)
2170 return 1 ;
2171 if (q < 242)
2172 return 8 ;
2173 return 7 ;
2174 } 2262 }
2175 2263#endif
2176 if (q < -242)
2177 return 7 ;
2178 if (q < -41)
2179 return 6 ;
2180 if (q < 41)
2181 return 5 ;
2182 if (q < 242)
2183 return 4 ;
2184
2185 return 3 ;
2186}
2187
2188/*
2189 * absdir(int): Returns a number between 1 and 8, which represent
2190 * the "absolute" direction of a number (it actually takes care of
2191 * "overflow" in previous calculations of a direction).
2192 */
2193
2194int absdir(int d) {
2195 while(d<1) d+=8;
2196 while(d>8) d-=8;
2197 return d;
2198} 2264}
2199 2265
2200/* 2266/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2267 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2268 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2269 */
2204 2270int
2205int dirdiff(int dir1, int dir2) { 2271dirdiff (int dir1, int dir2)
2206 int d; 2272{
2207 d = abs(dir1 - dir2); 2273 int d = abs (dir1 - dir2);
2208 if(d>4) 2274
2209 d = 8 - d; 2275 return d > 4 ? 8 - d : d;
2210 return d;
2211} 2276}
2212 2277
2213/* peterm: 2278/* peterm:
2214 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2215 * Basically, this is a table of directions, and what directions 2280 * Basically, this is a table of directions, and what directions
2217 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2218 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2219 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2220 * functions. 2285 * functions.
2221 */ 2286 */
2222
2223int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2224 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2225 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2226 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2227 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2228 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2229 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2230 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2231 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2232 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2233 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2234 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2235 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2236 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2237 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2238 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2239 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2240 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2241 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2242 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2243 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2244 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2245 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2246 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2247 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2248 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2249 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2250 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2251 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2252 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2253 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2254 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2255 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2256 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2257 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2258 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2259 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2260 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2261 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2262 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2263 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2264 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2265 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2266 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2267 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2268 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2269 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2270 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2271 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2272 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2273 2338
2274/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2275 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2276 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2277 * can see a direct way to get it 2342 * can see a direct way to get it
2278 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2279 */ 2344 */
2280 2345int
2281
2282int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2283 sint16 dx, dy; 2348 sint16 dx, dy;
2284 int mflags; 2349 int mflags;
2285 2350
2351 if (dir < 0)
2286 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2287 2353
2288 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2289 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2290 2356
2291 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2292 2358
2293 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2294 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2295 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2296 * literal on if we can see it. To know if we can actually 2362 * literal on if we can see it. To know if we can actually
2297 * move to the monster, we'd need the monster passed in or 2363 * move to the monster, we'd need the monster passed in or
2298 * at least its move type. 2364 * at least its move type.
2299 */ 2365 */
2300 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2301 2368
2302 /* yes, can see. */ 2369 /* yes, can see. */
2303 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2304 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2305 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2306 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2307} 2376}
2308 2377
2309
2310
2311/* 2378/*
2312 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2313 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2314 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2315 * 2382 *
2316 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2317 * core dumps if they do. 2384 * core dumps if they do.
