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Comparing deliantra/server/common/object.C (file contents):
Revision 1.12 by elmex, Sun Sep 3 14:33:47 2006 UTC vs.
Revision 1.341 by root, Fri Feb 25 07:23:38 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 1.12 2006/09/03 14:33:47 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 31
53object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 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
57short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 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,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 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};
60short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 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,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
63int maxfree[SIZEOFFREE]= 61};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
69 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}
70 233
71/* 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
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 236compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 237{
74
75 /* 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
76 * 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
77 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
78 */ 241 */
79 242
80 /* For each field in wants, */ 243 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 245 if (has->kv_get (kv->key) != kv->value)
83 246 return false;
84 /* Look for a field in has with the same key. */ 247
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 249 return true;
103} 250}
104 251
105/* 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
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 254compare_ob_value_lists (const object *ob1, const object *ob2)
255{
107 /* 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,
108 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
109 */ 258 */
110 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);
111} 261}
112 262
113/* 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
114 * they can be merged together. 264 * they can be merged together.
115 * 265 *
116 * 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
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
119 * 269 *
120 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
121 * 271 *
122 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
123 * check weight 273 * check weight
124 */ 274 */
125 275bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 276{
127
128 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
283 return 0;
130 284
131 if (ob1->speed != ob2->speed) return 0; 285 /* Do not merge objects if nrof would overflow, assume nrof
286 * is always 0 .. 2**31-1 */
287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
288 return 0;
289
290 /* If the objects have been identified, set the BEEN_APPLIED flag.
291 * This is to the comparison of the flags below will be OK. We
292 * just can't ignore the been applied or identified flags, as they
293 * are not equal - just if it has been identified, the been_applied
294 * flags lose any meaning.
295 */
296 if (ob1->flag [FLAG_IDENTIFIED])
297 ob1->set_flag (FLAG_BEEN_APPLIED);
298
299 if (ob2->flag [FLAG_IDENTIFIED])
300 ob2->set_flag (FLAG_BEEN_APPLIED);
301
302 if (ob1->arch->archname != ob2->arch->archname
303 || ob1->name != ob2->name
304 || ob1->title != ob2->title
305 || ob1->msg != ob2->msg
306 || ob1->weight != ob2->weight
307 || ob1->attacktype != ob2->attacktype
308 || ob1->magic != ob2->magic
309 || ob1->slaying != ob2->slaying
310 || ob1->skill != ob2->skill
311 || ob1->value != ob2->value
312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
314 || ob1->client_type != ob2->client_type
315 || ob1->material != ob2->material
316 || ob1->lore != ob2->lore
317 || ob1->subtype != ob2->subtype
318 || ob1->move_type != ob2->move_type
319 || ob1->move_block != ob2->move_block
320 || ob1->move_allow != ob2->move_allow
321 || ob1->move_on != ob2->move_on
322 || ob1->move_off != ob2->move_off
323 || ob1->move_slow != ob2->move_slow
324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
327 return 0;
328
329 if ((ob1->flag ^ ob2->flag)
330 .reset (FLAG_INV_LOCKED)
331 .reset (FLAG_REMOVED)
332 .any ())
333 return 0;
334
335 /* This is really a spellbook check - we should in general
336 * not merge objects with real inventories, as splitting them
337 * is hard.
338 */
339 if (ob1->inv || ob2->inv)
340 {
341 if (!(ob1->inv && ob2->inv))
342 return 0; /* inventories differ in length */
343
344 if (ob1->inv->below || ob2->inv->below)
345 return 0; /* more than one object in inv */
346
347 if (!object::can_merge (ob1->inv, ob2->inv))
348 return 0; /* inventory objects differ */
349
350 /* inventory ok - still need to check rest of this object to see
351 * if it is valid.
352 */
353 }
354
355 /* Don't merge objects that are applied. With the new 'body' code,
356 * it is possible for most any character to have more than one of
357 * some items equipped, and we don't want those to merge.
358 */
359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
360 return 0;
361
132 /* Note sure why the following is the case - either the object has to 362 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 363 * be animated or have a very low speed. Is this an attempted monster
134 * check? 364 * check?
135 */ 365 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
367 return 0;
368
369 switch (ob1->type)
370 {
371 case SCROLL:
372 if (ob1->level != ob2->level)
373 return 0;
374 break;
375 }
376
377 if (ob1->key_values || ob2->key_values)
378 {
379 /* At least one of these has key_values. */
380 if ((!ob1->key_values) != (!ob2->key_values))
381 return 0; /* One has fields, but the other one doesn't. */
382
383 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 384 return 0;
385 }
138 386
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 387 if (ob1->self || ob2->self)
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 } 388 {
389 ob1->optimise ();
390 ob2->optimise ();
160 391
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 392 if (ob1->self || ob2->self)
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 ) 393 {
394 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
395 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
396
397 if (k1 != k2)
207 return 0; 398 return 0;
208 399
209 /* Don't merge objects that are applied. With the new 'body' code, 400 if (k1 == 0)
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0; 401 return 1;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 402
403 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 404 return 0;
229 } 405 }
230 } 406 }
231 407
232 /* Everything passes, must be OK. */ 408 /* Everything passes, must be OK. */
233 return 1; 409 return 1;
234} 410}
235 411
412// find player who can see this object
413object *
414object::visible_to () const
415{
416 if (client_visible () && !flag [FLAG_REMOVED])
417 {
418 // see if we are in a container of sorts
419 if (env)
420 {
421 // the player inventory itself is always visible
422 if (env->is_player ())
423 return env;
424
425 // else a player could have our env open
426 object *envest = env->outer_env_or_self ();
427
428 // the player itself is always on a map, so we will find him here
429 // even if our inv is in a player.
430 if (envest->is_on_map ())
431 if (object *pl = envest->ms ().player ())
432 if (pl->container_ () == env)
433 return pl;
434 }
435 else
436 {
437 // maybe there is a player standing on the same mapspace
438 // this will catch the case where "this" is a player
439 if (object *pl = ms ().player ())
440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
442 return pl;
443 }
444 }
445
446 return 0;
447}
448
449// adjust weight per container type ("of holding")
450static uint32
451weight_adjust_for (object *op, uint32 weight)
452{
453 return op->type == CONTAINER
454 ? weight - weight * op->stats.Str / 100
455 : weight;
456}
457
236/* 458/*
459 * subtracts, then adds, the specified weight to an object,
460 * and also updates how much the environment(s) is/are carrying.
461 */
462static void
463adjust_weight (object *op, sint32 sub, sint32 add)
464{
465 while (op)
466 {
467 sint32 ocarrying = op->carrying;
468
469 op->carrying -= weight_adjust_for (op, sub);
470 op->carrying += weight_adjust_for (op, add);
471
472 if (object *pl = op->visible_to ())
473 if (pl != op) // player is handled lazily
474 esrv_update_item (UPD_WEIGHT, pl, op);
475
476 sub = ocarrying;
477 add = op->carrying;
478
479 op = op->env;
480 }
481}
482
483/*
237 * sum_weight() is a recursive function which calculates the weight 484 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 485 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 486 * containers are carrying, and sums it up.
240 */ 487 */
241signed long sum_weight(object *op) { 488void
242 signed long sum; 489object::update_weight ()
243 object *inv; 490{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 491 sint32 sum = 0;
245 if (inv->inv) 492
246 sum_weight(inv); 493 for (object *op = inv; op; op = op->below)
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 494 {
495 op->update_weight ();
496
497 sum += weight_adjust_for (this, op->total_weight ());
248 } 498 }
249 if (op->type == CONTAINER && op->stats.Str) 499
250 sum = (sum * (100 - op->stats.Str))/100; 500 if (sum != carrying)
251 if(op->carrying != sum) 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
252 op->carrying = sum; 506 carrying = sum;
253 return sum;
254}
255 507
508 if (object *pl = visible_to ())
509 if (pl != this) // player is handled lazily
510 esrv_update_item (UPD_WEIGHT, pl, this);
511 }
512}
513
256/** 514/*
257 * Return the outermost environment object for a given object. 515 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 516 */
259 517char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 518dump_object (object *op)
332 if(op==NULL) { 519{
333 strcpy(errmsg,"[NULL pointer]"); 520 if (!op)
334 return; 521 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 522
340void dump_all_objects(void) { 523 object_freezer freezer;
341 object *op; 524 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 525 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 526}
347 527
348/* 528char *
349 * get_nearest_part(multi-object, object 2) returns the part of the 529object::as_string ()
350 * multi-object 1 which is closest to the second object. 530{
351 * If it's not a multi-object, it is returned. 531 return dump_object (this);
352 */
353
354object *get_nearest_part(object *op, const object *pl) {
355 object *tmp,*closest;
356 int last_dist,i;
357 if(op->more==NULL)
358 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
360 if((i=distance(tmp,pl))<last_dist)
361 closest=tmp,last_dist=i;
362 return closest;
363} 532}
364 533
365/* 534/*
366 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
536 * VERRRY slow.
