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Comparing deliantra/server/common/object.C (file contents):
Revision 1.14 by root, Mon Sep 4 11:07:59 2006 UTC vs.
Revision 1.343 by root, Sat Apr 23 04:56:46 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 1.14 2006/09/04 11:07:59 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42int nrofallocobjects = 0;
43 31
44object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
47short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55};
50short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53int maxfree[SIZEOFFREE]= 61};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
56int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
59 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
60 233
61/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
235static bool
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 236compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 237{
64
65 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv_get), but I'm hoping both
66 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
67 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
68 */ 241 */
69 242
70 /* For each field in wants, */ 243 /* For each field in wants, */
71 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 244 for (key_value *kv = wants->key_values; kv; kv = kv->next)
72 key_value * has_field; 245 if (has->kv_get (kv->key) != kv->value)
73 246 return false;
74 /* Look for a field in has with the same key. */ 247
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 249 return true;
93} 250}
94 251
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
253static bool
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 254compare_ob_value_lists (const object *ob1, const object *ob2)
255{
97 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
98 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
99 */ 258 */
100 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
101} 261}
102 262
103/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
104 * they can be merged together. 264 * they can be merged together.
105 * 265 *
106 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
109 * 269 *
110 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
111 * 271 *
112 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
113 * check weight 273 * check weight
114 */ 274 */
115 275bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 276{
117
118 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
119 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 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
284 return 0;
120 285
121 if (ob1->speed != ob2->speed) return 0; 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
289 return 0;
290
291 /* If the objects have been identified, set the BEEN_APPLIED flag.
292 * This is to the comparison of the flags below will be OK. We
293 * just can't ignore the been applied or identified flags, as they
294 * are not equal - just if it has been identified, the been_applied
295 * flags lose any meaning.
296 */
297 if (ob1->flag [FLAG_IDENTIFIED])
298 ob1->set_flag (FLAG_BEEN_APPLIED);
299
300 if (ob2->flag [FLAG_IDENTIFIED])
301 ob2->set_flag (FLAG_BEEN_APPLIED);
302
303 if (ob1->arch->archname != ob2->arch->archname
304 || ob1->name != ob2->name
305 || ob1->title != ob2->title
306 || ob1->msg != ob2->msg
307 || ob1->weight != ob2->weight
308 || ob1->attacktype != ob2->attacktype
309 || ob1->magic != ob2->magic
310 || ob1->slaying != ob2->slaying
311 || ob1->skill != ob2->skill
312 || ob1->value != ob2->value
313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
315 || ob1->client_type != ob2->client_type
316 || ob1->material != ob2->material
317 || ob1->lore != ob2->lore
318 || ob1->subtype != ob2->subtype
319 || ob1->move_type != ob2->move_type
320 || ob1->move_block != ob2->move_block
321 || ob1->move_allow != ob2->move_allow
322 || ob1->move_on != ob2->move_on
323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
328 return 0;
329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
336 /* This is really a spellbook check - we should in general
337 * not merge objects with real inventories, as splitting them
338 * is hard.
339 */
340 if (ob1->inv || ob2->inv)
341 {
342 if (!(ob1->inv && ob2->inv))
343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
350
351 /* inventory ok - still need to check rest of this object to see
352 * if it is valid.
353 */
354 }
355
356 /* Don't merge objects that are applied. With the new 'body' code,
357 * it is possible for most any character to have more than one of
358 * some items equipped, and we don't want those to merge.
359 */
360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 return 0;
362
122 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
123 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
124 * check? 365 * check?
125 */ 366 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 return 0;
369
370 switch (ob1->type)
371 {
372 case SCROLL:
373 if (ob1->level != ob2->level)
374 return 0;
375 break;
376 }
377
378 if (ob1->key_values || ob2->key_values)
379 {
380 /* At least one of these has key_values. */
381 if ((!ob1->key_values) != (!ob2->key_values))
382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
127 return 0; 385 return 0;
386 }
128 387
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 388 if (ob1->self || ob2->self)
130 * value could not be stored in a sint32 (which unfortunately sometimes is
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0;
135
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see
147 * if it is valid.
148 */
149 } 389 {
390 ob1->optimise ();
391 ob2->optimise ();
150 392
151 /* If the objects have been identified, set the BEEN_APPLIED flag. 393 if (ob1->self || ob2->self)
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 ) 394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
197 return 0; 399 return 0;
198 400
199 /* Don't merge objects that are applied. With the new 'body' code, 401 if (k1 == 0)
200 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge.
202 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0; 402 return 1;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 403
404 if (!cfperl_can_merge (ob1, ob2))
218 return 0; 405 return 0;
219 } 406 }
220 } 407 }
221 408
222 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
223 return 1; 410 return 1;
224} 411}
225 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
226/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
227 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
228 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
229 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
230 */ 488 */
231signed long sum_weight(object *op) { 489void
232 signed long sum; 490object::update_weight ()
233 object *inv; 491{
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 492 sint32 sum = 0;
235 if (inv->inv) 493
236 sum_weight(inv); 494 for (object *op = inv; op; op = op->below)
237 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 495 {
496 op->update_weight ();
497
498 sum += weight_adjust_for (this, op->total_weight ());
238 } 499 }
239 if (op->type == CONTAINER && op->stats.Str) 500
240 sum = (sum * (100 - op->stats.Str))/100; 501 if (sum != carrying)
241 if(op->carrying != sum) 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
242 op->carrying = sum; 507 carrying = sum;
243 return sum;
244}
245 508
509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
513}
514
246/** 515/*
247 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
248 */ 517 */
249 518char *
250object *object_get_env_recursive (object *op) {
251 while (op->env != NULL)
252 op = op->env;
253 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267}
268
269/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array.
273 */
274
275void dump_object2(object *op) {
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 519dump_object (object *op)
322 if(op==NULL) { 520{
323 strcpy(errmsg,"[NULL pointer]"); 521 if (!op)
324 return; 522 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 523
330void dump_all_objects(void) { 524 object_freezer freezer;
331 object *op; 525 op->write (freezer);
332 for(op=objects;op!=NULL;op=op->next) { 526 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 527}
337 528
338/* 529char *
339 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
340 * multi-object 1 which is closest to the second object. 531{
341 * If it's not a multi-object, it is returned. 532 return dump_object (this);
342 */
343
344object *get_nearest_part(object *op, const object *pl) {
345 object *tmp,*closest;
346 int last_dist,i;
347 if(op->more==NULL)
348 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
350 if((i=distance(tmp,pl))<last_dist)
351 closest=tmp,last_dist=i;
352 return closest;
353} 533}
354 534
355/* 535/*
356 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
357 */ 538 */
358 539object *
359object *find_object(tag_t i) { 540find_object (tag_t i)
360 object *op; 541{
361 for(op=objects;op!=NULL;op=op->next) 542 for_all_objects (op)
362 if(op->count==i) 543 if (op->count == i)
363 break;
364 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
365} 562}
366 563
367/* 564/*
368 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
369 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
371 */ 568 */
372 569object *
373object *find_object_name(const char *str) { 570find_object_name (const char *str)
374 const char *name = shstr::find (str); 571{
375 object *op; 572 shstr_cmp str_ (str);
376 for(op=objects;op!=NULL;op=op->next) 573
574 if (str_)
575 for_all_objects (op)
377 if(&op->name == name) 576 if (op->name == str_)
378 break; 577 return op;
379 578
380 return op; 579 return 0;
381}
382
383void free_all_object_data ()
384{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 580}
422 581
423/* 582/*
424 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
425 * skill and experience objects. 584 * skill and experience objects.
585 * ACTUALLY NO! investigate! TODO
426 */ 586 */
427void set_owner (object *op, object *owner) 587void
588object::set_owner (object *owner)
428{ 589{
429 if(owner==NULL||op==NULL) 590 // allow objects which own objects
591 if (owner)
592 while (owner->owner)
593 owner = owner->owner;
594
595 if (flag [FLAG_FREED])
596 {
597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
430 return; 598 return;
599 }
431 600
432 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid.
438 */
439 while (owner->owner && owner!=owner->owner &&
440 owner->ownercount==owner->owner->count) owner=owner->owner;
441
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner; 601 this->owner = owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476} 602}
477 603
478/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links. 605 * refcounts and freeing the links.
480 */ 606 */
607static void
481static void free_key_values(object * op) 608free_key_values (object *op)
482{ 609{
483 for (key_value *i = op->key_values; i != 0; ) 610 for (key_value *i = op->key_values; i; )
484 { 611 {
485 key_value *next = i->next; 612 key_value *next = i->next;
486 delete i; 613 delete i;
614
487 i = next; 615 i = next;
488 } 616 }
489 617
490 op->key_values = 0; 618 op->key_values = 0;
491} 619}
492 620
493void object::clear ()
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513}
514
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 621/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 622 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 623 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 624 * object, allocating what needs to be allocated. Basically, any
559 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 625 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
560 * if the first object is freed, the pointers in the new object 626 * if the first object is freed, the pointers in the new object
561 * will point at garbage. 627 * will point at garbage.
562 */ 628 */
563 629void
564void copy_object (object *op2, object *op) 630object::copy_to (object *dst)
565{ 631{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 632 dst->remove ();
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 633 *(object_copy *)dst = *this;
568 634 dst->flag [FLAG_REMOVED] = true;
569 op2->clone (op);
570
571 if (is_freed) SET_FLAG (op, FLAG_FREED);
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576 635
577 /* Copy over key_values, if any. */ 636 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL) 637 if (key_values)
579 { 638 {
580 key_value *tail = NULL; 639 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = NULL; 640 dst->key_values = 0;
584 641
585 for (i = op2->key_values; i != NULL; i = i->next) 642 for (key_value *i = key_values; i; i = i->next)
586 { 643 {
587 key_value *new_link = new key_value; 644 key_value *new_link = new key_value;
588 645
589 new_link->next = NULL; 646 new_link->next = 0;
590 new_link->key = i->key; 647 new_link->key = i->key;
591 new_link->value = i->value; 648 new_link->value = i->value;
592 649
593 /* Try and be clever here, too. */ 650 /* Try and be clever here, too. */
594 if (op->key_values == NULL) 651 if (!dst->key_values)
595 { 652 {
596 op->key_values = new_link; 653 dst->key_values = new_link;
597 tail = new_link; 654 tail = new_link;
598 } 655 }
599 else 656 else
600 { 657 {
601 tail->next = new_link; 658 tail->next = new_link;
602 tail = new_link; 659 tail = new_link;
603 } 660 }
604 } 661 }
605 } 662 }
606 663
607 update_ob_speed (op); 664 dst->activate ();
608} 665}
609 666
610/* 667void
611 * get_object() grabs an object from the list of unused objects, makes 668object::instantiate ()
612 * sure it is initialised, and returns it. 669{
613 * If there are no free objects, expand_objects() is called to get more. 670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
677 speed_left = -1.;
678
679 /* copy the body_info to the body_used - this is only really
680 * need for monsters, but doesn't hurt to do it for everything.