2318 * 2385 *
2319 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2320 */ 2387 */
2321 2388int
2322int can_pick(const object *who, const object *item) { 2389can_pick (const object *who, const object *item)
2323 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2390{
2324 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2391 return /*who->flag [FLAG_WIZ]|| */
2325 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2326 (who->type==PLAYER||item->weight<who->weight/3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2327} 2394}
2328 2395
2396//-GPL
2329 2397
2330/* 2398/*
2331 * create clone from object to another 2399 * create clone from object to another
2332 */ 2400 */
2333object *object_create_clone (object *asrc) { 2401object *
2334 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2402object::deep_clone ()
2403{
2404 assert (("deep_clone called on non-head object", is_head ()));
2335 2405
2336 if(!asrc) return NULL; 2406 object *dst = clone ();
2337 src = asrc;
2338 if(src->head)
2339 src = src->head;
2340 2407
2341 prev = NULL; 2408 object *prev = dst;
2342 for(part = src; part; part = part->more) { 2409 for (object *part = this->more; part; part = part->more)
2343 tmp = get_object(); 2410 {
2344 copy_object(part,tmp); 2411 object *tmp = part->clone ();
2345 tmp->x -= src->x;
2346 tmp->y -= src->y;
2347 if(!part->head) {
2348 dst = tmp;
2349 tmp->head = NULL;
2350 } else {
2351 tmp->head = dst; 2412 tmp->head = dst;
2352 }
2353 tmp->more = NULL;
2354 if(prev)
2355 prev->more = tmp; 2413 prev->more = tmp;
2356 prev = tmp; 2414 prev = tmp;
2357 } 2415 }
2358 /*** copy inventory ***/ 2416
2359 for(item = src->inv; item; item = item->below) { 2417 for (object *item = inv; item; item = item->below)
2360 (void) insert_ob_in_ob(object_create_clone(item),dst); 2418 insert_ob_in_ob (item->deep_clone (), dst);
2361 }
2362 2419
2363 return dst; 2420 return dst;
2364}
2365
2366/* return true if the object was destroyed, 0 otherwise */
2367int was_destroyed (const object *op, tag_t old_tag)
2368{
2369 /* checking for FLAG_FREED isn't necessary, but makes this function more
2370 * robust */
2371 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2372}
2373
2374/* GROS - Creates an object using a string representing its content. */
2375/* Basically, we save the content of the string to a temp file, then call */
2376/* load_object on it. I admit it is a highly inefficient way to make things, */
2377/* but it was simple to make and allows reusing the load_object function. */
2378/* Remember not to use load_object_str in a time-critical situation. */
2379/* Also remember that multiparts objects are not supported for now. */
2380
2381object* load_object_str(const char *obstr)
2382{
2383 object *op;
2384 char filename[MAX_BUF];
2385 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2386
2387 FILE *tempfile=fopen(filename,"w");
2388 if (tempfile == NULL)
2389 {
2390 LOG(llevError,"Error - Unable to access load object temp file\n");
2391 return NULL;
2392 };
2393 fprintf(tempfile,obstr);
2394 fclose(tempfile);
2395
2396 op=get_object();
2397
2398 object_thawer thawer (filename);
2399
2400 if (thawer)
2401 load_object(thawer,op,0);
2402
2403 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2404 CLEAR_FLAG(op,FLAG_REMOVED);
2405
2406 return op;
2407} 2421}
2408 2422
2409/* This returns the first object in who's inventory that 2423/* This returns the first object in who's inventory that
2410 * has the same type and subtype match. 2424 * has the same type and subtype match.
2411 * returns NULL if no match. 2425 * returns NULL if no match.
2412 */ 2426 */
2427object *
2413object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2428find_obj_by_type_subtype (const object *who, int type, int subtype)
2414{ 2429{
2415 object *tmp;
2416
2417 for (tmp=who->inv; tmp; tmp=tmp->below) 2430 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2418 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2431 if (tmp->type == type && tmp->subtype == subtype)
2432 return tmp;
2419 2433
2420 return NULL; 2434 return 0;
2421} 2435}
2422 2436
2423/* If ob has a field named key, return the link from the list, 2437/* Zero the key_values on op, decrementing the shared-string
2424 * otherwise return NULL. 2438 * refcounts and freeing the links.