367 */ 537 */
368 538object *
369object *find_object(tag_t i) { 539find_object (tag_t i)
370 object *op; 540{
371 for(op=objects;op!=NULL;op=op->next) 541 for_all_objects (op)
372 if(op->count==i) 542 if (op->count == i)
373 break;
374 return op; 543 return op;
544
545 return 0;
546}
547
548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
559
560 return 0;
375} 561}
376 562
377/* 563/*
378 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
381 */ 567 */
382 568object *
383object *find_object_name(const char *str) { 569find_object_name (const char *str)
384 const char *name = shstr::find (str); 570{
385 object *op; 571 shstr_cmp str_ (str);
386 for(op=objects;op!=NULL;op=op->next) 572
573 if (str_)
574 for_all_objects (op)
387 if(&op->name == name) 575 if (op->name == str_)
388 break; 576 return op;
389 577
390 return op; 578 return 0;
391} 579}
392
393void free_all_object_data(void) {
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442}
443
444
445 580
446/* 581/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 583 * skill and experience objects.
584 * ACTUALLY NO! investigate! TODO
449 */ 585 */
450void set_owner (object *op, object *owner) 586void
587object::set_owner (object *owner)
451{ 588{
452 if(owner==NULL||op==NULL) 589 // allow objects which own objects
590 if (owner)
591 while (owner->owner)
592 owner = owner->owner;
593
594 if (flag [FLAG_FREED])
595 {
596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 597 return;
598 }
454 599
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 600 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 601}
518 602
519/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 604 * refcounts and freeing the links.
521 */ 605 */
606static void
522static void free_key_values(object * op) 607free_key_values (object *op)
523{ 608{
524 for (key_value *i = op->key_values; i != 0; ) 609 for (key_value *i = op->key_values; i; )
525 { 610 {
526 key_value *next = i->next; 611 key_value *next = i->next;
527 delete i; 612 delete i;
613
528 i = next; 614 i = next;
529 } 615 }
530 616
531 op->key_values = 0; 617 op->key_values = 0;
532} 618}
533 619
534/* 620/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 621 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 622 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 623 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 624 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 625 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 626 * will point at garbage.
594 */ 627 */
595 628void
596void copy_object(object *op2, object *op) 629object::copy_to (object *dst)
597{ 630{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 631 dst->remove ();
599 632 *(object_copy *)dst = *this;
600 op->clear (); 633 dst->flag [FLAG_REMOVED] = true;
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op);
606
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612 634
613 /* Copy over key_values, if any. */ 635 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 636 if (key_values)
637 {
615 key_value *tail = NULL; 638 key_value *tail = 0;
616 key_value *i;
617
618 op->key_values = NULL; 639 dst->key_values = 0;
619 640
620 for (i = op2->key_values; i != NULL; i = i->next) 641 for (key_value *i = key_values; i; i = i->next)
621 { 642 {
622 key_value *new_link = new key_value; 643 key_value *new_link = new key_value;
623 644
624 new_link->next = NULL; 645 new_link->next = 0;
625 new_link->key = i->key; 646 new_link->key = i->key;
626 new_link->value = i->value; 647 new_link->value = i->value;
627 648
628 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 650 if (!dst->key_values)
630 { 651 {
631 op->key_values = new_link; 652 dst->key_values = new_link;
632 tail = new_link; 653 tail = new_link;
633 } 654 }
634 else 655 else
635 { 656 {
636 tail->next = new_link; 657 tail->next = new_link;
637 tail = new_link; 658 tail = new_link;
638 } 659 }
639 } 660 }
640 } 661 }
641 662
642 update_ob_speed (op); 663 dst->activate ();
643} 664}
644 665
645/* 666void
646 * expand_objects() allocates more objects for the list of unused objects. 667object::instantiate ()
647 * It is called from get_object() if the unused list is empty. 668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 // TODO: unclean state changes, should not be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
676 speed_left = -1.;
677
678 /* copy the body_info to the body_used - this is only really
679 * need for monsters, but doesn't hurt to do it for everything.
680 * by doing so, when a monster is created, it has good starting
681 * values for the body_used info, so when items are created
682 * for it, they can be properly equipped.
648 */ 683 */
684 for (int i = NUM_BODY_LOCATIONS; i--; )
685 slot[i].used = slot[i].info;
649 686
650void expand_objects(void) { 687 attachable::instantiate ();
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674} 688}
675 689
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 690object *
691object::clone ()
692{
693 object *neu = create ();
694 copy_to (neu);
685 695
686 if(free_objects==NULL) 696 // TODO: unclean state changes, should not be done in clone AND instantiate
687 expand_objects(); 697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
688 699
689 op = free_objects; 700 neu->map = map; // not copied by copy_to
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 701 return neu;
720} 702}
721 703
722/* 704/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 705 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 706 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
726 */ 708 */
727 709void
728void update_turn_face(object *op) { 710update_turn_face (object *op)
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 711{
712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
730 return; 713 return;
714
731 SET_ANIMATION(op, op->direction); 715 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
733} 717}
734 718
735/* 719/*
736 * Updates the speed of an object. If the speed changes from 0 to another 720 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 721 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
739 */ 723 */
724void
725object::set_speed (float speed)
726{
727 this->speed = speed;
740 728
741void update_ob_speed(object *op) { 729 if (has_active_speed ())
742 extern int arch_init; 730 activate ();
743
744 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0;
754#endif
755 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763
764 /* process_events() expects us to insert the object at the beginning
765 * of the list. */
766 op->active_next = active_objects;
767 if (op->active_next!=NULL)
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 731 else
772 /* If not on the active list, nothing needs to be done */ 732 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 733}
790 734
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 735/*
820 * update_object() updates the array which represents the map. 736 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 737 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 738 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 739 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 740 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 741 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 742 * updating that window, though, since update_object() is called _often_)
827 * 743 *
828 * action is a hint of what the caller believes need to be done. 744 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 745 * current action are:
834 * UP_OBJ_INSERT: op was inserted 746 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 747 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 748 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 749 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 750 * UP_OBJ_FACE: only the objects face has changed.
839 */ 751 */
840 752void
841void update_object(object *op, int action) { 753update_object (object *op, int action)
842 int update_now=0, flags; 754{
843 MoveType move_on, move_off, move_block, move_slow; 755 if (!op)
844 756 {
845 if (op == NULL) {
846 /* this should never happen */ 757 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 758 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
848 return; 759 return;
849 }
850 760 }
851 if(op->env!=NULL) { 761
762 if (!op->is_on_map ())
763 {
852 /* Animation is currently handled by client, so nothing 764 /* Animation is currently handled by client, so nothing
853 * to do in this case. 765 * to do in this case.
854 */ 766 */
855 return; 767 return;
856 }
857
858 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways.
860 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return;
862 768 }
769
863 /* make sure the object is within map boundaries */ 770 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 771 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 772 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 773 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 774#ifdef MANY_CORES
868 abort(); 775 abort ();
869#endif 776#endif
870 return; 777 return;
871 }
872 778 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 779
780 mapspace &m = op->ms ();
781
782 if (!(m.flags_ & P_UPTODATE))
783 /* nop */;
880 if (action == UP_OBJ_INSERT) { 784 else if (action == UP_OBJ_INSERT)
785 {
786#if 0
787 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1; 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
883 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
885 update_now=1; 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
886 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 794 || (m.move_on | op->move_on ) != m.move_on
888 update_now=1;
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 795 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 798 * have move_allow right now.
897 */ 799 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 801 m.invalidate ();
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 802#else
803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
804 m.invalidate ();
805#endif
901 } 806 }
902 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 809 * that is being removed.
905 */ 810 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 812 m.invalidate ();
908 } else if (action == UP_OBJ_FACE) { 813 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 814 /* Nothing to do for that case */ ;
910 }
911 else { 815 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 817
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 818 if (op->more)
921 update_object(op->more, action); 819 update_object (op->more, action);
922} 820}
923 821
822object::object ()
823{
824 this->set_flag (FLAG_REMOVED);
924 825
925/* 826 //expmul = 1.0; declared const for the time being
926 * free_object() frees everything allocated by an object, removes 827 face = blank_face;
927 * it from the list of used objects, and puts it on the list of 828 material = MATERIAL_NULL;
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938} 829}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 830
942 ob->clear (); 831object::~object ()
832{
833 unlink ();
943 834
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 835 free_key_values (this);
945 LOG(llevDebug,"Free object called with non removed object\n"); 836}
946 dump_object(ob); 837
947#ifdef MANY_CORES 838void object::link ()
948 abort(); 839{
949#endif 840 assert (!index);//D
950 } 841 uuid = UUID::gen ();
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 842
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 843 refcnt_inc ();
953 remove_friendly_object(ob); 844 objects.insert (this);
954 } 845
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 846 ++create_count;
956 dump_object(ob); 847
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 848}
849
850void object::unlink ()
851{
852 if (!index)
958 return; 853 return;
854
855 ++destroy_count;
856
857 objects.erase (this);
858 refcnt_dec ();
859}
860
861void
862object::activate ()
863{
864 /* If already on active list, don't do anything */
865 if (active)
866 return;
867
868 if (has_active_speed ())
959 } 869 {
960 if(ob->more!=NULL) { 870 if (flag [FLAG_FREED])
961 free_object2(ob->more, free_inventory); 871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
962 ob->more=NULL; 872
873 actives.insert (this);
874 }
875}
876
877void
878object::activate_recursive ()
879{
880 activate ();
881
882 for (object *op = inv; op; op = op->below)
883 op->activate_recursive ();
884}
885
886/* This function removes object 'op' from the list of active
887 * objects.
888 * This should only be used for style maps or other such
889 * reference maps where you don't want an object that isn't
890 * in play chewing up cpu time getting processed.
891 * The reverse of this is to call update_ob_speed, which
892 * will do the right thing based on the speed of the object.