681 * by doing so, when a monster is created, it has good starting
682 * values for the body_used info, so when items are created
683 * for it, they can be properly equipped.
614 */ 684 */
685 for (int i = NUM_BODY_LOCATIONS; i--; )
686 slot[i].used = slot[i].info;
615 687
616object *get_object () 688 attachable::instantiate ();
617{ 689}
618 object *op = new object;
619 690
620 op->count = ++ob_count; 691object *
692object::clone ()
693{
694 object *neu = create ();
695 copy_to (neu);
621 696
622 op->active_next = 0; 697 // TODO: unclean state changes, should not be done in clone AND instantiate
623 op->active_prev = 0; 698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
624 700
625 op->next = objects; 701 neu->map = map; // not copied by copy_to
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 return op; 702 return neu;
636} 703}
637 704
638/* 705/*
639 * If an object with the IS_TURNABLE() flag needs to be turned due 706 * If an object with the IS_TURNABLE() flag needs to be turned due
640 * to the closest player being on the other side, this function can 707 * to the closest player being on the other side, this function can
641 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
642 */ 709 */
643 710void
644void update_turn_face(object *op) { 711update_turn_face (object *op)
645 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 712{
713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
646 return; 714 return;
715
647 SET_ANIMATION(op, op->direction); 716 SET_ANIMATION (op, op->direction);
648 update_object(op,UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
649} 718}
650 719
651/* 720/*
652 * Updates the speed of an object. If the speed changes from 0 to another 721 * Updates the speed of an object. If the speed changes from 0 to another
653 * value, or vice versa, then add/remove the object from the active list. 722 * value, or vice versa, then add/remove the object from the active list.
654 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
655 */ 724 */
725void
726object::set_speed (float speed)
727{
728 this->speed = speed;
656 729
657void update_ob_speed(object *op) { 730 if (has_active_speed ())
658 extern int arch_init; 731 activate ();
659
660 /* No reason putting the archetypes objects on the speed list,
661 * since they never really need to be updated.
662 */
663
664 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
665 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
666#ifdef MANY_CORES
667 abort();
668#else
669 op->speed = 0;
670#endif
671 }
672 if (arch_init) {
673 return;
674 }
675 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
676 /* If already on active list, don't do anything */
677 if (op->active_next || op->active_prev || op==active_objects)
678 return;
679
680 /* process_events() expects us to insert the object at the beginning
681 * of the list. */
682 op->active_next = active_objects;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = op;
685 active_objects = op;
686 }
687 else { 732 else
688 /* If not on the active list, nothing needs to be done */ 733 deactivate ();
689 if (!op->active_next && !op->active_prev && op!=active_objects)
690 return;
691
692 if (op->active_prev==NULL) {
693 active_objects = op->active_next;
694 if (op->active_next!=NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else {
698 op->active_prev->active_next = op->active_next;
699 if (op->active_next)
700 op->active_next->active_prev = op->active_prev;
701 }
702 op->active_next = NULL;
703 op->active_prev = NULL;
704 }
705} 734}
706 735
707/* This function removes object 'op' from the list of active
708 * objects.
709 * This should only be used for style maps or other such
710 * reference maps where you don't want an object that isn't
711 * in play chewing up cpu time getting processed.
712 * The reverse of this is to call update_ob_speed, which
713 * will do the right thing based on the speed of the object.
714 */
715void remove_from_active_list(object *op)
716{
717 /* If not on the active list, nothing needs to be done */
718 if (!op->active_next && !op->active_prev && op!=active_objects)
719 return;
720
721 if (op->active_prev==NULL) {
722 active_objects = op->active_next;
723 if (op->active_next!=NULL)
724 op->active_next->active_prev = NULL;
725 }
726 else {
727 op->active_prev->active_next = op->active_next;
728 if (op->active_next)
729 op->active_next->active_prev = op->active_prev;
730 }
731 op->active_next = NULL;
732 op->active_prev = NULL;
733}
734
735/* 736/*
736 * update_object() updates the array which represents the map. 737 * update_object() updates the the map.
737 * It takes into account invisible objects (and represent squares covered 738 * It takes into account invisible objects (and represent squares covered
738 * by invisible objects by whatever is below them (unless it's another 739 * by invisible objects by whatever is below them (unless it's another
739 * invisible object, etc...) 740 * invisible object, etc...)
740 * If the object being updated is beneath a player, the look-window 741 * If the object being updated is beneath a player, the look-window
741 * of that player is updated (this might be a suboptimal way of 742 * of that player is updated (this might be a suboptimal way of
742 * updating that window, though, since update_object() is called _often_) 743 * updating that window, though, since update_object() is called _often_)
743 * 744 *
744 * action is a hint of what the caller believes need to be done. 745 * action is a hint of what the caller believes need to be done.
745 * For example, if the only thing that has changed is the face (due to
746 * an animation), we don't need to call update_position until that actually
747 * comes into view of a player. OTOH, many other things, like addition/removal
748 * of walls or living creatures may need us to update the flags now.
749 * current action are: 746 * current action are:
750 * UP_OBJ_INSERT: op was inserted 747 * UP_OBJ_INSERT: op was inserted
751 * UP_OBJ_REMOVE: op was removed 748 * UP_OBJ_REMOVE: op was removed
752 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 749 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
753 * as that is easier than trying to look at what may have changed. 750 * as that is easier than trying to look at what may have changed.
754 * UP_OBJ_FACE: only the objects face has changed. 751 * UP_OBJ_FACE: only the objects face has changed.
755 */ 752 */
756 753void
757void update_object(object *op, int action) { 754update_object (object *op, int action)
758 int update_now=0, flags; 755{
759 MoveType move_on, move_off, move_block, move_slow; 756 if (!op)
760 757 {
761 if (op == NULL) {
762 /* this should never happen */ 758 /* this should never happen */
763 LOG(llevDebug,"update_object() called for NULL object.\n"); 759 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
764 return; 760 return;
765 }
766 761 }
767 if(op->env!=NULL) { 762
763 if (!op->is_on_map ())
764 {
768 /* Animation is currently handled by client, so nothing 765 /* Animation is currently handled by client, so nothing
769 * to do in this case. 766 * to do in this case.
770 */ 767 */
771 return; 768 return;
772 }
773
774 /* If the map is saving, don't do anything as everything is
775 * going to get freed anyways.
776 */
777 if (!op->map || op->map->in_memory == MAP_SAVING) return;
778 769 }
770
779 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
780 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
781 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 773 {
782 LOG(llevError,"update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
783#ifdef MANY_CORES 775#ifdef MANY_CORES
784 abort(); 776 abort ();
785#endif 777#endif
786 return; 778 return;
787 }
788 779 }
789 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
790 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
791 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
792 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
793 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
794 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
795 780
781 mapspace &m = op->ms ();
782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
796 if (action == UP_OBJ_INSERT) { 785 else if (action == UP_OBJ_INSERT)
786 {
787#if 0
788 // this is likely overkill, TODO: revisit (schmorp)
797 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
798 update_now=1; 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
799 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
800 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
801 update_now=1; 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
802 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
803 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 795 || (m.move_on | op->move_on ) != m.move_on
804 update_now=1;
805
806 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
807 update_now=1;
808
809 if ((move_on | op->move_on) != move_on) update_now=1;
810 if ((move_off | op->move_off) != move_off) update_now=1; 796 || (m.move_off | op->move_off ) != m.move_off
797 || (m.move_slow | op->move_slow) != m.move_slow
811 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 799 * have move_allow right now.
813 */ 800 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now=1; 802 m.invalidate ();
816 if ((move_slow | op->move_slow) != move_slow) update_now=1; 803#else
804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
805 m.invalidate ();
806#endif
817 } 807 }
818 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
819 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
820 * that is being removed. 810 * that is being removed.
821 */ 811 */
822 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
823 update_now=1; 813 m.invalidate ();
824 } else if (action == UP_OBJ_FACE) { 814 else if (action == UP_OBJ_FACE)
825 /* Nothing to do for that case */ 815 /* Nothing to do for that case */ ;
826 }
827 else { 816 else
828 LOG(llevError,"update_object called with invalid action: %d\n", action); 817 LOG (llevError, "update_object called with invalid action: %d\n", action);
829 }
830 818
831 if (update_now) {
832 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
833 update_position(op->map, op->x, op->y);
834 }
835
836 if(op->more!=NULL) 819 if (op->more)
837 update_object(op->more, action); 820 update_object (op->more, action);
838} 821}
839 822
823object::object ()
824{
825 this->set_flag (FLAG_REMOVED);
840 826
841/* 827 //expmul = 1.0; declared const for the time being
842 * free_object() frees everything allocated by an object, removes 828 face = blank_face;
843 * it from the list of used objects, and puts it on the list of 829 material = MATERIAL_NULL;
844 * free objects. The IS_FREED() flag is set in the object. 830}
845 * The object must have been removed by remove_ob() first for 831
846 * this function to succeed. 832object::~object ()
833{
834 unlink ();
835
836 free_key_values (this);
837}
838
839void object::link ()
840{
841 assert (!index);//D
842 uuid = UUID::gen ();
843
844 refcnt_inc ();
845 objects.insert (this);
846
847 ++create_count;
848
849}
850
851void object::unlink ()
852{
853 if (!index)
854 return;
855
856 ++destroy_count;
857
858 objects.erase (this);
859 refcnt_dec ();
860}
861
862void
863object::activate ()
864{
865 /* If already on active list, don't do anything */
866 if (active)
867 return;
868
869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
874 actives.insert (this);
875 }
876}
877
878void
879object::activate_recursive ()
880{
881 activate ();
882
883 for (object *op = inv; op; op = op->below)
884 op->activate_recursive ();
885}
886
887/* This function removes object 'op' from the list of active
888 * objects.
889 * This should only be used for style maps or other such
890 * reference maps where you don't want an object that isn't
891 * in play chewing up cpu time getting processed.
892 * The reverse of this is to call update_ob_speed, which
893 * will do the right thing based on the speed of the object.
847 * 894 */
848 * If free_inventory is set, free inventory as well. Else drop items in 895void
849 * inventory to the ground. 896object::deactivate ()
897{
898 /* If not on the active list, nothing needs to be done */
899 if (!active)
900 return;
901
902 actives.erase (this);
903}
904
905void
906object::deactivate_recursive ()
907{
908 for (object *op = inv; op; op = op->below)
909 op->deactivate_recursive ();
910
911 deactivate ();
912}
913
914void
915object::set_flag_inv (int flag, int value)
916{
917 for (object *op = inv; op; op = op->below)
918 {
919 op->flag [flag] = value;
920 op->set_flag_inv (flag, value);
921 }
922}
923
924/*
925 * Remove and free all objects in the inventory of the given object.