2425 * 2439 */
2426 * key must be a passed in shared string - otherwise, this won't 2440void
2427 * do the desired thing. 2441key_values::clear ()
2428 */ 2442{
2429key_value * get_ob_key_link(const object * ob, const char * key) { 2443 for (key_value *kvp = first; kvp; )
2430 key_value * link;
2431 2444 {
2432 for (link = ob->key_values; link != NULL; link = link->next) { 2445 key_value *next = kvp->next;
2446 delete kvp;
2447 kvp = next;
2448 }
2449
2450 first = 0;
2451}
2452
2453shstr_tmp
2454key_values::get (shstr_tmp key) const
2455{
2456 for (key_value *kv = first; kv; kv = kv->next)
2433 if (link->key == key) { 2457 if (kv->key == key)
2458 return kv->value;
2459
2460 return shstr ();
2461}
2462
2463void
2464key_values::add (shstr_tmp key, shstr_tmp value)
2465{
2466 key_value *kv = new key_value;
2467
2468 kv->next = first;
2469 kv->key = key;
2470 kv->value = value;
2471
2472 first = kv;
2473}
2474
2475void
2476key_values::set (shstr_tmp key, shstr_tmp value)
2477{
2478 for (key_value *kv = first; kv; kv = kv->next)
2479 if (kv->key == key)
2480 {
2481 kv->value = value;
2434 return link; 2482 return;
2483 }
2484
2485 add (key, value);
2486}
2487
2488void
2489key_values::del (shstr_tmp key)
2490{
2491 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2492 if ((*kvp)->key == key)
2493 {
2494 key_value *kv = *kvp;
2495 *kvp = (*kvp)->next;
2496 delete kv;
2497 return;
2498 }
2499}
2500
2501void
2502key_values::reverse ()
2503{
2504 key_value *prev = 0;
2505 key_value *head = first;
2506
2507 while (head)
2508 {
2509 key_value *node = head;
2510 head = head->next;
2511 node->next = prev;
2512 prev = node;
2513 }
2514
2515 first = prev;
2516}
2517
2518key_values &
2519key_values::operator =(const key_values &kv)
2520{
2521 clear ();
2522
2523 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2524 add (kvp->key, kvp->value);
2525
2526 reverse ();
2527}
2528
2529object::depth_iterator::depth_iterator (object *container)
2530: iterator_base (container)
2531{
2532 while (item->inv)
2533 item = item->inv;
2534}
2535
2536void
2537object::depth_iterator::next ()
2538{
2539 if (item->below)
2540 {
2541 item = item->below;
2542
2543 while (item->inv)
2544 item = item->inv;
2545 }
2546 else
2547 item = item->env;
2548}
2549
2550const char *
2551object::flag_desc (char *desc, int len) const
2552{
2553 char *p = desc;
2554 bool first = true;
2555
2556 *p = 0;
2557
2558 for (int i = 0; i < NUM_FLAGS; i++)
2559 {
2560 if (len <= 10) // magic constant!
2561 {
2562 snprintf (p, len, ",...");
2563 break;
2435 } 2564 }
2436 }
2437
2438 return NULL;
2439}
2440 2565
2441/* 2566 if (flag [i])
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char * get_ob_key_value(const object * op, const char * const key) {
2449 key_value * link;
2450 const char * canonical_key;
2451
2452 canonical_key = shstr::find (key);
2453
2454 if (canonical_key == NULL) {
2455 /* 1. There being a field named key on any object
2456 * implies there'd be a shared string to find.
2457 * 2. Since there isn't, no object has this field.
2458 * 3. Therefore, *this* object doesn't have this field.
2459 */ 2567 {
2460 return NULL; 2568 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2461 } 2569 len -= cnt;
2462 2570 p += cnt;
2463 /* This is copied from get_ob_key_link() above - 2571 first = false;
2464 * only 4 lines, and saves the function call overhead.
2465 */
2466 for (link = op->key_values; link != NULL; link = link->next) {
2467 if (link->key == canonical_key) {
2468 return link->value;
2469 } 2572 }
2470 } 2573 }
2574
2575 return desc;
2576}
2577
2578// return a suitable string describing an object in enough detail to find it
2579const char *
2580object::debug_desc (char *info) const
2581{
2582 char flagdesc[512];
2583 char info2[256 * 4];
2584 char *p = info;
2585
2586 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2587 count,
2588 uuid.c_str (),
2589 &name,
2590 title ? ",title:\"" : "",
2591 title ? (const char *)title : "",
2592 title ? "\"" : "",
2593 flag_desc (flagdesc, 512), type);
2594
2595 if (!flag[FLAG_REMOVED] && env)
2596 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2597
2598 if (map)
2599 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2600
2601 return info;
2602}
2603
2604const char *
2605object::debug_desc () const
2606{
2607 static char info[3][256 * 4];
2608 static int info_idx;
2609
2610 return debug_desc (info [++info_idx % 3]);
2611}
2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619
2620//+GPL
2621
2622void
2623object::open_container (object *new_container)
2624{
2625 if (container == new_container)
2471 return NULL; 2626 return;
2472}
2473 2627
2628 object *old_container = container;
2474 2629
2475/* 2630 if (old_container)
2476 * Updates the canonical_key in op to value.