893 */
894void
895object::deactivate ()
896{
897 /* If not on the active list, nothing needs to be done */
898 if (!active)
899 return;
900
901 actives.erase (this);
902}
903
904void
905object::deactivate_recursive ()
906{
907 for (object *op = inv; op; op = op->below)
908 op->deactivate_recursive ();
909
910 deactivate ();
911}
912
913void
914object::set_flag_inv (int flag, int value)
915{
916 for (object *op = inv; op; op = op->below)
963 } 917 {
964 if (ob->inv) { 918 op->flag [flag] = value;
919 op->set_flag_inv (flag, value);
920 }
921}
922
923/*
924 * Remove and free all objects in the inventory of the given object.
925 * object.c ?
926 */
927void
928object::destroy_inv (bool drop_to_ground)
929{
930 // need to check first, because the checks below might segfault
931 // as we might be on an invalid mapspace and crossfire code
932 // is too buggy to ensure that the inventory is empty.
933 // corollary: if you create arrows etc. with stuff in its inventory,
934 // cf will crash below with off-map x and y
935 if (!inv)
936 return;
937
965 /* Only if the space blocks everything do we not process - 938 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 939 * if some form of movement is allowed, let objects
967 * drop on that space. 940 * drop on that space.
968 */ 941 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 942 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 943 || !map
944 || map->in_memory != MAP_ACTIVE
945 || map->no_drop
946 || ms ().move_block == MOVE_ALL)
947 {
948 while (inv)
949 inv->destroy ();
950 }
951 else
952 { /* Put objects in inventory onto this space */
953 while (inv)
971 { 954 {
972 op=ob->inv; 955 object *op = inv;
973 while(op!=NULL) { 956
974 tmp=op->below; 957 if (op->flag [FLAG_STARTEQUIP]
975 remove_ob(op); 958 || op->flag [FLAG_NO_DROP]
976 free_object2(op, free_inventory); 959 || op->type == RUNE
977 op=tmp; 960 || op->type == TRAP
978 } 961 || op->flag [FLAG_IS_A_TEMPLATE]
962 || op->flag [FLAG_DESTROY_ON_DEATH])
963 op->destroy ();
964 else
965 map->insert (op, x, y);
979 } 966 }
980 else { /* Put objects in inventory onto this space */ 967 }
981 op=ob->inv; 968}
982 while(op!=NULL) { 969
983 tmp=op->below; 970/*
984 remove_ob(op); 971 * Remove and free all objects in the inventory of the given object.
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 972 * Unlike destroy_inv, this assumes the *this is destroyed as well
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 973 * well, so we can (and have to!) take shortcuts.
987 free_object(op); 974 */
988 else { 975void
989 op->x=ob->x; 976object::destroy_inv_fast ()
990 op->y=ob->y; 977{
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 978 while (object *op = inv)
992 }
993 op=tmp;
994 }
995 }
996 } 979 {
997 /* Remove object from the active list */ 980 // remove from object the fast way
998 ob->speed = 0; 981 op->flag [FLAG_REMOVED] = true;
999 update_ob_speed(ob); 982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
1000 985
1001 SET_FLAG(ob, FLAG_FREED); 986 // then destroy
1002 ob->count = 0; 987 op->destroy ();
988 }
989}
1003 990
1004 /* Remove this object from the list of used objects */ 991void
1005 if(ob->prev==NULL) { 992object::freelist_free (int count)
1006 objects=ob->next; 993{
1007 if(objects!=NULL) 994 while (count-- && freelist)
1008 objects->prev=NULL;
1009 } 995 {
1010 else { 996 freelist_item *next = freelist->next;
1011 ob->prev->next=ob->next; 997 // count is being "destroyed"
1012 if(ob->next!=NULL) 998
1013 ob->next->prev=ob->prev; 999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
1007object::create ()
1008{
1009 object *op;
1010
1011 if (freelist)
1014 } 1012 {
1015 1013 freelist_item li = *freelist;
1016 ob->name = 0; 1014 memset (freelist, 0, sizeof (object));
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025 1015
1026 free_key_values (ob); 1016 op = new (freelist) object;
1017 op->count = li.count;
1027 1018
1028 /* Now link it with the free_objects list: */ 1019 freelist = li.next;
1029 ob->prev=NULL; 1020 --free_count;
1030 ob->next=free_objects; 1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1031 1025
1032 if(free_objects!=NULL) 1026 op = new(ni) object;
1033 free_objects->prev=ob;
1034 1027
1035 free_objects=ob; 1028 op->count = ++object_count;
1036 nroffreeobjects++; 1029 }
1037}
1038 1030
1039/* 1031 op->link ();
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042 1032
1043int count_free ()
1044{
1045 int i=0;
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i; 1033 return op;
1050} 1034}
1051 1035
1052/* 1036void
1053 * count_used() returns the number of objects on the list of used objects. 1037object::do_delete ()
1054 */
1055
1056int count_used()
1057{ 1038{
1058 int i=0; 1039 uint32_t count = this->count;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064 1040
1065/* 1041 this->~object ();
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068 1042
1069int count_active() 1043 freelist_item *li = (freelist_item *)this;
1070{ 1044 li->next = freelist;
1071 int i=0; 1045 li->count = count;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076}
1077 1046
1078/* 1047 freelist = li;
1079 * sub_weight() recursively (outwards) subtracts a number from the 1048 ++free_count;
1080 * weight of an object (and what is carried by it's environment(s)). 1049}
1081 */
1082 1050
1083void sub_weight (object *op, signed long weight) { 1051static struct freed_map : maptile
1084 while (op != NULL) { 1052{
1085 if (op->type == CONTAINER) { 1053 freed_map ()
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 1054 : maptile (3, 3)
1087 } 1055 {
1088 op->carrying-=weight; 1056 path = "<freed objects map>";
1089 op = op->env; 1057 name = "/internal/freed_objects_map";
1058 no_drop = 1;
1059 no_reset = 1;
1060
1061 in_memory = MAP_ACTIVE;
1090 } 1062 }
1091}
1092 1063
1093/* remove_ob(op): 1064 ~freed_map ()
1065 {
1066 destroy ();
1067 }
1068} freed_map; // freed objects are moved here to avoid crashes
1069
1070void
1071object::do_destroy ()
1072{
1073 if (flag [FLAG_IS_LINKED])
1074 remove_link ();
1075
1076 if (flag [FLAG_FRIENDLY])
1077 remove_friendly_object (this);
1078
1079 remove ();
1080
1081 attachable::do_destroy ();
1082
1083 deactivate ();
1084 unlink ();
1085
1086 flag [FLAG_FREED] = 1;
1087
1088 // hack to ensure that freed objects still have a valid map
1089 map = &freed_map;
1090 x = 1;
1091 y = 1;
1092
1093 if (more)
1094 {
1095 more->destroy ();
1096 more = 0;
1097 }
1098
1099 head = 0;
1100
1101 // clear those pointers that likely might cause circular references
1102 owner = 0;
1103 enemy = 0;
1104 attacked_by = 0;
1105 current_weapon = 0;
1106}
1107
1108void
1109object::destroy ()
1110{
1111 if (destroyed ())
1112 return;
1113
1114 if (!is_head () && !head->destroyed ())
1115 {
1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1117 head->destroy ();
1118 return;
1119 }
1120
1121 destroy_inv_fast ();
1122
1123 if (is_head ())
1124 if (sound_destroy)
1125 play_sound (sound_destroy);
1126 else if (flag [FLAG_MONSTER])
1127 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1128
1129 attachable::destroy ();
1130}
1131
1132/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1133 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1134 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1135 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1136 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1137 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1138 */
1139void
1140object::do_remove ()
1141{
1142 if (flag [FLAG_REMOVED])
1143 return;
1101 1144
1102void remove_ob(object *op) { 1145 INVOKE_OBJECT (REMOVE, this);
1103 object *tmp,*last=NULL;
1104 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1146
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1147 flag [FLAG_REMOVED] = true;
1112 dump_object(op);
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1148
1115 /* Changed it to always dump core in this case. As has been learned 1149 if (more)
1116 * in the past, trying to recover from errors almost always 1150 more->remove ();
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129 1151
1130 SET_FLAG(op, FLAG_REMOVED);
1131
1132 /* 1152 /*
1133 * In this case, the object to be removed is in someones 1153 * In this case, the object to be removed is in someones
1134 * inventory. 1154 * inventory.
1135 */ 1155 */
1136 if(op->env!=NULL) { 1156 if (env)
1137 if(op->nrof) 1157 {
1138 sub_weight(op->env, op->weight*op->nrof); 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1139 else 1159 if (object *pl = visible_to ())
1140 sub_weight(op->env, op->weight+op->carrying); 1160 esrv_del_item (pl->contr, count);
1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1141 1162
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1163 adjust_weight (env, total_weight (), 0);
1143 * made to players inventory. If set, avoiding the call
1144 * to save cpu time.
1145 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp);
1149 1164
1150 if(op->above!=NULL) 1165 object *pl = in_player ();
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154 1166
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1161 */ 1170 */
1162 op->x=op->env->x,op->y=op->env->y; 1171 map = env->map;
1163 op->map=op->env->map; 1172 x = env->x;
1164 op->above=NULL,op->below=NULL; 1173 y = env->y;
1165 op->env=NULL; 1174
1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1179 above = 0;
1180 below = 0;
1181 env = 0;
1182
1183 if (pl && pl->is_player ())
1184 {
1185 if (expect_false (pl->contr->combat_ob == this))
1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1204 }
1205 else if (map)
1206 {
1207 map->dirty = true;
1208 mapspace &ms = this->ms ();
1209
1210 if (object *pl = ms.player ())
1211 {
1212 if (is_player ())
1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1217 // leaving a spot always closes any open container on the ground
1218 if (container && !container->env)
1219 // this causes spurious floorbox updates, but it ensures
1220 // that the CLOSE event is being sent.