926 * object.c ?
927 */
928void
929object::destroy_inv (bool drop_to_ground)
930{
931 // need to check first, because the checks below might segfault
932 // as we might be on an invalid mapspace and crossfire code
933 // is too buggy to ensure that the inventory is empty.
934 // corollary: if you create arrows etc. with stuff in its inventory,
935 // cf will crash below with off-map x and y
936 if (!inv)
937 return;
938
939 /* Only if the space blocks everything do we not process -
940 * if some form of movement is allowed, let objects
941 * drop on that space.
850 */ 942 */
943 if (!drop_to_ground
944 || !map
945 || map->in_memory != MAP_ACTIVE
946 || map->no_drop
947 || ms ().move_block == MOVE_ALL)
948 {
949 while (inv)
950 inv->destroy ();
951 }
952 else
953 { /* Put objects in inventory onto this space */
954 while (inv)
955 {
956 object *op = inv;
851 957
852void 958 if (op->flag [FLAG_STARTEQUIP]
853free_object (object * ob) 959 || op->flag [FLAG_NO_DROP]
854{ 960 || op->type == RUNE
855 free_object2 (ob, 0); 961 || op->type == TRAP
962 || op->flag [FLAG_IS_A_TEMPLATE]
963 || op->flag [FLAG_DESTROY_ON_DEATH])
964 op->destroy ();
965 else
966 map->insert (op, x, y);
967 }
968 }
856} 969}
857 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
858void 976void
859free_object2 (object * ob, int free_inventory) 977object::destroy_inv_fast ()
860{ 978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
1008object::create ()
1009{
861 object *tmp, *op; 1010 object *op;
862 1011
863 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 1012 if (freelist)
864 {
865 LOG (llevDebug, "Free object called with non removed object\n");
866 dump_object (ob);
867#ifdef MANY_CORES
868 abort ();
869#endif
870 } 1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
871 1016
872 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
873 { 1022 }
874 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
1032 op->link ();
1033
1034 return op;
1035}
1036
1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
1052static struct freed_map : maptile
1053{
1054 freed_map ()
1055 : maptile (3, 3)
1056 {
1057 path = "<freed objects map>";
1058 name = "/internal/freed_objects_map";
1059 no_drop = 1;
1060 no_reset = 1;
1061
1062 in_memory = MAP_ACTIVE;
1063 }
1064
1065 ~freed_map ()
1066 {
1067 destroy ();
1068 }
1069} freed_map; // freed objects are moved here to avoid crashes
1070
1071void
1072object::do_destroy ()
1073{
1074 if (flag [FLAG_IS_LINKED])
1075 remove_link ();
1076
1077 if (flag [FLAG_FRIENDLY])
875 remove_friendly_object (ob); 1078 remove_friendly_object (this);
1079
1080 remove ();
1081
1082 attachable::do_destroy ();
1083
1084 deactivate ();
1085 unlink ();
1086
1087 flag [FLAG_FREED] = 1;
1088
1089 // hack to ensure that freed objects still have a valid map
1090 map = &freed_map;
1091 x = 1;
1092 y = 1;
1093
1094 if (more)
876 } 1095 {
877 1096 more->destroy ();
878 if (QUERY_FLAG (ob, FLAG_FREED)) 1097 more = 0;
879 { 1098 }
880 dump_object (ob); 1099
881 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1100 head = 0;
1101
1102 // clear those pointers that likely might cause circular references
1103 owner = 0;
1104 enemy = 0;
1105 attacked_by = 0;
1106 current_weapon = 0;
1107}
1108
1109void
1110object::destroy ()
1111{
1112 if (destroyed ())
1113 return;
1114
1115 if (!is_head () && !head->destroyed ())
1116 {
1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1118 head->destroy ();
882 return; 1119 return;
883 } 1120 }
884 1121
885 if (ob->more != NULL) 1122 destroy_inv_fast ();
886 {
887 free_object2 (ob->more, free_inventory);
888 ob->more = NULL;
889 }
890 1123
891 if (ob->inv) 1124 if (is_head ())
892 { 1125 if (sound_destroy)
893 /* Only if the space blocks everything do we not process - 1126 play_sound (sound_destroy);
894 * if some form of movemnt is allowed, let objects 1127 else if (flag [FLAG_MONSTER])
895 * drop on that space. 1128 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
896 */
897 if (free_inventory || ob->map == NULL
898 || ob->map->in_memory != MAP_IN_MEMORY
899 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
900 {
901 op = ob->inv;
902 1129
903 while (op != NULL) 1130 attachable::destroy ();
904 {
905 tmp = op->below;
906 remove_ob (op);
907 free_object2 (op, free_inventory);
908 op = tmp;
909 }
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 op = ob->inv;
914
915 while (op != NULL)
916 {
917 tmp = op->below;
918 remove_ob (op);
919
920 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
921 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
922 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
923 free_object (op);
924 else
925 {
926 op->x = ob->x;
927 op->y = ob->y;
928 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
929 }
930
931 op = tmp;
932 }
933 }
934 }
935
936 /* Remove object from the active list */
937 ob->speed = 0;
938 update_ob_speed (ob);
939
940 SET_FLAG (ob, FLAG_FREED);
941 ob->count = 0;
942
943 /* Remove this object from the list of used objects */
944 if (ob->prev == NULL)
945 {
946 objects = ob->next;
947
948 if (objects != NULL)
949 objects->prev = NULL;
950 }
951 else
952 {
953 ob->prev->next = ob->next;
954
955 if (ob->next != NULL)
956 ob->next->prev = ob->prev;
957 }
958
959 free_key_values (ob);
960
961 /* Now link it with the free_objects list: */
962 ob->prev = 0;
963 ob->next = 0;
964
965 delete ob;
966} 1131}
967 1132
968/* 1133/* op->remove ():
969 * sub_weight() recursively (outwards) subtracts a number from the
970 * weight of an object (and what is carried by it's environment(s)).
971 */
972
973void sub_weight (object *op, signed long weight) {
974 while (op != NULL) {
975 if (op->type == CONTAINER) {
976 weight=(signed long)(weight*(100-op->stats.Str)/100);
977 }
978 op->carrying-=weight;
979 op = op->env;
980 }
981}
982
983/* remove_ob(op):
984 * This function removes the object op from the linked list of objects 1134 * This function removes the object op from the linked list of objects
985 * which it is currently tied to. When this function is done, the 1135 * which it is currently tied to. When this function is done, the
986 * object will have no environment. If the object previously had an 1136 * object will have no environment. If the object previously had an
987 * environment, the x and y coordinates will be updated to 1137 * environment, the x and y coordinates will be updated to
988 * the previous environment. 1138 * the previous environment.
989 * Beware: This function is called from the editor as well!
990 */ 1139 */
1140void
1141object::do_remove ()
1142{
1143 if (flag [FLAG_REMOVED])
1144 return;
991 1145
992void remove_ob(object *op) { 1146 INVOKE_OBJECT (REMOVE, this);
993 object *tmp,*last=NULL;
994 object *otmp;
995 tag_t tag;
996 int check_walk_off;
997 mapstruct *m;
998 sint16 x,y;
999
1000 1147
1001 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1148 flag [FLAG_REMOVED] = true;
1002 dump_object(op);
1003 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1004 1149
1005 /* Changed it to always dump core in this case. As has been learned 1150 if (more)
1006 * in the past, trying to recover from errors almost always 1151 more->remove ();
1007 * make things worse, and this is a real error here - something
1008 * that should not happen.
1009 * Yes, if this was a mission critical app, trying to do something
1010 * to recover may make sense, but that is because failure of the app
1011 * may have other disastrous problems. Cf runs out of a script
1012 * so is easily enough restarted without any real problems.
1013 * MSW 2001-07-01
1014 */
1015 abort();
1016 }
1017 if(op->more!=NULL)
1018 remove_ob(op->more);
1019 1152
1020 SET_FLAG(op, FLAG_REMOVED);
1021
1022 /* 1153 /*
1023 * In this case, the object to be removed is in someones 1154 * In this case, the object to be removed is in someones
1024 * inventory. 1155 * inventory.
1025 */ 1156 */
1026 if(op->env!=NULL) { 1157 if (env)
1027 if(op->nrof) 1158 {
1028 sub_weight(op->env, op->weight*op->nrof); 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1029 else 1160 if (object *pl = visible_to ())
1030 sub_weight(op->env, op->weight+op->carrying); 1161 esrv_del_item (pl->contr, count);
1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1031 1163
1032 /* NO_FIX_PLAYER is set when a great many changes are being 1164 adjust_weight (env, total_weight (), 0);
1033 * made to players inventory. If set, avoiding the call
1034 * to save cpu time.
1035 */
1036 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1037 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1038 fix_player(otmp);
1039 1165
1040 if(op->above!=NULL) 1166 object *pl = in_player ();
1041 op->above->below=op->below;
1042 else
1043 op->env->inv=op->below;
1044 1167
1045 if(op->below!=NULL)
1046 op->below->above=op->above;
1047
1048 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1049 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1050 * to the caller to decide what we want to do. 1170 * to the caller to decide what we want to do.
1051 */ 1171 */
1052 op->x=op->env->x,op->y=op->env->y; 1172 map = env->map;
1053 op->map=op->env->map; 1173 x = env->x;
1054 op->above=NULL,op->below=NULL; 1174 y = env->y;
1055 op->env=NULL; 1175
1176 // make sure cmov optimisation is applicable
1177 *(above ? &above->below : &env->inv) = below;
1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1179
1180 above = 0;
1181 below = 0;
1182 env = 0;
1183
1184 if (pl && pl->is_player ())
1185 {
1186 if (expect_false (pl->contr->combat_ob == this))
1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1205 }
1206 else if (map)
1207 {
1208 map->dirty = true;
1209 mapspace &ms = this->ms ();
1210
1211 if (object *pl = ms.player ())
1212 {
1213 if (is_player ())
1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1218 // leaving a spot always closes any open container on the ground
1219 if (container && !container->env)
1220 // this causes spurious floorbox updates, but it ensures
1221 // that the CLOSE event is being sent.
1222 close_container ();
1223
1224 --map->players;
1225 map->touch ();
1226 }
1227 else if (pl->container_ () == this)
1228 {
1229 // removing a container should close it
1230 close_container ();
1231 }
1232 else
1233 esrv_del_item (pl->contr, count);
1234 }
1235
1236 /* link the object above us */
1237 // re-link, make sure compiler can easily use cmove
1238 *(above ? &above->below : &ms.top) = below;
1239 *(below ? &below->above : &ms.bot) = above;
1240
1241 above = 0;
1242 below = 0;
1243
1244 ms.invalidate ();
1245
1246 if (map->in_memory == MAP_SAVING)
1056 return; 1247 return;
1057 }
1058 1248
1059 /* If we get here, we are removing it from a map */ 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1060 if (op->map == NULL) return;
1061 1250
1062 x = op->x; 1251 if (object *pl = ms.player ())
1063 y = op->y;
1064 m = get_map_from_coord(op->map, &x, &y);
1065
1066 if (!m) {
1067 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1068 op->map->path, op->x, op->y);
1069 /* in old days, we used to set x and y to 0 and continue.