2477 *
2478 * canonical_key is a shared string (value doesn't have to be).
2479 *
2480 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2481 * keys.
2482 *
2483 * Returns TRUE on success.
2484 */
2485int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2486 key_value * field = NULL, *last=NULL;
2487 2631 {
2488 for (field=op->key_values; field != NULL; field=field->next) { 2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2489 if (field->key != canonical_key) { 2633 return;
2490 last = field; 2634
2491 continue; 2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 // make sure the container is available
2643 esrv_send_item (this, old_container);
2644
2645 old_container->flag [FLAG_APPLIED] = false;
2646 container = 0;
2647
2648 // client needs item update to make it work, client bug requires this to be separate
2649 esrv_update_item (UPD_FLAGS, this, old_container);
2650
2651 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2652 play_sound (sound_find ("chest_close"));
2653 }
2654
2655 if (new_container)
2656 {
2657 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2658 return;
2659
2660 // TODO: this does not seem to serve any purpose anymore?
2661#if 0
2662 // insert the "Close Container" object.
2663 if (archetype *closer = new_container->other_arch)
2664 {
2665 object *closer = new_container->other_arch->instance ();
2666 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2667 new_container->insert (closer);
2492 } 2668 }
2669#endif
2670
2671 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2672
2673 // make sure the container is available, client bug requires this to be separate
2674 esrv_send_item (this, new_container);
2675
2676 new_container->flag [FLAG_APPLIED] = true;
2677 container = new_container;
2678
2679 // client needs flag change
2680 esrv_update_item (UPD_FLAGS, this, new_container);
2681 esrv_send_inventory (this, new_container);
2682 play_sound (sound_find ("chest_open"));
2493 2683 }
2494 if (value) 2684// else if (!old_container->env && contr && contr->ns)
2495 field->value = value; 2685// contr->ns->floorbox_reset ();
2496 else { 2686}
2497 /* Basically, if the archetype has this key set,
2498 * we need to store the null value so when we save
2499 * it, we save the empty value so that when we load,
2500 * we get this value back again.
2501 */
2502 if (get_ob_key_link (&op->arch->clone, canonical_key))
2503 field->value = 0;
2504 else
2505 {
2506 if (last) last->next = field->next;
2507 else op->key_values = field->next;
2508 2687
2509 delete field; 2688//-GPL
2510 }
2511 }
2512 return TRUE;
2513 }
2514 /* IF we get here, key doesn't exist */
2515 2689
2516 /* No field, we'll have to add it. */ 2690// prefetch some flat area around the player
2691static void
2692prefetch_surrounding_area (object *op, maptile *map, int range)
2693{
2694 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2695 op->x - range , op->y - range ,
2696 op->x + range + 1, op->y + range + 1);
2697 rect->m;
2698 ++rect)
2517 2699 {
2518 if (!add_key) { 2700 rect->m->touch ();
2519 return FALSE; 2701 rect->m->activate ();
2520 }
2521 /* There isn't any good reason to store a null
2522 * value in the key/value list. If the archetype has
2523 * this key, then we should also have it, so shouldn't
2524 * be here. If user wants to store empty strings,
2525 * should pass in ""
2526 */
2527 if (value == NULL) return TRUE;
2528 2702 }
2529 field = new key_value; 2703}
2704
2705// prefetch a generous area around the player, also up and down
2706void
2707object::prefetch_surrounding_maps ()
2708{
2709 prefetch_surrounding_area (this, map, 40);
2710
2711 if (maptile *m = map->tile_available (TILE_DOWN))
2712 prefetch_surrounding_area (this, m, 20);
2713
2714 if (maptile *m = map->tile_available (TILE_UP))