1221 close_container ();
1222
1223 --map->players;
1224 map->touch ();
1225 }
1226 else if (pl->container_ () == this)
1227 {
1228 // removing a container should close it
1229 close_container ();
1230 }
1231 else
1232 esrv_del_item (pl->contr, count);
1233 }
1234
1235 /* link the object above us */
1236 // re-link, make sure compiler can easily use cmove
1237 *(above ? &above->below : &ms.top) = below;
1238 *(below ? &below->above : &ms.bot) = above;
1239
1240 above = 0;
1241 below = 0;
1242
1243 ms.invalidate ();
1244
1245 if (map->in_memory == MAP_SAVING)
1166 return; 1246 return;
1167 }
1168 1247
1169 /* If we get here, we are removing it from a map */ 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1249
1172 x = op->x; 1250 if (object *pl = ms.player ())
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1251 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1252 if (pl->container_ () == this)
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1232 * appropriately. 1255 * appropriately.
1233 */ 1256 */
1234 if (tmp->container==op) { 1257 pl->close_container ();
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1258
1236 tmp->container=NULL; 1259 //TODO: the floorbox prev/next might need updating
1237 } 1260 //esrv_del_item (pl->contr, count);
1238 tmp->contr->socket.update_look=1; 1261 //TODO: update floorbox to preserve ordering
1262 if (pl->contr->ns)
1263 pl->contr->ns->floorbox_update ();
1239 } 1264 }
1265
1266 if (check_walk_off)
1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1268 {
1269 above = tmp->above;
1270
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274
1240 /* See if player moving off should effect something */ 1275 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1276 if ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1243
1244 move_apply(tmp, op, NULL); 1278 move_apply (tmp, this, 0);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1279 }
1249 }
1250 1280
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1281 if (affects_los ())
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else
1268 update_object(last, UP_OBJ_REMOVE);
1269
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1282 update_all_los (map, x, y);
1272 1283 }
1273} 1284}
1274 1285
1275/* 1286/*
1276 * merge_ob(op,top): 1287 * merge_ob(op,top):
1277 * 1288 *
1278 * This function goes through all objects below and including top, and 1289 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1290 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1291 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1292 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1293 */
1283 1294object *
1284object *merge_ob(object *op, object *top) { 1295merge_ob (object *op, object *top)
1296{
1285 if(!op->nrof) 1297 if (!op->nrof)
1286 return 0; 1298 return 0;
1287 if(top==NULL) 1299
1300 if (!top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1301 for (top = op; top && top->above; top = top->above)
1302 ;
1303
1289 for(;top!=NULL;top=top->below) { 1304 for (; top; top = top->below)
1290 if(top==op) 1305 if (object::can_merge (op, top))
1291 continue;
1292 if (CAN_MERGE(op,top))
1293 { 1306 {
1294 top->nrof+=op->nrof; 1307 top->nrof += op->nrof;
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1308
1296 op->weight = 0; /* Don't want any adjustements now */ 1309 if (object *pl = top->visible_to ())
1297 remove_ob(op); 1310 esrv_update_item (UPD_NROF, pl, top);
1298 free_object(op); 1311
1312 op->weight = 0; // cancel the addition above
1313 op->carrying = 0; // must be 0 already
1314
1315 op->destroy ();
1316
1299 return top; 1317 return top;
1300 } 1318 }
1301 } 1319
1302 return NULL; 1320 return 0;
1303} 1321}
1304 1322
1323void
1324object::expand_tail ()
1325{
1326 if (more)
1327 return;
1328
1329 object *prev = this;
1330
1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1332 {
1333 object *op = at->instance ();
1334
1335 op->name = name;
1336 op->name_pl = name_pl;
1337 op->title = title;
1338
1339 op->head = this;
1340 prev->more = op;
1341
1342 prev = op;
1343 }
1344}
1345
1305/* 1346/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1347 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters 1348 * job preparing multi-part monsters.
1308 */ 1349 */
1350object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1352{
1311 if (op->head) 1353 op->remove ();
1312 op=op->head; 1354
1313 for (tmp=op;tmp;tmp=tmp->more){ 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1356 {
1314 tmp->x=x+tmp->arch->clone.x; 1357 tmp->x = x + tmp->arch->x;
1315 tmp->y=y+tmp->arch->clone.y; 1358 tmp->y = y + tmp->arch->y;
1316 } 1359 }
1360
1317 return insert_ob_in_map (op, m, originator, flag); 1361 return insert_ob_in_map (op, m, originator, flag);
1318} 1362}
1319 1363
1320/* 1364/*
1321 * insert_ob_in_map (op, map, originator, flag): 1365 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1366 * This function inserts the object in the two-way linked list
1332 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1333 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1334 * 1378 *
1335 * Return value: 1379 * Return value:
1336 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1338 * just 'op' otherwise 1382 * just 'op' otherwise
1339 */ 1383 */
1340 1384object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1386{
1343 object *tmp, *top, *floor=NULL; 1387 op->remove ();
1344 sint16 x,y;
1345 1388
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1389 if (m == &freed_map)//D TODO: remove soon
1347 LOG (llevError, "Trying to insert freed object!\n"); 1390 {//D
1348 return NULL; 1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1392 }//D
1393
1394 /* Ideally, the caller figures this out. However, it complicates a lot
1395 * of areas of callers (eg, anything that uses find_free_spot would now
1396 * need extra work
1397 */
1398 maptile *newmap = m;
1399 if (!xy_normalise (newmap, op->x, op->y))
1349 } 1400 {
1350 if(m==NULL) { 1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op; 1402 return 0;
1354 } 1403 }
1355 if(out_of_map(m,op->x,op->y)) { 1404
1356 dump_object(op); 1405 if (object *more = op->more)
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1406 if (!insert_ob_in_map (more, m, originator, flag))
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op; 1407 return 0;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1408
1375 object *more = op->more; 1409 op->flag [FLAG_REMOVED] = false;
1410 op->env = 0;
1411 op->map = newmap;
1376 1412
1377 /* We really need the caller to normalize coordinates - if 1413 mapspace &ms = op->ms ();
1378 * we set the map, that doesn't work if the location is within 1414
1379 * a map and this is straddling an edge. So only if coordinate 1415 /* this has to be done after we translate the coordinates.
1380 * is clear wrong do we normalize it. 1416 */
1417 if (op->nrof && !(flag & INS_NO_MERGE))
1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1419 if (object::can_merge (op, tmp))
1381 */ 1420 {
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1421 // TODO: we actually want to update tmp, not op,
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1422 // but some caller surely breaks when we return tmp
1384 } else if (!more->map) { 1423 // from here :/
1385 /* For backwards compatibility - when not dealing with tiled maps, 1424 op->nrof += tmp->nrof;
1386 * more->map should always point to the parent. 1425 tmp->destroy ();
1387 */
1388 more->map = m;
1389 } 1426 }
1390 1427
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 if ( ! op->head) 1429 op->clr_flag (FLAG_INV_LOCKED);
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1430
1394 return NULL; 1431 if (!op->flag [FLAG_ALIVE])
1432 op->clr_flag (FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1395 } 1440 }
1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1449 op->above = originator;
1450 op->below = originator->below;
1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1454 }
1455 else
1396 } 1456 {
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1457 object *floor = 0;
1458 object *top = ms.top;
1398 1459
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1460 /* If there are other objects, then */
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1461 if (top)
1401 * need extra work 1462 {
1402 */ 1463 /*
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1464 * If there are multiple objects on this space, we do some trickier handling.
1404 x = op->x; 1465 * We've already dealt with merging if appropriate.
1405 y = op->y; 1466 * Generally, we want to put the new object on top. But if
1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1468 * floor, we want to insert above that and no further.
1469 * Also, if there are spell objects on this space, we stop processing
1470 * once we get to them. This reduces the need to traverse over all of
1471 * them when adding another one - this saves quite a bit of cpu time
1472 * when lots of spells are cast in one area. Currently, it is presumed
1473 * that flying non pickable objects are spell objects.
1474 */
1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1476 {
1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1478 floor = tmp;
1406 1479
1407 /* this has to be done after we translate the coordinates. 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1408 */ 1481 {
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1482 /* We insert above top, so we want this object below this */
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1483 top = tmp->below;
1411 if (CAN_MERGE(op,tmp)) { 1484 break;
1412 op->nrof+=tmp->nrof; 1485 }
1413 remove_ob(tmp); 1486
1414 free_object(tmp); 1487 top = tmp;
1415 } 1488 }
1416 }
1417 1489
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1490 /* We let update_position deal with figuring out what the space
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1491 * looks like instead of lots of conditions here.
1420 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1492 * makes things faster, and effectively the same result.
1421 CLEAR_FLAG(op, FLAG_NO_STEAL); 1493 */
1422 1494
1423 if (flag & INS_BELOW_ORIGINATOR) { 1495 /* Have object 'fall below' other objects that block view.
1424 if (originator->map != op->map || originator->x != op->x || 1496 * Unless those objects are exits.