1070 * it seems if we get into this case, something is probablye
1071 * screwed up and should be fixed.
1072 */
1073 abort();
1074 }
1075 if (op->map != m) {
1076 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1077 op->map->path, m->path, op->x, op->y, x, y);
1078 }
1079
1080 /* Re did the following section of code - it looks like it had
1081 * lots of logic for things we no longer care about
1082 */
1083
1084 /* link the object above us */
1085 if (op->above)
1086 op->above->below=op->below;
1087 else
1088 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1089
1090 /* Relink the object below us, if there is one */
1091 if(op->below) {
1092 op->below->above=op->above;
1093 } else {
1094 /* Nothing below, which means we need to relink map object for this space
1095 * use translated coordinates in case some oddness with map tiling is
1096 * evident
1097 */
1098 if(GET_MAP_OB(m,x,y)!=op) {
1099 dump_object(op);
1100 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);
1101 dump_object(GET_MAP_OB(m,x,y));
1102 LOG(llevError,"%s\n",errmsg);
1103 } 1252 {
1104 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1253 if (pl->container_ () == this)
1105 }
1106 op->above=NULL;
1107 op->below=NULL;
1108
1109 if (op->map->in_memory == MAP_SAVING)
1110 return;
1111
1112 tag = op->count;
1113 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1114 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1115 /* No point updating the players look faces if he is the object
1116 * being removed.
1117 */
1118
1119 if(tmp->type==PLAYER && tmp!=op) {
1120 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1121 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1122 * appropriately. 1256 * appropriately.
1123 */ 1257 */
1124 if (tmp->container==op) { 1258 pl->close_container ();
1125 CLEAR_FLAG(op, FLAG_APPLIED); 1259
1126 tmp->container=NULL; 1260 //TODO: the floorbox prev/next might need updating
1127 } 1261 //esrv_del_item (pl->contr, count);
1128 tmp->contr->socket.update_look=1; 1262 //TODO: update floorbox to preserve ordering
1263 if (pl->contr->ns)
1264 pl->contr->ns->floorbox_update ();
1129 } 1265 }
1266
1267 if (check_walk_off)
1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1269 {
1270 above = tmp->above;
1271
1272 /* No point updating the players look faces if he is the object
1273 * being removed.
1274 */
1275
1130 /* See if player moving off should effect something */ 1276 /* See if object moving off should effect something */
1131 if (check_walk_off && ((op->move_type & tmp->move_off) && 1277 if ((move_type & tmp->move_off)
1132 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1133
1134 move_apply(tmp, op, NULL); 1279 move_apply (tmp, this, 0);
1135 if (was_destroyed (op, tag)) {
1136 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1137 "leaving object\n", &tmp->name, &tmp->arch->name);
1138 } 1280 }
1139 }
1140 1281
1141 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1282 if (affects_los ())
1142
1143 if(tmp->above == tmp)
1144 tmp->above = NULL;
1145 last=tmp;
1146 }
1147 /* last == NULL of there are no objects on this space */
1148 if (last==NULL) {
1149 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1150 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1151 * those out anyways, and if there are any flags set right now, they won't
1152 * be correct anyways.
1153 */
1154 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1155 update_position(op->map, op->x, op->y);
1156 }
1157 else
1158 update_object(last, UP_OBJ_REMOVE);
1159
1160 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1161 update_all_los(op->map, op->x, op->y); 1283 update_all_los (map, x, y);
1162 1284 }
1163} 1285}
1164 1286
1165/* 1287/*
1166 * merge_ob(op,top): 1288 * merge_ob(op,top):
1167 * 1289 *
1168 * This function goes through all objects below and including top, and 1290 * This function goes through all objects below and including top, and
1169 * merges op to the first matching object. 1291 * merges op to the first matching object.
1170 * If top is NULL, it is calculated. 1292 * If top is NULL, it is calculated.
1171 * Returns pointer to object if it succeded in the merge, otherwise NULL 1293 * Returns pointer to object if it succeded in the merge, otherwise NULL
1172 */ 1294 */
1173 1295object *
1174object *merge_ob(object *op, object *top) { 1296merge_ob (object *op, object *top)
1297{
1175 if(!op->nrof) 1298 if (!op->nrof)
1176 return 0; 1299 return 0;
1177 if(top==NULL) 1300
1301 if (!top)
1178 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1302 for (top = op; top && top->above; top = top->above)
1303 ;
1304
1179 for(;top!=NULL;top=top->below) { 1305 for (; top; top = top->below)
1180 if(top==op) 1306 if (object::can_merge (op, top))
1181 continue;
1182 if (CAN_MERGE(op,top))
1183 { 1307 {
1184 top->nrof+=op->nrof; 1308 top->nrof += op->nrof;
1185/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1309
1186 op->weight = 0; /* Don't want any adjustements now */ 1310 if (object *pl = top->visible_to ())
1187 remove_ob(op); 1311 esrv_update_item (UPD_NROF, pl, top);
1188 free_object(op); 1312
1313 op->weight = 0; // cancel the addition above
1314 op->carrying = 0; // must be 0 already
1315
1316 op->destroy ();
1317
1189 return top; 1318 return top;
1190 } 1319 }
1191 } 1320
1192 return NULL; 1321 return 0;
1193} 1322}
1194 1323
1324void
1325object::expand_tail ()
1326{
1327 if (more)
1328 return;
1329
1330 object *prev = this;
1331
1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1333 {
1334 object *op = at->instance ();
1335
1336 op->name = name;
1337 op->name_pl = name_pl;
1338 op->title = title;
1339
1340 op->head = this;
1341 prev->more = op;
1342
1343 prev = op;
1344 }
1345}
1346
1195/* 1347/*
1196 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1348 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1197 * job preparing multi-part monsters 1349 * job preparing multi-part monsters.
1198 */ 1350 */
1351object *
1199object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1352insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1200 object* tmp; 1353{
1201 if (op->head) 1354 op->remove ();
1202 op=op->head; 1355
1203 for (tmp=op;tmp;tmp=tmp->more){ 1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1357 {
1204 tmp->x=x+tmp->arch->clone.x; 1358 tmp->x = x + tmp->arch->x;
1205 tmp->y=y+tmp->arch->clone.y; 1359 tmp->y = y + tmp->arch->y;
1206 } 1360 }
1361
1207 return insert_ob_in_map (op, m, originator, flag); 1362 return insert_ob_in_map (op, m, originator, flag);
1208} 1363}
1209 1364
1210/* 1365/*
1211 * insert_ob_in_map (op, map, originator, flag): 1366 * insert_ob_in_map (op, map, originator, flag):
1212 * This function inserts the object in the two-way linked list 1367 * This function inserts the object in the two-way linked list
1222 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1223 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1224 * 1379 *
1225 * Return value: 1380 * Return value:
1226 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1227 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1228 * just 'op' otherwise 1383 * just 'op' otherwise
1229 */ 1384 */
1230 1385object *
1231object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1232{ 1387{
1233 object *tmp, *top, *floor=NULL; 1388 op->remove ();
1234 sint16 x,y;
1235 1389
1236 if (QUERY_FLAG (op, FLAG_FREED)) { 1390 if (m == &freed_map)//D TODO: remove soon
1237 LOG (llevError, "Trying to insert freed object!\n"); 1391 {//D
1238 return NULL; 1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1393 }//D
1394
1395 /* Ideally, the caller figures this out. However, it complicates a lot
1396 * of areas of callers (eg, anything that uses find_free_spot would now
1397 * need extra work
1398 */
1399 maptile *newmap = m;
1400 if (!xy_normalise (newmap, op->x, op->y))
1239 } 1401 {
1240 if(m==NULL) { 1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1241 dump_object(op);
1242 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1243 return op; 1403 return 0;
1244 } 1404 }
1245 if(out_of_map(m,op->x,op->y)) { 1405
1246 dump_object(op); 1406 if (object *more = op->more)
1247 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1407 if (!insert_ob_in_map (more, m, originator, flag))
1248#ifdef MANY_CORES
1249 /* Better to catch this here, as otherwise the next use of this object
1250 * is likely to cause a crash. Better to find out where it is getting
1251 * improperly inserted.
1252 */
1253 abort();
1254#endif
1255 return op; 1408 return 0;
1256 }
1257 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1258 dump_object(op);
1259 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1260 return op;
1261 }
1262 if(op->more!=NULL) {
1263 /* The part may be on a different map. */
1264 1409
1265 object *more = op->more; 1410 op->flag [FLAG_REMOVED] = false;
1411 op->env = 0;
1412 op->map = newmap;
1266 1413
1267 /* We really need the caller to normalize coordinates - if 1414 mapspace &ms = op->ms ();
1268 * we set the map, that doesn't work if the location is within 1415
1269 * a map and this is straddling an edge. So only if coordinate 1416 /* this has to be done after we translate the coordinates.
1270 * is clear wrong do we normalize it. 1417 */
1418 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1420 if (object::can_merge (op, tmp))
1271 */ 1421 {
1272 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1422 // TODO: we actually want to update tmp, not op,
1273 more->map = get_map_from_coord(m, &more->x, &more->y); 1423 // but some caller surely breaks when we return tmp
1274 } else if (!more->map) { 1424 // from here :/
1275 /* For backwards compatibility - when not dealing with tiled maps, 1425 op->nrof += tmp->nrof;
1276 * more->map should always point to the parent. 1426 tmp->destroy ();
1277 */
1278 more->map = m;
1279 } 1427 }
1280 1428
1281 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1282 if ( ! op->head) 1430 op->clr_flag (FLAG_INV_LOCKED);
1283 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1431
1284 return NULL; 1432 if (!op->flag [FLAG_ALIVE])
1433 op->clr_flag (FLAG_NO_STEAL);
1434
1435 if (flag & INS_BELOW_ORIGINATOR)
1436 {
1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1438 {
1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1440 abort ();
1285 } 1441 }
1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1450 op->above = originator;
1451 op->below = originator->below;
1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1455 }
1456 else
1286 } 1457 {
1287 CLEAR_FLAG(op,FLAG_REMOVED); 1458 object *floor = 0;
1459 object *top = ms.top;
1288 1460
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1461 /* If there are other objects, then */
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1462 if (top)
1291 * need extra work 1463 {
1292 */ 1464 /*
1293 op->map=get_map_from_coord(m, &op->x, &op->y); 1465 * If there are multiple objects on this space, we do some trickier handling.