2715 prefetch_surrounding_area (this, m, 20);
2716}
2717
2718//+GPL
2719
2720object *
2721object::force_find (shstr_tmp name)
2722{
2723 /* cycle through his inventory to look for the MARK we want to
2724 * place
2725 */
2726 for (object *tmp = inv; tmp; tmp = tmp->below)
2727 if (tmp->type == FORCE && tmp->slaying == name)
2728 return splay (tmp);
2729
2730 return 0;
2731}
2732
2733void
2734object::force_set_timer (int duration)
2735{
2736 this->duration = 1;
2737 this->speed_left = -1.f;
2738
2739 this->set_speed (duration ? 1.f / duration : 0.f);
2740}
2741
2742object *
2743object::force_add (shstr_tmp name, int duration)
2744{
2745 if (object *force = force_find (name))
2746 force->destroy ();
2747
2748 object *force = archetype::get (FORCE_NAME);
2749
2750 force->slaying = name;
2751 force->force_set_timer (duration);
2752 force->flag [FLAG_APPLIED] = true;
2753
2754 return insert (force);
2755}
2756
2757void
2758object::play_sound (faceidx sound) const
2759{
2760 if (!sound)
2761 return;
2762
2763 if (is_on_map ())
2764 map->play_sound (sound, x, y);
2765 else if (object *pl = in_player ())
2766 pl->contr->play_sound (sound);
2767}
2768
2769void
2770object::say_msg (const char *msg) const
2771{
2772 if (is_on_map ())
2773 map->say_msg (msg, x, y);
2774 else if (object *pl = in_player ())
2775 pl->contr->play_sound (sound);
2776}
2777
2778void
2779object::make_noise ()
2780{
2781 // we do not model noise in the map, so instead put
2782 // a temporary light into the noise source
2783 // could use the map instead, but that's less reliable for our
2784 // goal, which is to make invisibility a bit harder to exploit
2785
2786 // currently only works sensibly for players
2787 if (!is_player ())
2788 return;
2789
2790 // find old force, or create new one
2791 object *force = force_find (shstr_noise_force);
2792
2793 if (force)
2794 force->speed_left = -1.f; // patch old speed up
2795 else
2530 2796 {
2531 field->key = canonical_key; 2797 force = archetype::get (shstr_noise_force);
2532 field->value = value; 2798
2533 /* Usual prepend-addition. */ 2799 force->slaying = shstr_noise_force;
2534 field->next = op->key_values; 2800 force->stats.food = 1;
2535 op->key_values = field; 2801 force->speed_left = -1.f;
2802
2803 force->set_speed (1.f / 4.f);
2804 force->flag [FLAG_IS_USED_UP] = true;
2805 force->flag [FLAG_APPLIED] = true;
2806
2807 insert (force);
2536 2808 }
2809}
2810
2811void object::change_move_type (MoveType mt)
2812{
2813 if (move_type == mt)
2814 return;
2815
2816 if (is_on_map ())
2817 {
2818 // we are on the map, so handle move_on/off effects
2819 remove ();
2820 move_type = mt;
2821 map->insert (this, x, y, this);
2822 }
2823 else
2824 move_type = mt;
2825}
2826
2827/* object should be a player.
2828 * we return the object the player has marked with the 'mark' command
2829 * below. If no match is found (or object has changed), we return
2830 * NULL. We leave it up to the calling function to print messages if
2831 * nothing is found.
2832 */
2833object *
2834object::mark () const
2835{
2836 if (contr && contr->mark && contr->mark->env == this)
2837 return contr->mark;
2838 else
2537 return TRUE; 2839 return 0;
2538} 2840}
2539 2841
2540/* 2842// put marked object first in the inventory
2541 * Updates the key in op to value. 2843// this is used by identify-like spells so players can influence
2542 * 2844// the order a bit.
2543 * If add_key is FALSE, this will only update existing keys, 2845void
2544 * and not add new ones. 2846object::splay_marked ()
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2550{ 2847{
2551 shstr key_ (key); 2848 if (object *marked = mark ())
2552 return set_ob_key_value_s (op, key_, value, add_key); 2849 splay (marked);
2553} 2850}
2851

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