1425 originator->y != op->y) { 1497 * If INS_ON_TOP is used, don't do this processing
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1498 * Need to find the object that in fact blocks view, otherwise
1427 abort(); 1499 * stacking is a bit odd.
1500 */
1501 if (!(flag & INS_ON_TOP)
1502 && ms.flags () & P_BLOCKSVIEW
1503 && (op->face && !faces [op->face].visibility))
1504 {
1505 object *last;
1506
1507 for (last = top; last != floor; last = last->below)
1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1509 break;
1510
1511 /* Check to see if we found the object that blocks view,
1512 * and make sure we have a below pointer for it so that
1513 * we can get inserted below this one, which requires we
1514 * set top to the object below us.
1515 */
1516 if (last && last->below && last != floor)
1517 top = last->below;
1518 }
1519 } /* If objects on this space */
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor;
1523
1524 // insert object above top, or bottom-most if top = 0
1525 if (!top)
1526 {
1527 op->below = 0;
1528 op->above = ms.bot;
1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1532 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else { 1533 else
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1534 {
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */
1507 op->above = top->above; 1535 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op; 1536 top->above = op;
1537
1538 op->below = top;
1539 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1540 }
1512 if (op->above==NULL) 1541 }
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515 1542
1516 if(op->type==PLAYER) 1543 if (op->is_player ())
1544 {
1517 op->contr->do_los=1; 1545 op->contr->do_los = 1;
1546 ++op->map->players;
1547 op->map->touch ();
1548 }
1518 1549
1519 /* If we have a floor, we know the player, if any, will be above 1550 op->map->dirty = true;
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527 1551
1552 if (object *pl = ms.player ())
1553 //TODO: the floorbox prev/next might need updating
1554 //esrv_send_item (pl, op);
1555 //TODO: update floorbox to preserve ordering
1556 if (pl->contr->ns)
1557 pl->contr->ns->floorbox_update ();
1558
1528 /* If this object glows, it may affect lighting conditions that are 1559 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1560 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1561 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1562 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1566 * of effect may be sufficient.
1536 */ 1567 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1538 update_all_los(op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1539 1573
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1543 1576
1577 INVOKE_OBJECT (INSERT, op);
1544 1578
1545 /* Don't know if moving this to the end will break anything. However, 1579 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1580 * we want to have floorbox_update called before calling this.
1547 * 1581 *
1548 * check_move_on() must be after this because code called from 1582 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1583 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1585 * update_object().
1552 */ 1586 */
1553 1587
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1590 {
1557 if (check_move_on(op, originator)) 1591 if (check_move_on (op, originator, flag))
1558 return NULL; 1592 return 0;
1559 1593
1560 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1561 * walk on's. 1595 * walk on's.
1562 */ 1596 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1565 return NULL; 1599 return 0;
1566 } 1600 }
1601
1567 return op; 1602 return op;
1568} 1603}
1569 1604
1570/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1606 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1607 * op is the object to insert it under: supplies x and the map.
1573 */ 1608 */
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1609void
1575 object *tmp; 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1576 object *tmp1; 1611{
1577
1578 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1579 1613
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1615 if (tmp->arch->archname == archname) /* same archetype */
1582 remove_ob(tmp); 1616 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1617
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1588 1619
1589 1620 tmp->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1621 tmp->y = op->y;
1622
1591 insert_ob_in_map(tmp1,op->map,op,0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1592} 1624}
1593 1625
1594/* 1626object *
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1627object::insert_at (object *where, object *originator, int flags)
1596 * is returned contains nr objects, and the remaining parts contains 1628{
1597 * the rest (or is removed and freed if that number is 0). 1629 if (where->env)
1598 * On failure, NULL is returned, and the reason put into the 1630 return where->env->insert (this);
1599 * global static errmsg array. 1631 else
1600 */ 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1633}
1601 1634
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1635// check whether we can put this into the map, respect max_volume, max_items
1603 object *newob; 1636bool
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1605 1640
1606 if(orig_ob->nrof<nr) { 1641 int items = ms.items ();
1607 sprintf(errmsg,"There are only %d %ss.",
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1609 return NULL;
1610 }
1611 newob = object_create_clone(orig_ob);
1612 if((orig_ob->nrof-=nr)<1) {
1613 if ( ! is_removed)
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) {
1618 if(orig_ob->env!=NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL;
1625 }
1626 }
1627 newob->nrof=nr;
1628 1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1629 return newob; 1646 return true;
1630}
1631 1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1655}
1656
1632/* 1657/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1660 * is subsequently removed and freed.
1636 * 1661 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1662 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1663 */
1639 1664bool
1640object *decrease_ob_nr (object *op, uint32 i) 1665object::decrease (sint32 nr)
1641{ 1666{
1642 object *tmp; 1667 if (!nr)
1643 player *pl; 1668 return true;
1644 1669
1645 if (i == 0) /* objects with op->nrof require this check */ 1670 nr = min (nr, nrof);
1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1676 nrof -= nr;
1677
1678 if (object *pl = visible_to ())
1679 esrv_update_item (UPD_NROF, pl, this);
1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1683 return true;
1684 }
1685 else
1686 {
1687 destroy ();
1688 return false;
1689 }
1690}
1691
1692/*
1693 * split(ob,nr) splits up ob into two parts. The part which
1694 * is returned contains nr objects, and the remaining parts contains
1695 * the rest (or is removed and returned if that number is 0).
1696 * On failure, NULL is returned.
1697 */
1698object *
1699object::split (sint32 nr)
1700{
1701 int have = number_of ();
1702
1703 if (have < nr)
1704 return 0;
1705 else if (have == nr)
1706 {
1707 remove ();
1708 return this;
1709 }
1710 else
1711 {
1712 decrease (nr);
1713
1714 object *op = deep_clone ();
1715 op->nrof = nr;
1646 return op; 1716 return op;
1647
1648 if (i > op->nrof)
1649 i = op->nrof;
1650
1651 if (QUERY_FLAG (op, FLAG_REMOVED))
1652 { 1717 }
1653 op->nrof -= i; 1718}
1719
1720object *
1721insert_ob_in_ob (object *op, object *where)
1722{
1723 if (!where)
1654 } 1724 {
1655 else if (op->env != NULL) 1725 char *dump = dump_object (op);
1656 { 1726 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 /* is this object in the players inventory, or sub container 1727 free (dump);
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 }
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) {
1701 if (op->nrof)
1702 esrv_send_item(tmp, op);
1703 else
1704 esrv_del_item(tmp->contr, op->count);
1705 }
1706 }
1707
1708 if (op->nrof) {
1709 return op; 1728 return op;
1710 } else { 1729 }
1711 free_object (op); 1730
1712 return NULL; 1731 if (where->head_ () != where)
1713 } 1732 {
1714} 1733 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1715 1734 where = where->head;
1716/*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721void add_weight (object *op, signed long weight) {
1722 while (op!=NULL) {
1723 if (op->type == CONTAINER) {
1724 weight=(signed long)(weight*(100-op->stats.Str)/100);
1725 }
1726 op->carrying+=weight;
1727 op=op->env;
1728 } 1735 }
1729}
1730 1736
1737 return where->insert (op);
1738}
1739
1731/* 1740/*
1732 * insert_ob_in_ob(op,environment): 1741 * env->insert (op)
1733 * This function inserts the object op in the linked list 1742 * This function inserts the object op in the linked list
1734 * inside the object environment. 1743 * inside the object environment.
1735 * 1744 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1745 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1746 * be != op, if items are merged. -Tero
1743 */ 1747 */
1744 1748object *
1745object *insert_ob_in_ob(object *op,object *where) { 1749object::insert (object *op)
1746 object *tmp, *otmp; 1750{
1747
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1749 dump_object(op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1751 if (op->more)
1752 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1753 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1754 return op;
1767 } 1755 }
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1756
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1757 op->remove ();
1758
1759 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1760
1770 if(op->nrof) { 1761 if (op->nrof)
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1773 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1775 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1772
1777 * tmp->nrof, we need to increase the weight. 1773 if (object *pl = tmp->visible_to ())
1778 */ 1774 esrv_update_item (UPD_NROF, pl, tmp);
1779 add_weight (where, op->weight*op->nrof); 1775
1780 SET_FLAG(op, FLAG_REMOVED); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1781 free_object(op); /* free the inserted object */ 1777
1778 op->destroy ();
1782 op = tmp; 1779 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1780 goto inserted;
1784 CLEAR_FLAG(op, FLAG_REMOVED);
1785 break;
1786 } 1781 }
1787 1782
1788 /* I assume combined objects have no inventory 1783 op->owner = 0; // it's his/hers now. period.