1294 x = op->x; 1466 * We've already dealt with merging if appropriate.
1295 y = op->y; 1467 * Generally, we want to put the new object on top. But if
1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1469 * floor, we want to insert above that and no further.
1470 * Also, if there are spell objects on this space, we stop processing
1471 * once we get to them. This reduces the need to traverse over all of
1472 * them when adding another one - this saves quite a bit of cpu time
1473 * when lots of spells are cast in one area. Currently, it is presumed
1474 * that flying non pickable objects are spell objects.
1475 */
1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1477 {
1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1479 floor = tmp;
1296 1480
1297 /* this has to be done after we translate the coordinates. 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1298 */ 1482 {
1299 if(op->nrof && !(flag & INS_NO_MERGE)) { 1483 /* We insert above top, so we want this object below this */
1300 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1484 top = tmp->below;
1301 if (CAN_MERGE(op,tmp)) { 1485 break;
1302 op->nrof+=tmp->nrof; 1486 }
1303 remove_ob(tmp); 1487
1304 free_object(tmp); 1488 top = tmp;
1305 } 1489 }
1306 }
1307 1490
1308 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1491 /* We let update_position deal with figuring out what the space
1309 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1492 * looks like instead of lots of conditions here.
1310 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1493 * makes things faster, and effectively the same result.
1311 CLEAR_FLAG(op, FLAG_NO_STEAL); 1494 */
1312 1495
1313 if (flag & INS_BELOW_ORIGINATOR) { 1496 /* Have object 'fall below' other objects that block view.
1314 if (originator->map != op->map || originator->x != op->x || 1497 * Unless those objects are exits.
1315 originator->y != op->y) { 1498 * If INS_ON_TOP is used, don't do this processing
1316 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1499 * Need to find the object that in fact blocks view, otherwise
1317 abort(); 1500 * stacking is a bit odd.
1501 */
1502 if (!(flag & INS_ON_TOP)
1503 && ms.flags () & P_BLOCKSVIEW
1504 && (op->face && !faces [op->face].visibility))
1505 {
1506 object *last;
1507
1508 for (last = top; last != floor; last = last->below)
1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1510 break;
1511
1512 /* Check to see if we found the object that blocks view,
1513 * and make sure we have a below pointer for it so that
1514 * we can get inserted below this one, which requires we
1515 * set top to the object below us.
1516 */
1517 if (last && last->below && last != floor)
1518 top = last->below;
1519 }
1520 } /* If objects on this space */
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 // insert object above top, or bottom-most if top = 0
1526 if (!top)
1527 {
1528 op->below = 0;
1529 op->above = ms.bot;
1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1318 } 1533 }
1319 op->above = originator;
1320 op->below = originator->below;
1321 if (op->below) op->below->above = op;
1322 else SET_MAP_OB(op->map, op->x, op->y, op);
1323 /* since *below* originator, no need to update top */
1324 originator->below = op;
1325 } else { 1534 else
1326 /* If there are other objects, then */
1327 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1328 object *last=NULL;
1329 /*
1330 * If there are multiple objects on this space, we do some trickier handling.
1331 * We've already dealt with merging if appropriate.
1332 * Generally, we want to put the new object on top. But if
1333 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1334 * floor, we want to insert above that and no further.
1335 * Also, if there are spell objects on this space, we stop processing
1336 * once we get to them. This reduces the need to traverse over all of
1337 * them when adding another one - this saves quite a bit of cpu time
1338 * when lots of spells are cast in one area. Currently, it is presumed
1339 * that flying non pickable objects are spell objects.
1340 */
1341
1342 while (top != NULL) {
1343 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1344 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1345 if (QUERY_FLAG(top, FLAG_NO_PICK)
1346 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1347 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1348 {
1349 /* We insert above top, so we want this object below this */
1350 top=top->below;
1351 break;
1352 }
1353 last = top;
1354 top = top->above;
1355 }
1356 /* Don't want top to be NULL, so set it to the last valid object */
1357 top = last;
1358
1359 /* We let update_position deal with figuring out what the space
1360 * looks like instead of lots of conditions here.
1361 * makes things faster, and effectively the same result.
1362 */
1363
1364 /* Have object 'fall below' other objects that block view.
1365 * Unless those objects are exits, type 66
1366 * If INS_ON_TOP is used, don't do this processing
1367 * Need to find the object that in fact blocks view, otherwise
1368 * stacking is a bit odd.
1369 */
1370 if (!(flag & INS_ON_TOP) &&
1371 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1372 (op->face && !op->face->visibility)) {
1373 for (last=top; last != floor; last=last->below)
1374 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1375 /* Check to see if we found the object that blocks view,
1376 * and make sure we have a below pointer for it so that
1377 * we can get inserted below this one, which requires we
1378 * set top to the object below us.
1379 */
1380 if (last && last->below && last != floor) top=last->below;
1381 }
1382 } /* If objects on this space */
1383 if (flag & INS_MAP_LOAD)
1384 top = GET_MAP_TOP(op->map,op->x,op->y);
1385 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1386
1387 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1535 {
1389
1390 /* First object on this space */
1391 if (!top) {
1392 op->above = GET_MAP_OB(op->map, op->x, op->y);
1393 if (op->above) op->above->below = op;
1394 op->below = NULL;
1395 SET_MAP_OB(op->map, op->x, op->y, op);
1396 } else { /* get inserted into the stack above top */
1397 op->above = top->above; 1536 op->above = top->above;
1398 if (op->above) op->above->below = op;
1399 op->below = top;
1400 top->above = op; 1537 top->above = op;
1538
1539 op->below = top;
1540 *(op->above ? &op->above->below : &ms.top) = op;
1401 } 1541 }
1402 if (op->above==NULL) 1542 }
1403 SET_MAP_TOP(op->map,op->x, op->y, op);
1404 } /* else not INS_BELOW_ORIGINATOR */
1405 1543
1406 if(op->type==PLAYER) 1544 if (op->is_player ())
1545 {
1407 op->contr->do_los=1; 1546 op->contr->do_los = 1;
1547 ++op->map->players;
1548 op->map->touch ();
1549 }
1408 1550
1409 /* If we have a floor, we know the player, if any, will be above 1551 op->map->dirty = true;
1410 * it, so save a few ticks and start from there.
1411 */
1412 if (!(flag & INS_MAP_LOAD))
1413 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1414 if (tmp->type == PLAYER)
1415 tmp->contr->socket.update_look=1;
1416 }
1417 1552
1553 if (object *pl = ms.player ())
1554 //TODO: the floorbox prev/next might need updating
1555 //esrv_send_item (pl, op);
1556 //TODO: update floorbox to preserve ordering
1557 if (pl->contr->ns)
1558 pl->contr->ns->floorbox_update ();
1559
1418 /* If this object glows, it may affect lighting conditions that are 1560 /* If this object glows, it may affect lighting conditions that are
1419 * visible to others on this map. But update_all_los is really 1561 * visible to others on this map. But update_all_los is really
1420 * an inefficient way to do this, as it means los for all players 1562 * an inefficient way to do this, as it means los for all players
1421 * on the map will get recalculated. The players could very well 1563 * on the map will get recalculated. The players could very well
1422 * be far away from this change and not affected in any way - 1564 * be far away from this change and not affected in any way -
1423 * this should get redone to only look for players within range, 1565 * this should get redone to only look for players within range,
1424 * or just updating the P_NEED_UPDATE for spaces within this area 1566 * or just updating the P_UPTODATE for spaces within this area
1425 * of effect may be sufficient. 1567 * of effect may be sufficient.
1426 */ 1568 */
1427 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1428 update_all_los(op->map, op->x, op->y); 1572 update_all_los (op->map, op->x, op->y);
1573 }
1429 1574
1430
1431 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1432 update_object(op,UP_OBJ_INSERT); 1576 update_object (op, UP_OBJ_INSERT);
1433 1577
1578 INVOKE_OBJECT (INSERT, op);
1434 1579
1435 /* Don't know if moving this to the end will break anything. However, 1580 /* Don't know if moving this to the end will break anything. However,
1436 * we want to have update_look set above before calling this. 1581 * we want to have floorbox_update called before calling this.
1437 * 1582 *
1438 * check_move_on() must be after this because code called from 1583 * check_move_on() must be after this because code called from
1439 * check_move_on() depends on correct map flags (so functions like 1584 * check_move_on() depends on correct map flags (so functions like
1440 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1441 * update_object(). 1586 * update_object().
1442 */ 1587 */
1443 1588
1444 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1445
1446 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1591 {
1447 if (check_move_on(op, originator)) 1592 if (check_move_on (op, originator, flag))
1448 return NULL; 1593 return 0;
1449 1594
1450 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1451 * walk on's. 1596 * walk on's.
1452 */ 1597 */
1453 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1454 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1455 return NULL; 1600 return 0;
1456 } 1601 }
1602
1457 return op; 1603 return op;
1458} 1604}
1459 1605
1460/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1461 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1462 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1463 */ 1609 */
1464void replace_insert_ob_in_map(const char *arch_string, object *op) { 1610void
1465 object *tmp; 1611replace_insert_ob_in_map (shstr_tmp archname, object *op)
1466 object *tmp1; 1612{
1467
1468 /* first search for itself and remove any old instances */ 1613 /* first search for itself and remove any old instances */
1469 1614
1470 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1471 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1616 if (tmp->arch->archname == archname) /* same archetype */
1472 remove_ob(tmp); 1617 tmp->destroy ();
1473 free_object(tmp);
1474 }
1475 }
1476 1618
1477 tmp1=arch_to_object(find_archetype(arch_string)); 1619 object *tmp = archetype::find (archname)->instance ();
1478 1620
1479 1621 tmp->x = op->x;
1480 tmp1->x = op->x; tmp1->y = op->y; 1622 tmp->y = op->y;
1623
1481 insert_ob_in_map(tmp1,op->map,op,0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1482} 1625}
1483 1626
1484/* 1627object *
1485 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1628object::insert_at (object *where, object *originator, int flags)
1486 * is returned contains nr objects, and the remaining parts contains 1629{
1487 * the rest (or is removed and freed if that number is 0). 1630 if (where->env)
1488 * On failure, NULL is returned, and the reason put into the 1631 return where->env->insert (this);
1489 * global static errmsg array. 1632 else
1490 */ 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1634}
1491 1635
1492object *get_split_ob(object *orig_ob, uint32 nr) { 1636// check whether we can put this into the map, respect max_volume, max_items
1493 object *newob; 1637bool
1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1639{
1640 mapspace &ms = m->at (x, y);
1495 1641
1496 if(orig_ob->nrof<nr) { 1642 int items = ms.items ();
1497 sprintf(errmsg,"There are only %d %ss.",
1498 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1499 return NULL;
1500 }
1501 newob = object_create_clone(orig_ob);
1502 if((orig_ob->nrof-=nr)<1) {
1503 if ( ! is_removed)
1504 remove_ob(orig_ob);
1505 free_object2(orig_ob, 1);
1506 }
1507 else if ( ! is_removed) {
1508 if(orig_ob->env!=NULL)
1509 sub_weight (orig_ob->env,orig_ob->weight*nr);
1510 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1511 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1512 LOG(llevDebug,
1513 "Error, Tried to split object whose map is not in memory.\n");
1514 return NULL;
1515 }
1516 }
1517 newob->nrof=nr;
1518 1643
1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1519 return newob; 1647 return true;
1520}
1521 1648
1649 if (originator && originator->is_player ())
1650 originator->contr->failmsgf (
1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1652 query_name ()
1653 );
1654
1655 return false;
1656}
1657
1522/* 1658/*
1523 * decrease_ob_nr(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1525 * is subsequently removed and freed. 1661 * is subsequently removed and freed.