1789 * We add the weight - this object could have just been removed 1784 op->map = 0;
1790 * (if it was possible to merge). calling remove_ob will subtract 1785 op->x = 0;
1791 * the weight, so we need to add it in again, since we actually do 1786 op->y = 0;
1792 * the linking below
1793 */
1794 add_weight (where, op->weight*op->nrof);
1795 } else
1796 add_weight (where, (op->weight+op->carrying));
1797 1787
1798 otmp=is_player_inv(where);
1799 if (otmp&&otmp->contr!=NULL) {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp);
1802 }
1803
1804 op->map=NULL;
1805 op->env=where;
1806 op->above=NULL; 1788 op->above = 0;
1807 op->below=NULL; 1789 op->below = inv;
1808 op->x=0,op->y=0; 1790 op->env = this;
1809 1791
1792 if (inv)
1793 inv->above = op;
1794
1795 inv = op;
1796
1797 op->flag [FLAG_REMOVED] = 0;
1798
1799 if (object *pl = op->visible_to ())
1800 esrv_send_item (pl, op);
1801
1802 adjust_weight (this, 0, op->total_weight ());
1803
1804inserted:
1810 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1806 if (op->glow_radius && is_on_map ())
1812 { 1807 {
1813#ifdef DEBUG_LIGHTS 1808 update_stats ();
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1809 update_all_los (map, x, y);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1818 } 1810 }
1811 else if (is_player ())
1812 // if this is a player's inventory, update stats
1813 contr->queue_stats_update ();
1819 1814
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1815 INVOKE_OBJECT (INSERT, this);
1821 * It sure simplifies this function... 1816
1822 */
1823 if (where->inv==NULL)
1824 where->inv=op;
1825 else {
1826 op->below = where->inv;
1827 op->below->above = op;
1828 where->inv = op;
1829 }
1830 return op; 1817 return op;
1831} 1818}
1832 1819
1833/* 1820/*
1834 * Checks if any objects has a move_type that matches objects 1821 * Checks if any objects has a move_type that matches objects
1848 * 1835 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1838 * on top.
1852 */ 1839 */
1853 1840int
1854int check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1855{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1856 object *tmp; 1846 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1847 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1848 int x = op->x, y = op->y;
1860 MoveType move_on, move_slow, move_block;
1861 1849
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1850 mapspace &ms = m->at (x, y);
1863 return 0;
1864 1851
1865 tag = op->count; 1852 ms.update ();
1866 1853
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1870 1857
1871 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1861 * as walking.
1875 */ 1862 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1863 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1864 return 0;
1878 1865
1879 /* This is basically inverse logic of that below - basically, 1866 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1867 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1868 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1869 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1870 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1871 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1872 return 0;
1886 1873
1887 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1889 */ 1876 */
1890 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1892 tmp->above!=NULL; tmp=tmp->above) {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1898 } 1878 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1879 next = tmp->below;
1880
1881 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1901 1883
1902 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1907 */ 1889 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1890 if (!op->flag [FLAG_WIZPASS])
1891 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 1894 {
1913 float diff;
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1916 if (op->type == PLAYER) { 1896
1897 if (op->is_player ())
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1900 diff /= 4.0;
1920 } 1901
1921 }
1922 op->speed_left -= diff; 1902 op->speed_left -= diff;
1923 } 1903 }
1924 } 1904 }
1925 1905
1926 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1930 1914
1931 move_apply(tmp, op, originator); 1915 move_apply (tmp, op, originator);
1916
1932 if (was_destroyed (op, tag)) 1917 if (op->destroyed ())
1933 return 1; 1918 return 1;
1934 1919
1935 /* what the person/creature stepped onto has moved the object 1920 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1921 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1922 * have a feeling strange problems would result.
1938 */ 1923 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1924 if (op->map != m || op->x != x || op->y != y)
1925 return 0;
1940 } 1926 }
1941 } 1927 }
1928
1942 return 0; 1929 return 0;
1943} 1930}
1944 1931
1945/* 1932/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1933 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1934 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1935 * The first matching object is returned, or NULL if none.
1949 */ 1936 */
1950 1937object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1938present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1939{
1953 if(m==NULL || out_of_map(m,x,y)) { 1940 if (!m || out_of_map (m, x, y))
1941 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1943 return NULL;
1956 } 1944 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1945
1958 if(tmp->arch == at) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1947 if (tmp->arch->archname == at->archname)
1959 return tmp; 1948 return tmp;
1949
1960 return NULL; 1950 return NULL;
1961} 1951}
1962 1952
1963/* 1953/*
1964 * present(type, map, x, y) searches for any objects with 1954 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1955 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1956 * The first matching object is returned, or NULL if none.
1967 */ 1957 */
1968 1958object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1959present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1960{
1971 if(out_of_map(m,x,y)) { 1961 if (out_of_map (m, x, y))
1962 {
1972 LOG(llevError,"Present called outside map.\n"); 1963 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1964 return NULL;
1974 } 1965 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1966
1967 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1968 if (tmp->type == type)
1977 return tmp; 1969 return tmp;
1970
1978 return NULL; 1971 return NULL;
1979} 1972}
1980 1973
1981/* 1974/*
1982 * present_in_ob(type, object) searches for any objects with 1975 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1976 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1977 * The first matching object is returned, or NULL if none.
1985 */ 1978 */
1986 1979object *
1987object *present_in_ob(unsigned char type, const object *op) { 1980present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1981{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1983 if (tmp->type == type)
1991 return tmp; 1984 return tmp;
1985
1992 return NULL; 1986 return NULL;
1993} 1987}
1994 1988
1995/* 1989/*
1996 * present_in_ob (type, str, object) searches for any objects with 1990 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1998 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1999 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 2000 * spell code can use one object type (force), but change it's name
2007 * to be unique. 2001 * to be unique.
2008 */ 2002 */
2009 2003object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 2004present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 2005{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 2008 return tmp;
2016 } 2009
2017 return NULL; 2010 return 0;
2018} 2011}
2019 2012
2020/* 2013/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
2024 */ 2017 */
2025 2018object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 2019present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 2020{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2029 if( tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
2030 return tmp; 2023 return tmp;
2024
2031 return NULL; 2025 return NULL;
2032} 2026}
2033 2027
2034/* 2028/*
2035 * activate recursively a flag on an object inventory 2029 * activate recursively a flag on an object inventory
2036 */ 2030 */
2031void
2037void flag_inv(object*op, int flag){ 2032flag_inv (object *op, int flag)
2038 object *tmp; 2033{
2039 if(op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 SET_FLAG(tmp, flag); 2035 {
2036 tmp->set_flag (flag);
2042 flag_inv(tmp,flag); 2037 flag_inv (tmp, flag);
2043 } 2038 }
2039}
2040
2044}/* 2041/*
2045 * desactivate recursively a flag on an object inventory 2042 * deactivate recursively a flag on an object inventory
2046 */ 2043 */
2044void
2047void unflag_inv(object*op, int flag){ 2045unflag_inv (object *op, int flag)
2048 object *tmp; 2046{
2049 if(op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2051 CLEAR_FLAG(tmp, flag); 2048 {
2049 tmp->clr_flag (flag);
2052 unflag_inv(tmp,flag); 2050 unflag_inv (tmp, flag);
2053 } 2051 }
2054}
2055
2056/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function.
2061 */
2062
2063void set_cheat(object *op) {
2064 SET_FLAG(op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ);
2066} 2052}
2067 2053
2068/* 2054/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 2055 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 2056 * a spot at the given map and coordinates which will be able to contain
2072 * to search (see the freearr_x/y[] definition). 2058 * to search (see the freearr_x/y[] definition).
2073 * It returns a random choice among the alternatives found. 2059 * It returns a random choice among the alternatives found.
2074 * start and stop are where to start relative to the free_arr array (1,9 2060 * start and stop are where to start relative to the free_arr array (1,9
2075 * does all 4 immediate directions). This returns the index into the 2061 * does all 4 immediate directions). This returns the index into the
2076 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2062 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2077 * Note - this only checks to see if there is space for the head of the
2078 * object - if it is a multispace object, this should be called for all
2079 * pieces.
2080 * Note2: This function does correctly handle tiled maps, but does not 2063 * Note: This function does correctly handle tiled maps, but does not
2081 * inform the caller. However, insert_ob_in_map will update as 2064 * inform the caller. However, insert_ob_in_map will update as
2082 * necessary, so the caller shouldn't need to do any special work. 2065 * necessary, so the caller shouldn't need to do any special work.
2083 * Note - updated to take an object instead of archetype - this is necessary 2066 * Note - updated to take an object instead of archetype - this is necessary
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 2067 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 2068 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 2069 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 2070 * customized, changed states, etc.
2088 */ 2071 */
2089 2072int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2073find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2074{
2075 int altern[SIZEOFFREE];
2091 int i,index=0, flag; 2076 int index = 0, flag;
2092 static int altern[SIZEOFFREE];
2093 2077
2094 for(i=start;i<stop;i++) { 2078 for (int i = start; i < stop; i++)
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2079 {
2096 if(!flag) 2080 mapxy pos (m, x, y); pos.move (i);
2081
2082 if (!pos.normalise ())
2083 continue;
2084
2085 mapspace &ms = *pos;
2086
2087 if (ms.flags () & P_IS_ALIVE)
2088 continue;
2089
2090 /* However, often
2091 * ob doesn't have any move type (when used to place exits)
2092 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2093 */
2094 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2095 {
2097 altern[index++]=i; 2096 altern [index++] = i;
2097 continue;
2098 }
2098 2099
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2100 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2101 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2102 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2103 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2104 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2105 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2106 * won't look 2 spaces south of the target space.
2106 */ 2107 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2108 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2109 {
2108 stop=maxfree[i]; 2110 stop = maxfree[i];
2109 } 2111 continue;
2110 if(!index) return -1; 2112 }
2111 return altern[RANDOM()%index];
2112}
2113 2113
2114 /* Note it is intentional that we check ob - the movement type of the
2115 * head of the object should correspond for the entire object.
2116 */
2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2118 continue;
2119
2120 if (ob->blocked (pos.m, pos.x, pos.y))
2121 continue;
2122
2123 altern [index++] = i;
2124 }
2125
2126 if (!index)
2127 return -1;
2128
2129 return altern [rndm (index)];
2130}
2131
2114/* 2132/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2135 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2136 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2137 */
2120 2138int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2139find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2140{
2123 for(i=0;i<SIZEOFFREE;i++) { 2141 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2142 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2143 return i;
2126 } 2144
2127 return -1; 2145 return -1;
2128} 2146}
2129 2147
2130/* 2148/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2149 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2150 * arr[begin..end-1].
2151 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2152 */
2153static void
2134static void permute(int *arr, int begin, int end) 2154permute (int *arr, int begin, int end)
2135{ 2155{
2136 int i, j, tmp, len; 2156 arr += begin;
2157 end -= begin;
2137 2158
2138 len = end-begin; 2159 while (--end)
2139 for(i = begin; i < end; i++) 2160 swap (arr [end], arr [rndm (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2161}
2148 2162
2149/* new function to make monster searching more efficient, and effective! 2163/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2164 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2165 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2166 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2167 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2168 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2169 */
2170void
2156void get_search_arr(int *search_arr) 2171get_search_arr (int *search_arr)
2157{ 2172{
2158 int i; 2173 int i;
2159 2174
2160 for(i = 0; i < SIZEOFFREE; i++) 2175 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2176 search_arr[i] = i;
2163 }
2164 2177
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2178 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2179 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2180 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2181}
2169 2182
2170/* 2183/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2184 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2185 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2190 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2191 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2192 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2193 * there is capable of.
2181 */ 2194 */
2182 2195int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2196find_dir (maptile *m, int x, int y, object *exclude)
2197{
2184 int i,max=SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2185 sint16 nx, ny;
2186 object *tmp;
2187 mapstruct *mp;
2188 MoveType blocked, move_type; 2199 MoveType move_type;
2189 2200
2190 if (exclude && exclude->head) { 2201 if (exclude && exclude->head_ () != exclude)
2202 {
2191 exclude = exclude->head; 2203 exclude = exclude->head;
2192 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2193 } else { 2205 }
2206 else
2207 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2209 move_type = MOVE_ALL;
2210 }
2211
2212 for (int i = 1; i < max; i++)
2196 } 2213 {
2214 mapxy pos (m, x, y);
2215 pos.move (i);
2197 2216
2198 for(i=1;i<max;i++) { 2217 if (!pos.normalise ())
2199 mp = m;
2200 nx = x + freearr_x[i]; 2218 max = maxfree[i];
2201 ny = y + freearr_y[i]; 2219 else
2220 {
2221 mapspace &ms = *pos;
2202 2222
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2223 if ((move_type & ms.move_block) == move_type)
2204 if (mflags & P_OUT_OF_MAP) {
2205 max = maxfree[i]; 2224 max = maxfree [i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2225 else if (ms.flags () & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2226 {
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2215 break;
2216 }
2217 }
2218 if(tmp) {
2219 return freedir[i]; 2230 return freedir [i];
2220 }
2221 } 2231 }
2222 } 2232 }
2223 } 2233 }
2234
2224 return 0; 2235 return 0;
2225} 2236}
2226 2237
2227/* 2238/*
2228 * distance(object 1, object 2) will return the square of the 2239 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2240 * distance between the two given objects.
2230 */ 2241 */
2231 2242int
2232int distance(const object *ob1, const object *ob2) { 2243distance (const object *ob1, const object *ob2)
2233 int i; 2244{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2246}
2238 2247
2239/* 2248/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2241 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2242 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2243 */ 2252 */
2244 2253int
2245int find_dir_2(int x, int y) { 2254find_dir_2 (int x, int y)
2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2246 int q; 2299 int q;
2247 2300
2248 if(y) 2301 if (y)
2249 q=x*100/y; 2302 q = 128 * x / y;
2250 else if (x) 2303 else if (x)
2251 q= -300*x; 2304 q = -512 * x; // to make it > 309
2252 else 2305 else
2253 return 0; 2306 return 0;
2254 2307
2255 if(y>0) { 2308 if (y > 0)
2256 if(q < -242) 2309 {
2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2257 return 3 ; 2315 return 3;
2258 if (q < -41) 2316 }
2317 else
2318 {
2319 if (q < -309) return 3;
2320 if (q < -52) return 2;
2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2259 return 2 ; 2324 return 7;
2260 if (q < 41)
2261 return 1 ;
2262 if (q < 242)
2263 return 8 ;
2264 return 7 ;
2265 } 2325 }
2266 2326#endif
2267 if (q < -242)
2268 return 7 ;
2269 if (q < -41)
2270 return 6 ;
2271 if (q < 41)
2272 return 5 ;
2273 if (q < 242)
2274 return 4 ;
2275
2276 return 3 ;
2277}
2278
2279/*
2280 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction).
2283 */
2284
2285int absdir(int d) {
2286 while(d<1) d+=8;
2287 while(d>8) d-=8;
2288 return d;
2289} 2327}
2290 2328
2291/* 2329/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2332 */
2295 2333int
2296int dirdiff(int dir1, int dir2) { 2334dirdiff (int dir1, int dir2)
2297 int d; 2335{
2298 d = abs(dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2299 if(d>4) 2337
2300 d = 8 - d; 2338 return d > 4 ? 8 - d : d;
2301 return d;
2302} 2339}
2303 2340
2304/* peterm: 2341/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2306 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2308 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2348 * functions.
2312 */ 2349 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2356 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2357 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2358 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2359 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2360 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2361 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2362 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2363 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2364 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2365 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2366 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2367 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2368 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2369 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2370 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2371 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2372 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2373 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2374 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2375 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2376 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2377 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2378 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2379 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2380 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2381 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2382 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2383 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2384 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2385 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2386 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2387 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2388 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2389 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2390 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2391 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2392 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2393 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2394 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2395 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2396 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2397 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2398 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2399 {24, 9, -1}
2400}; /* 48 */
2364 2401
2365/* Recursive routine to step back and see if we can 2402/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2403 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2404 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2405 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2406 * Modified to be map tile aware -.MSW
2370 */ 2407 */
2371 2408int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2409can_see_monsterP (maptile *m, int x, int y, int dir)
2410{
2374 sint16 dx, dy; 2411 sint16 dx, dy;
2375 int mflags; 2412 int mflags;
2376 2413
2414 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2415 return 0; /* exit condition: invalid direction */
2378 2416
2379 dx = x + freearr_x[dir]; 2417 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2418 dy = y + freearr_y[dir];
2381 2419
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2420 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2421
2384 /* This functional arguably was incorrect before - it was 2422 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2423 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2424 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2425 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2426 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2427 * at least its move type.
2390 */ 2428 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2429 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2430 return 0;
2392 2431
2393 /* yes, can see. */ 2432 /* yes, can see. */
2394 if(dir < 9) return 1; 2433 if (dir < 9)
2434 return 1;
2435
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2436 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2437 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2438 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2439}
2399 2440
2400
2401
2402/* 2441/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2442 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2443 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2444 * picked up, otherwise 0.
2406 * 2445 *
2407 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2446 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2408 * core dumps if they do. 2447 * core dumps if they do.
2409 * 2448 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2450 */
2412 2451int
2413int can_pick(const object *who, const object *item) { 2452can_pick (const object *who, const object *item)
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2453{
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2454 return /*who->flag [FLAG_WIZ]|| */
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2417 (who->type==PLAYER||item->weight<who->weight/3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2418} 2457}
2419
2420 2458
2421/* 2459/*
2422 * create clone from object to another 2460 * create clone from object to another
2423 */ 2461 */
2424object *object_create_clone (object *asrc) { 2462object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2463object::deep_clone ()
2464{
2465 assert (("deep_clone called on non-head object", is_head ()));
2426 2466
2427 if(!asrc) return NULL; 2467 object *dst = clone ();
2428 src = asrc;
2429 if(src->head)
2430 src = src->head;
2431 2468
2432 prev = NULL; 2469 object *prev = dst;
2433 for(part = src; part; part = part->more) { 2470 for (object *part = this->more; part; part = part->more)
2434 tmp = get_object(); 2471 {
2435 copy_object(part,tmp); 2472 object *tmp = part->clone ();
2436 tmp->x -= src->x;
2437 tmp->y -= src->y;
2438 if(!part->head) {
2439 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2473 tmp->head = dst;
2443 }
2444 tmp->more = NULL;
2445 if(prev)
2446 prev->more = tmp; 2474 prev->more = tmp;
2447 prev = tmp; 2475 prev = tmp;
2448 } 2476 }
2449 /*** copy inventory ***/ 2477
2450 for(item = src->inv; item; item = item->below) { 2478 for (object *item = inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (item->deep_clone (), dst);
2452 }
2453 2480
2454 return dst; 2481 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463}
2464
2465/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */
2471
2472object* load_object_str(const char *obstr)
2473{
2474 object *op;
2475 char filename[MAX_BUF];
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2477
2478 FILE *tempfile=fopen(filename,"w");
2479 if (tempfile == NULL)
2480 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n");
2482 return NULL;
2483 };
2484 fprintf(tempfile,obstr);
2485 fclose(tempfile);
2486
2487 op=get_object();
2488
2489 object_thawer thawer (filename);
2490 if (thawer)
2491 load_object(thawer,op,LO_NEWFILE,0);
2492 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2493 CLEAR_FLAG(op,FLAG_REMOVED);
2494
2495 return op;
2496} 2482}
2497 2483
2498/* This returns the first object in who's inventory that 2484/* This returns the first object in who's inventory that
2499 * has the same type and subtype match. 2485 * has the same type and subtype match.