1526 * 1662 *
1527 * Return value: 'op' if something is left, NULL if the amount reached 0 1663 * Return value: 'op' if something is left, NULL if the amount reached 0
1528 */ 1664 */
1529 1665bool
1530object *decrease_ob_nr (object *op, uint32 i) 1666object::decrease (sint32 nr)
1531{ 1667{
1532 object *tmp; 1668 if (!nr)
1533 player *pl; 1669 return true;
1534 1670
1535 if (i == 0) /* objects with op->nrof require this check */ 1671 nr = min (nr, nrof);
1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1677 nrof -= nr;
1678
1679 if (object *pl = visible_to ())
1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1684 return true;
1685 }
1686 else
1687 {
1688 destroy ();
1689 return false;
1690 }
1691}
1692
1693/*
1694 * split(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and returned if that number is 0).
1697 * On failure, NULL is returned.
1698 */
1699object *
1700object::split (sint32 nr)
1701{
1702 int have = number_of ();
1703
1704 if (have < nr)
1705 return 0;
1706 else if (have == nr)
1707 {
1708 remove ();
1709 return this;
1710 }
1711 else
1712 {
1713 decrease (nr);
1714
1715 object *op = deep_clone ();
1716 op->nrof = nr;
1536 return op; 1717 return op;
1537
1538 if (i > op->nrof)
1539 i = op->nrof;
1540
1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1542 { 1718 }
1543 op->nrof -= i; 1719}
1720
1721object *
1722insert_ob_in_ob (object *op, object *where)
1723{
1724 if (!where)
1544 } 1725 {
1545 else if (op->env != NULL) 1726 char *dump = dump_object (op);
1546 { 1727 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1547 /* is this object in the players inventory, or sub container 1728 free (dump);
1548 * therein?
1549 */
1550 tmp = is_player_inv (op->env);
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp) {
1558 for (pl=first_player; pl; pl=pl->next)
1559 if (pl->ob->container == op->env) break;
1560 if (pl) tmp=pl->ob;
1561 else tmp=NULL;
1562 }
1563
1564 if (i < op->nrof) {
1565 sub_weight (op->env, op->weight * i);
1566 op->nrof -= i;
1567 if (tmp) {
1568 esrv_send_item(tmp, op);
1569 }
1570 } else {
1571 remove_ob (op);
1572 op->nrof = 0;
1573 if (tmp) {
1574 esrv_del_item(tmp->contr, op->count);
1575 }
1576 }
1577 }
1578 else
1579 {
1580 object *above = op->above;
1581
1582 if (i < op->nrof) {
1583 op->nrof -= i;
1584 } else {
1585 remove_ob (op);
1586 op->nrof = 0;
1587 }
1588 /* Since we just removed op, op->above is null */
1589 for (tmp = above; tmp != NULL; tmp = tmp->above)
1590 if (tmp->type == PLAYER) {
1591 if (op->nrof)
1592 esrv_send_item(tmp, op);
1593 else
1594 esrv_del_item(tmp->contr, op->count);
1595 }
1596 }
1597
1598 if (op->nrof) {
1599 return op; 1729 return op;
1600 } else { 1730 }
1601 free_object (op); 1731
1602 return NULL; 1732 if (where->head_ () != where)
1603 } 1733 {
1604} 1734 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 1735 where = where->head;
1606/*
1607 * add_weight(object, weight) adds the specified weight to an object,
1608 * and also updates how much the environment(s) is/are carrying.
1609 */
1610
1611void add_weight (object *op, signed long weight) {
1612 while (op!=NULL) {
1613 if (op->type == CONTAINER) {
1614 weight=(signed long)(weight*(100-op->stats.Str)/100);
1615 }
1616 op->carrying+=weight;
1617 op=op->env;
1618 } 1736 }
1619}
1620 1737
1738 return where->insert (op);
1739}
1740
1621/* 1741/*
1622 * insert_ob_in_ob(op,environment): 1742 * env->insert (op)
1623 * This function inserts the object op in the linked list 1743 * This function inserts the object op in the linked list
1624 * inside the object environment. 1744 * inside the object environment.
1625 * 1745 *
1626 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1627 * the inventory at the last position or next to other objects of the same
1628 * type.
1629 * Frank: Now sorted by type, archetype and magic!
1630 *
1631 * The function returns now pointer to inserted item, and return value can 1746 * The function returns now pointer to inserted item, and return value can
1632 * be != op, if items are merged. -Tero 1747 * be != op, if items are merged. -Tero
1633 */ 1748 */
1634 1749object *
1635object *insert_ob_in_ob(object *op,object *where) { 1750object::insert (object *op)
1636 object *tmp, *otmp; 1751{
1637
1638 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1639 dump_object(op);
1640 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1641 return op;
1642 }
1643 if(where==NULL) {
1644 dump_object(op);
1645 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1646 return op;
1647 }
1648 if (where->head) {
1649 LOG(llevDebug,
1650 "Warning: Tried to insert object wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653 if (op->more) { 1752 if (op->more)
1753 {
1654 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1655 &op->name, op->count);
1656 return op; 1755 return op;
1657 } 1756 }
1658 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1757
1659 CLEAR_FLAG(op, FLAG_REMOVED); 1758 op->remove ();
1759
1760 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1761
1660 if(op->nrof) { 1762 if (op->nrof)
1661 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1662 if ( CAN_MERGE(tmp,op) ) { 1764 if (object::can_merge (tmp, op))
1765 {
1663 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1665 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1666 /* Weight handling gets pretty funky. Since we are adding to 1773
1667 * tmp->nrof, we need to increase the weight. 1774 if (object *pl = tmp->visible_to ())
1668 */ 1775 esrv_update_item (UPD_NROF, pl, tmp);
1669 add_weight (where, op->weight*op->nrof); 1776
1670 SET_FLAG(op, FLAG_REMOVED); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1671 free_object(op); /* free the inserted object */ 1778
1779 op->destroy ();
1672 op = tmp; 1780 op = tmp;
1673 remove_ob (op); /* and fix old object's links */ 1781 goto inserted;
1674 CLEAR_FLAG(op, FLAG_REMOVED);
1675 break;
1676 } 1782 }
1677 1783
1678 /* I assume combined objects have no inventory 1784 op->owner = 0; // it's his/hers now. period.
1679 * We add the weight - this object could have just been removed 1785 op->map = 0;
1680 * (if it was possible to merge). calling remove_ob will subtract 1786 op->x = 0;
1681 * the weight, so we need to add it in again, since we actually do 1787 op->y = 0;
1682 * the linking below
1683 */
1684 add_weight (where, op->weight*op->nrof);
1685 } else
1686 add_weight (where, (op->weight+op->carrying));
1687 1788
1688 otmp=is_player_inv(where);
1689 if (otmp&&otmp->contr!=NULL) {
1690 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1691 fix_player(otmp);
1692 }
1693
1694 op->map=NULL;
1695 op->env=where;
1696 op->above=NULL; 1789 op->above = 0;
1697 op->below=NULL; 1790 op->below = inv;
1698 op->x=0,op->y=0; 1791 op->env = this;
1699 1792
1793 if (inv)
1794 inv->above = op;
1795
1796 inv = op;
1797
1798 op->flag [FLAG_REMOVED] = 0;
1799
1800 if (object *pl = op->visible_to ())
1801 esrv_send_item (pl, op);
1802
1803 adjust_weight (this, 0, op->total_weight ());
1804
1805inserted:
1700 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1701 if((op->glow_radius!=0)&&where->map) 1807 if (op->glow_radius && is_on_map ())
1702 { 1808 {
1703#ifdef DEBUG_LIGHTS 1809 update_stats ();
1704 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1810 update_all_los (map, x, y);
1705 op->name);
1706#endif /* DEBUG_LIGHTS */
1707 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1708 } 1811 }
1812 else if (is_player ())
1813 // if this is a player's inventory, update stats
1814 contr->queue_stats_update ();
1709 1815
1710 /* Client has no idea of ordering so lets not bother ordering it here. 1816 INVOKE_OBJECT (INSERT, this);
1711 * It sure simplifies this function... 1817
1712 */
1713 if (where->inv==NULL)
1714 where->inv=op;
1715 else {
1716 op->below = where->inv;
1717 op->below->above = op;
1718 where->inv = op;
1719 }
1720 return op; 1818 return op;
1721} 1819}
1722 1820
1723/* 1821/*
1724 * Checks if any objects has a move_type that matches objects 1822 * Checks if any objects has a move_type that matches objects
1738 * 1836 *
1739 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1740 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1741 * on top. 1839 * on top.
1742 */ 1840 */
1743 1841int
1744int check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1745{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1746 object *tmp; 1847 object *tmp;
1747 tag_t tag;
1748 mapstruct *m=op->map; 1848 maptile *m = op->map;
1749 int x=op->x, y=op->y; 1849 int x = op->x, y = op->y;
1750 MoveType move_on, move_slow, move_block;
1751 1850
1752 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1851 mapspace &ms = m->at (x, y);
1753 return 0;
1754 1852
1755 tag = op->count; 1853 ms.update ();
1756 1854
1757 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1758 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1759 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1760 1858
1761 /* if nothing on this space will slow op down or be applied, 1859 /* if nothing on this space will slow op down or be applied,
1762 * no need to do checking below. have to make sure move_type 1860 * no need to do checking below. have to make sure move_type
1763 * is set, as lots of objects don't have it set - we treat that 1861 * is set, as lots of objects don't have it set - we treat that
1764 * as walking. 1862 * as walking.
1765 */ 1863 */
1766 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1864 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1767 return 0; 1865 return 0;
1768 1866
1769 /* This is basically inverse logic of that below - basically, 1867 /* This is basically inverse logic of that below - basically,
1770 * if the object can avoid the move on or slow move, they do so, 1868 * if the object can avoid the move on or slow move, they do so,
1771 * but can't do it if the alternate movement they are using is 1869 * but can't do it if the alternate movement they are using is
1772 * blocked. Logic on this seems confusing, but does seem correct. 1870 * blocked. Logic on this seems confusing, but does seem correct.