2500 * returns NULL if no match. 2486 * returns NULL if no match.
2501 */ 2487 */
2488object *
2502object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2489find_obj_by_type_subtype (const object *who, int type, int subtype)
2503{ 2490{
2504 object *tmp;
2505
2506 for (tmp=who->inv; tmp; tmp=tmp->below) 2491 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2507 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2492 if (tmp->type == type && tmp->subtype == subtype)
2493 return tmp;
2508 2494
2509 return NULL; 2495 return 0;
2510} 2496}
2511 2497
2512/* If ob has a field named key, return the link from the list, 2498shstr_tmp
2513 * otherwise return NULL. 2499object::kv_get (shstr_tmp key) const
2514 * 2500{
2515 * key must be a passed in shared string - otherwise, this won't 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2516 * do the desired thing. 2502 if (kv->key == key)
2517 */ 2503 return kv->value;
2518key_value * get_ob_key_link(const object * ob, const char * key) { 2504
2519 key_value * link; 2505 return shstr ();
2506}
2507
2508void
2509object::kv_set (shstr_tmp key, shstr_tmp value)
2510{
2511 for (key_value *kv = key_values; kv; kv = kv->next)
2512 if (kv->key == key)
2513 {
2514 kv->value = value;
2515 return;
2516 }
2517
2518 key_value *kv = new key_value;
2519
2520 kv->next = key_values;
2521 kv->key = key;
2522 kv->value = value;
2523
2524 key_values = kv;
2525}
2526
2527void
2528object::kv_del (shstr_tmp key)
2529{
2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2531 if ((*kvp)->key == key)
2532 {
2533 key_value *kv = *kvp;
2534 *kvp = (*kvp)->next;
2535 delete kv;
2536 return;
2537 }
2538}
2539
2540object::depth_iterator::depth_iterator (object *container)
2541: iterator_base (container)
2542{
2543 while (item->inv)
2544 item = item->inv;
2545}
2546
2547void
2548object::depth_iterator::next ()
2549{
2550 if (item->below)
2520 2551 {
2521 for (link = ob->key_values; link != NULL; link = link->next) { 2552 item = item->below;
2522 if (link->key == key) { 2553
2523 return link; 2554 while (item->inv)
2555 item = item->inv;
2556 }
2557 else
2558 item = item->env;
2559}
2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2524 } 2575 }
2525 }
2526
2527 return NULL;
2528}
2529 2576
2530/* 2577 if (flag [i])
2531 * Returns the value of op has an extra_field for key, or NULL.
2532 *
2533 * The argument doesn't need to be a shared string.
2534 *
2535 * The returned string is shared.
2536 */
2537const char * get_ob_key_value(const object * op, const char * const key) {
2538 key_value * link;
2539 const char * canonical_key;
2540
2541 canonical_key = shstr::find (key);
2542
2543 if (canonical_key == NULL) {
2544 /* 1. There being a field named key on any object
2545 * implies there'd be a shared string to find.
2546 * 2. Since there isn't, no object has this field.
2547 * 3. Therefore, *this* object doesn't have this field.
2548 */ 2578 {
2549 return NULL; 2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 } 2580 len -= cnt;
2551 2581 p += cnt;
2552 /* This is copied from get_ob_key_link() above - 2582 first = false;
2553 * only 4 lines, and saves the function call overhead.
2554 */
2555 for (link = op->key_values; link != NULL; link = link->next) {
2556 if (link->key == canonical_key) {
2557 return link->value;
2558 } 2583 }
2559 } 2584 }
2585
2586 return desc;
2587}
2588
2589// return a suitable string describing an object in enough detail to find it
2590const char *
2591object::debug_desc (char *info) const
2592{
2593 char flagdesc[512];
2594 char info2[256 * 4];
2595 char *p = info;
2596
2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2598 count,
2599 uuid.c_str (),
2600 &name,
2601 title ? ",title:\"" : "",
2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2604 flag_desc (flagdesc, 512), type);
2605
2606 if (!flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608
2609 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611
2612 return info;
2613}
2614
2615const char *
2616object::debug_desc () const
2617{
2618 static char info[3][256 * 4];
2619 static int info_idx;
2620
2621 return debug_desc (info [++info_idx % 3]);
2622}
2623
2624struct region *
2625object::region () const
2626{
2627 return map ? map->region (x, y)
2628 : region::default_region ();
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2560 return NULL; 2635 return;
2561}
2562 2636
2637 object *old_container = container;
2563 2638
2564/* 2639 if (old_container)
2565 * Updates the canonical_key in op to value.
2566 *
2567 * canonical_key is a shared string (value doesn't have to be).
2568 *
2569 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2570 * keys.
2571 *
2572 * Returns TRUE on success.
2573 */
2574int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2575 key_value * field = NULL, *last=NULL;
2576 2640 {
2577 for (field=op->key_values; field != NULL; field=field->next) { 2641 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2578 if (field->key != canonical_key) { 2642 return;
2579 last = field; 2643
2580 continue; 2644#if 0
2645 // remove the "Close old_container" object.
2646 if (object *closer = old_container->inv)
2647 if (closer->type == CLOSE_CON)
2648 closer->destroy ();
2649#endif
2650
2651 // make sure the container is available
2652 esrv_send_item (this, old_container);
2653
2654 old_container->flag [FLAG_APPLIED] = false;
2655 container = 0;
2656
2657 // client needs item update to make it work, client bug requires this to be separate
2658 esrv_update_item (UPD_FLAGS, this, old_container);
2659
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = new_container->other_arch->instance ();
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2581 } 2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2681
2682 // make sure the container is available, client bug requires this to be separate
2683 esrv_send_item (this, new_container);
2684
2685 new_container->flag [FLAG_APPLIED] = true;
2686 container = new_container;
2687
2688 // client needs flag change
2689 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2582 2692 }
2583 if (value) 2693// else if (!old_container->env && contr && contr->ns)
2584 field->value = value; 2694// contr->ns->floorbox_reset ();
2585 else { 2695}
2586 /* Basically, if the archetype has this key set,
2587 * we need to store the null value so when we save
2588 * it, we save the empty value so that when we load,
2589 * we get this value back again.
2590 */
2591 if (get_ob_key_link (&op->arch->clone, canonical_key))
2592 field->value = 0;
2593 else
2594 {
2595 if (last) last->next = field->next;
2596 else op->key_values = field->next;
2597 2696
2598 delete field; 2697object *
2599 } 2698object::force_find (shstr_tmp name)
2600 } 2699{
2601 return TRUE; 2700 /* cycle through his inventory to look for the MARK we want to
2602 } 2701 * place
2603 /* IF we get here, key doesn't exist */ 2702 */
2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2704 if (tmp->type == FORCE && tmp->slaying == name)
2705 return splay (tmp);
2604 2706
2605 /* No field, we'll have to add it. */ 2707 return 0;
2708}
2709
2710//-GPL
2711
2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2722object::force_add (shstr_tmp name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->force_set_timer (duration);
2731 force->flag [FLAG_APPLIED] = true;
2732
2733 return insert (force);
2734}
2735
2736void
2737object::play_sound (faceidx sound) const
2738{
2739 if (!sound)
2740 return;
2741
2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2767 return;
2768
2769 // find old force, or create new one
2770 object *force = force_find (shstr_noise_force);
2771
2772 if (force)
2773 force->speed_left = -1.f; // patch old speed up
2774 else
2606 2775 {
2607 if (!add_key) { 2776 force = archetype::get (shstr_noise_force);
2608 return FALSE; 2777
2609 } 2778 force->slaying = shstr_noise_force;
2610 /* There isn't any good reason to store a null 2779 force->stats.food = 1;
2611 * value in the key/value list. If the archetype has 2780 force->speed_left = -1.f;
2612 * this key, then we should also have it, so shouldn't 2781
2613 * be here. If user wants to store empty strings, 2782 force->set_speed (1.f / 4.f);
2614 * should pass in "" 2783 force->flag [FLAG_IS_USED_UP] = true;
2615 */ 2784 force->flag [FLAG_APPLIED] = true;
2616 if (value == NULL) return TRUE; 2785
2786 insert (force);
2617 2787 }
2618 field = new key_value; 2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2619 2796 {
2620 field->key = canonical_key; 2797 // we are on the map, so handle move_on/off effects
2621 field->value = value; 2798 remove ();
2622 /* Usual prepend-addition. */ 2799 move_type = mt;
2623 field->next = op->key_values; 2800 map->insert (this, x, y, this);
2624 op->key_values = field;
2625 2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2626 return TRUE; 2818 return 0;
2627} 2819}
2628 2820
2629/* 2821// put marked object first in the inventory
2630 * Updates the key in op to value. 2822// this is used by identify-like spells so players can influence
2631 * 2823// the order a bit.
2632 * If add_key is FALSE, this will only update existing keys, 2824void
2633 * and not add new ones. 2825object::splay_marked ()
2634 * In general, should be little reason FALSE is ever passed in for add_key
2635 *
2636 * Returns TRUE on success.
2637 */
2638int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2639{ 2826{
2640 shstr key_ (key); 2827 if (object *marked = mark ())
2641 return set_ob_key_value_s (op, key_, value, add_key); 2828 splay (marked);
2642} 2829}
2830

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