1773 */ 1871 */
1774 if ((op->move_type & ~move_on & ~move_block) != 0 && 1872 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1775 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1873 return 0;
1776 1874
1777 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1779 */ 1877 */
1780 1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1781 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1782 tmp->above!=NULL; tmp=tmp->above) {
1783 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them.
1786 */
1787 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1788 } 1879 {
1789 for(;tmp!=NULL; tmp=tmp->below) { 1880 next = tmp->below;
1881
1882 if (tmp == op)
1790 if (tmp == op) continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1791 1884
1792 /* Check to see if one of the movement types should be slowed down. 1885 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1797 */ 1890 */
1798 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1891 if (!op->flag [FLAG_WIZPASS])
1892 {
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) &&
1801 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 1895 {
1803 float diff;
1804
1805 diff = tmp->move_slow_penalty*FABS(op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1806 if (op->type == PLAYER) { 1897
1898 if (op->is_player ())
1807 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1901 diff /= 4.0;
1810 } 1902
1811 }
1812 op->speed_left -= diff; 1903 op->speed_left -= diff;
1813 } 1904 }
1814 } 1905 }
1815 1906
1816 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) &&
1819 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1820 1915
1821 move_apply(tmp, op, originator); 1916 move_apply (tmp, op, originator);
1917
1822 if (was_destroyed (op, tag)) 1918 if (op->destroyed ())
1823 return 1; 1919 return 1;
1824 1920
1825 /* what the person/creature stepped onto has moved the object 1921 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did, 1922 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result. 1923 * have a feeling strange problems would result.
1828 */ 1924 */
1829 if (op->map != m || op->x != x || op->y != y) return 0; 1925 if (op->map != m || op->x != x || op->y != y)
1926 return 0;
1830 } 1927 }
1831 } 1928 }
1929
1832 return 0; 1930 return 0;
1833} 1931}
1834 1932
1835/* 1933/*
1836 * present_arch(arch, map, x, y) searches for any objects with 1934 * present_arch(arch, map, x, y) searches for any objects with
1837 * a matching archetype at the given map and coordinates. 1935 * a matching archetype at the given map and coordinates.
1838 * The first matching object is returned, or NULL if none. 1936 * The first matching object is returned, or NULL if none.
1839 */ 1937 */
1840 1938object *
1841object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1939present_arch (const archetype *at, maptile *m, int x, int y)
1842 object *tmp; 1940{
1843 if(m==NULL || out_of_map(m,x,y)) { 1941 if (!m || out_of_map (m, x, y))
1942 {
1844 LOG(llevError,"Present_arch called outside map.\n"); 1943 LOG (llevError, "Present_arch called outside map.\n");
1845 return NULL; 1944 return NULL;
1846 } 1945 }
1847 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1946
1848 if(tmp->arch == at) 1947 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1948 if (tmp->arch->archname == at->archname)
1849 return tmp; 1949 return tmp;
1950
1850 return NULL; 1951 return NULL;
1851} 1952}
1852 1953
1853/* 1954/*
1854 * present(type, map, x, y) searches for any objects with 1955 * present(type, map, x, y) searches for any objects with
1855 * a matching type variable at the given map and coordinates. 1956 * a matching type variable at the given map and coordinates.
1856 * The first matching object is returned, or NULL if none. 1957 * The first matching object is returned, or NULL if none.
1857 */ 1958 */
1858 1959object *
1859object *present(unsigned char type,mapstruct *m, int x,int y) { 1960present (unsigned char type, maptile *m, int x, int y)
1860 object *tmp; 1961{
1861 if(out_of_map(m,x,y)) { 1962 if (out_of_map (m, x, y))
1963 {
1862 LOG(llevError,"Present called outside map.\n"); 1964 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1965 return NULL;
1864 } 1966 }
1865 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1967
1968 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1866 if(tmp->type==type) 1969 if (tmp->type == type)
1867 return tmp; 1970 return tmp;
1971
1868 return NULL; 1972 return NULL;
1869} 1973}
1870 1974
1871/* 1975/*
1872 * present_in_ob(type, object) searches for any objects with 1976 * present_in_ob(type, object) searches for any objects with
1873 * a matching type variable in the inventory of the given object. 1977 * a matching type variable in the inventory of the given object.
1874 * The first matching object is returned, or NULL if none. 1978 * The first matching object is returned, or NULL if none.
1875 */ 1979 */
1876 1980object *
1877object *present_in_ob(unsigned char type, const object *op) { 1981present_in_ob (unsigned char type, const object *op)
1878 object *tmp; 1982{
1879 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1880 if(tmp->type==type) 1984 if (tmp->type == type)
1881 return tmp; 1985 return tmp;
1986
1882 return NULL; 1987 return NULL;
1883} 1988}
1884 1989
1885/* 1990/*
1886 * present_in_ob (type, str, object) searches for any objects with 1991 * present_in_ob (type, str, object) searches for any objects with
1894 * str is the string to match against. Note that we match against 1999 * str is the string to match against. Note that we match against
1895 * the object name, not the archetype name. this is so that the 2000 * the object name, not the archetype name. this is so that the
1896 * spell code can use one object type (force), but change it's name 2001 * spell code can use one object type (force), but change it's name
1897 * to be unique. 2002 * to be unique.
1898 */ 2003 */
1899 2004object *
1900object *present_in_ob_by_name(int type, const char *str, const object *op) { 2005present_in_ob_by_name (int type, const char *str, const object *op)
1901 object *tmp; 2006{
1902
1903 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2007 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2008 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1905 return tmp; 2009 return tmp;
1906 } 2010
1907 return NULL; 2011 return 0;
1908} 2012}
1909 2013
1910/* 2014/*
1911 * present_arch_in_ob(archetype, object) searches for any objects with 2015 * present_arch_in_ob(archetype, object) searches for any objects with
1912 * a matching archetype in the inventory of the given object. 2016 * a matching archetype in the inventory of the given object.
1913 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
1914 */ 2018 */
1915 2019object *
1916object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
1917 object *tmp; 2021{
1918 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2022 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 if( tmp->arch == at) 2023 if (tmp->arch->archname == at->archname)
1920 return tmp; 2024 return tmp;
2025
1921 return NULL; 2026 return NULL;
1922} 2027}
1923 2028
1924/* 2029/*
1925 * activate recursively a flag on an object inventory 2030 * activate recursively a flag on an object inventory
1926 */ 2031 */
2032void
1927void flag_inv(object*op, int flag){ 2033flag_inv (object *op, int flag)
1928 object *tmp; 2034{
1929 if(op->inv)
1930 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1931 SET_FLAG(tmp, flag); 2036 {
2037 tmp->set_flag (flag);
1932 flag_inv(tmp,flag); 2038 flag_inv (tmp, flag);
1933 } 2039 }
2040}
2041
1934}/* 2042/*
1935 * desactivate recursively a flag on an object inventory 2043 * deactivate recursively a flag on an object inventory
1936 */ 2044 */
2045void
1937void unflag_inv(object*op, int flag){ 2046unflag_inv (object *op, int flag)
1938 object *tmp; 2047{
1939 if(op->inv)
1940 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 CLEAR_FLAG(tmp, flag); 2049 {
2050 tmp->clr_flag (flag);
1942 unflag_inv(tmp,flag); 2051 unflag_inv (tmp, flag);
1943 } 2052 }
1944}
1945
1946/*
1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1948 * all it's inventory (recursively).
1949 * If checksums are used, a player will get set_cheat called for
1950 * him/her-self and all object carried by a call to this function.
1951 */
1952
1953void set_cheat(object *op) {
1954 SET_FLAG(op, FLAG_WAS_WIZ);
1955 flag_inv(op, FLAG_WAS_WIZ);
1956} 2053}
1957 2054
1958/* 2055/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2056 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2057 * a spot at the given map and coordinates which will be able to contain
1962 * to search (see the freearr_x/y[] definition). 2059 * to search (see the freearr_x/y[] definition).
1963 * It returns a random choice among the alternatives found. 2060 * It returns a random choice among the alternatives found.
1964 * start and stop are where to start relative to the free_arr array (1,9 2061 * start and stop are where to start relative to the free_arr array (1,9
1965 * does all 4 immediate directions). This returns the index into the 2062 * does all 4 immediate directions). This returns the index into the
1966 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2063 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1967 * Note - this only checks to see if there is space for the head of the
1968 * object - if it is a multispace object, this should be called for all
1969 * pieces.
1970 * Note2: This function does correctly handle tiled maps, but does not 2064 * Note: This function does correctly handle tiled maps, but does not
1971 * inform the caller. However, insert_ob_in_map will update as 2065 * inform the caller. However, insert_ob_in_map will update as
1972 * necessary, so the caller shouldn't need to do any special work. 2066 * necessary, so the caller shouldn't need to do any special work.
1973 * Note - updated to take an object instead of archetype - this is necessary 2067 * Note - updated to take an object instead of archetype - this is necessary
1974 * because arch_blocked (now ob_blocked) needs to know the movement type 2068 * because arch_blocked (now ob_blocked) needs to know the movement type
1975 * to know if the space in question will block the object. We can't use 2069 * to know if the space in question will block the object. We can't use
1976 * the archetype because that isn't correct if the monster has been 2070 * the archetype because that isn't correct if the monster has been
1977 * customized, changed states, etc. 2071 * customized, changed states, etc.
1978 */ 2072 */
1979 2073int
1980int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2074find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2075{
2076 int altern[SIZEOFFREE];
1981 int i,index=0, flag; 2077 int index = 0, flag;
1982 static int altern[SIZEOFFREE];
1983 2078
1984 for(i=start;i<stop;i++) { 2079 for (int i = start; i < stop; i++)
1985 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2080 {
1986 if(!flag) 2081 mapxy pos (m, x, y); pos.move (i);
2082
2083 if (!pos.normalise ())
2084 continue;
2085
2086 mapspace &ms = *pos;
2087
2088 if (ms.flags () & P_IS_ALIVE)
2089 continue;
2090
2091 /* However, often
2092 * ob doesn't have any move type (when used to place exits)
2093 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2094 */
2095 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2096 {
1987 altern[index++]=i; 2097 altern [index++] = i;
2098 continue;
2099 }
1988 2100
1989 /* Basically, if we find a wall on a space, we cut down the search size. 2101 /* Basically, if we find a wall on a space, we cut down the search size.
1990 * In this way, we won't return spaces that are on another side of a wall. 2102 * In this way, we won't return spaces that are on another side of a wall.
1991 * This mostly work, but it cuts down the search size in all directions - 2103 * This mostly work, but it cuts down the search size in all directions -
1992 * if the space being examined only has a wall to the north and empty 2104 * if the space being examined only has a wall to the north and empty
1993 * spaces in all the other directions, this will reduce the search space 2105 * spaces in all the other directions, this will reduce the search space
1994 * to only the spaces immediately surrounding the target area, and 2106 * to only the spaces immediately surrounding the target area, and
1995 * won't look 2 spaces south of the target space. 2107 * won't look 2 spaces south of the target space.
1996 */ 2108 */
1997 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2109 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2110 {
1998 stop=maxfree[i]; 2111 stop = maxfree[i];
1999 } 2112 continue;
2000 if(!index) return -1; 2113 }
2001 return altern[RANDOM()%index];
2002}
2003 2114
2115 /* Note it is intentional that we check ob - the movement type of the
2116 * head of the object should correspond for the entire object.
2117 */
2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2119 continue;
2120
2121 if (ob->blocked (pos.m, pos.x, pos.y))
2122 continue;
2123
2124 altern [index++] = i;
2125 }
2126
2127 if (!index)
2128 return -1;
2129
2130 return altern [rndm (index)];
2131}
2132
2004/* 2133/*
2005 * find_first_free_spot(archetype, mapstruct, x, y) works like 2134 * find_first_free_spot(archetype, maptile, x, y) works like
2006 * find_free_spot(), but it will search max number of squares. 2135 * find_free_spot(), but it will search max number of squares.
2007 * But it will return the first available spot, not a random choice. 2136 * But it will return the first available spot, not a random choice.
2008 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2137 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009 */ 2138 */
2010 2139int
2011int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2140find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 int i; 2141{
2013 for(i=0;i<SIZEOFFREE;i++) { 2142 for (int i = 0; i < SIZEOFFREE; i++)
2014 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2143 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2015 return i; 2144 return i;
2016 } 2145
2017 return -1; 2146 return -1;
2018} 2147}
2019 2148
2020/* 2149/*
2021 * The function permute(arr, begin, end) randomly reorders the array 2150 * The function permute(arr, begin, end) randomly reorders the array
2022 * arr[begin..end-1]. 2151 * arr[begin..end-1].
2152 * now uses a fisher-yates shuffle, old permute was broken
2023 */ 2153 */
2154static void
2024static void permute(int *arr, int begin, int end) 2155permute (int *arr, int begin, int end)
2025{ 2156{
2026 int i, j, tmp, len; 2157 arr += begin;
2158 end -= begin;
2027 2159
2028 len = end-begin; 2160 while (--end)
2029 for(i = begin; i < end; i++) 2161 swap (arr [end], arr [rndm (end + 1)]);
2030 {
2031 j = begin+RANDOM()%len;
2032
2033 tmp = arr[i];
2034 arr[i] = arr[j];
2035 arr[j] = tmp;
2036 }
2037} 2162}
2038 2163
2039/* new function to make monster searching more efficient, and effective! 2164/* new function to make monster searching more efficient, and effective!
2040 * This basically returns a randomized array (in the passed pointer) of 2165 * This basically returns a randomized array (in the passed pointer) of
2041 * the spaces to find monsters. In this way, it won't always look for 2166 * the spaces to find monsters. In this way, it won't always look for
2042 * monsters to the north first. However, the size of the array passed 2167 * monsters to the north first. However, the size of the array passed
2043 * covers all the spaces, so within that size, all the spaces within 2168 * covers all the spaces, so within that size, all the spaces within
2044 * the 3x3 area will be searched, just not in a predictable order. 2169 * the 3x3 area will be searched, just not in a predictable order.
2045 */ 2170 */
2171void
2046void get_search_arr(int *search_arr) 2172get_search_arr (int *search_arr)
2047{ 2173{
2048 int i; 2174 int i;
2049 2175
2050 for(i = 0; i < SIZEOFFREE; i++) 2176 for (i = 0; i < SIZEOFFREE; i++)
2051 {
2052 search_arr[i] = i; 2177 search_arr[i] = i;
2053 }
2054 2178
2055 permute(search_arr, 1, SIZEOFFREE1+1); 2179 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2180 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2181 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058} 2182}
2059 2183
2060/* 2184/*
2061 * find_dir(map, x, y, exclude) will search some close squares in the 2185 * find_dir(map, x, y, exclude) will search some close squares in the
2062 * given map at the given coordinates for live objects. 2186 * given map at the given coordinates for live objects.
2067 * Perhaps incorrectly, but I'm making the assumption that exclude 2191 * Perhaps incorrectly, but I'm making the assumption that exclude
2068 * is actually want is going to try and move there. We need this info 2192 * is actually want is going to try and move there. We need this info
2069 * because we have to know what movement the thing looking to move 2193 * because we have to know what movement the thing looking to move
2070 * there is capable of. 2194 * there is capable of.
2071 */ 2195 */
2072 2196int
2073int find_dir(mapstruct *m, int x, int y, object *exclude) { 2197find_dir (maptile *m, int x, int y, object *exclude)
2198{
2074 int i,max=SIZEOFFREE, mflags; 2199 int max = SIZEOFFREE, mflags;
2075 sint16 nx, ny;
2076 object *tmp;
2077 mapstruct *mp;
2078 MoveType blocked, move_type; 2200 MoveType move_type;
2079 2201
2080 if (exclude && exclude->head) { 2202 if (exclude && exclude->head_ () != exclude)
2203 {
2081 exclude = exclude->head; 2204 exclude = exclude->head;
2082 move_type = exclude->move_type; 2205 move_type = exclude->move_type;
2083 } else { 2206 }
2207 else
2208 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2209 /* If we don't have anything, presume it can use all movement types. */
2085 move_type=MOVE_ALL; 2210 move_type = MOVE_ALL;
2211 }
2212
2213 for (int i = 1; i < max; i++)
2086 } 2214 {
2215 mapxy pos (m, x, y);
2216 pos.move (i);
2087 2217
2088 for(i=1;i<max;i++) { 2218 if (!pos.normalise ())
2089 mp = m;
2090 nx = x + freearr_x[i]; 2219 max = maxfree[i];
2091 ny = y + freearr_y[i]; 2220 else
2221 {
2222 mapspace &ms = *pos;
2092 2223
2093 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2224 if ((move_type & ms.move_block) == move_type)
2094 if (mflags & P_OUT_OF_MAP) {
2095 max = maxfree[i]; 2225 max = maxfree [i];
2096 } else {
2097 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2098
2099 if ((move_type & blocked) == move_type) {
2100 max=maxfree[i];
2101 } else if (mflags & P_IS_ALIVE) { 2226 else if (ms.flags () & P_IS_ALIVE)
2102 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2227 {
2103 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2104 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2105 break;
2106 }
2107 }
2108 if(tmp) {
2109 return freedir[i]; 2231 return freedir [i];
2110 }
2111 } 2232 }
2112 } 2233 }
2113 } 2234 }
2235
2114 return 0; 2236 return 0;
2115} 2237}
2116 2238
2117/* 2239/*
2118 * distance(object 1, object 2) will return the square of the 2240 * distance(object 1, object 2) will return the square of the
2119 * distance between the two given objects. 2241 * distance between the two given objects.
2120 */ 2242 */
2121 2243int
2122int distance(const object *ob1, const object *ob2) { 2244distance (const object *ob1, const object *ob2)
2123 int i; 2245{
2124 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2125 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2126 return i;
2127} 2247}
2128 2248
2129/* 2249/*
2130 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2131 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2132 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2133 */ 2253 */
2134 2254int
2135int find_dir_2(int x, int y) { 2255find_dir_2 (int x, int y)
2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2136 int q; 2300 int q;
2137 2301
2138 if(y) 2302 if (y)
2139 q=x*100/y; 2303 q = 128 * x / y;
2140 else if (x) 2304 else if (x)
2141 q= -300*x; 2305 q = -512 * x; // to make it > 309
2142 else 2306 else
2143 return 0; 2307 return 0;
2144 2308
2145 if(y>0) { 2309 if (y > 0)
2146 if(q < -242) 2310 {
2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2147 return 3 ; 2316 return 3;
2148 if (q < -41) 2317 }
2318 else
2319 {
2320 if (q < -309) return 3;
2321 if (q < -52) return 2;
2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2149 return 2 ; 2325 return 7;
2150 if (q < 41)
2151 return 1 ;
2152 if (q < 242)
2153 return 8 ;
2154 return 7 ;
2155 } 2326 }
2156 2327#endif
2157 if (q < -242)
2158 return 7 ;
2159 if (q < -41)
2160 return 6 ;
2161 if (q < 41)
2162 return 5 ;
2163 if (q < 242)
2164 return 4 ;
2165
2166 return 3 ;
2167}
2168
2169/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int absdir(int d) {
2176 while(d<1) d+=8;
2177 while(d>8) d-=8;
2178 return d;
2179} 2328}
2180 2329
2181/* 2330/*
2182 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2183 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2184 */ 2333 */
2185 2334int
2186int dirdiff(int dir1, int dir2) { 2335dirdiff (int dir1, int dir2)
2187 int d; 2336{
2188 d = abs(dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2189 if(d>4) 2338
2190 d = 8 - d; 2339 return d > 4 ? 8 - d : d;
2191 return d;
2192} 2340}
2193 2341
2194/* peterm: 2342/* peterm:
2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2196 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2198 * This basically means that if direction is 15, then it could either go 2346 * This basically means that if direction is 15, then it could either go
2199 * direction 4, 14, or 16 to get back to where we are. 2347 * direction 4, 14, or 16 to get back to where we are.
2200 * Moved from spell_util.c to object.c with the other related direction 2348 * Moved from spell_util.c to object.c with the other related direction
2201 * functions. 2349 * functions.
2202 */ 2350 */
2203
2204int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2205 {0,0,0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2206 {0,0,0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2207 {0,0,0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2208 {0,0,0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2209 {0,0,0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2210 {0,0,0}, /* 5 */ 2357 {0, 0, 0}, /* 5 */
2211 {0,0,0}, /* 6 */ 2358 {0, 0, 0}, /* 6 */
2212 {0,0,0}, /* 7 */ 2359 {0, 0, 0}, /* 7 */
2213 {0,0,0}, /* 8 */ 2360 {0, 0, 0}, /* 8 */
2214 {8,1,2}, /* 9 */ 2361 {8, 1, 2}, /* 9 */
2215 {1,2,-1}, /* 10 */ 2362 {1, 2, -1}, /* 10 */
2216 {2,10,12}, /* 11 */ 2363 {2, 10, 12}, /* 11 */
2217 {2,3,-1}, /* 12 */ 2364 {2, 3, -1}, /* 12 */
2218 {2,3,4}, /* 13 */ 2365 {2, 3, 4}, /* 13 */
2219 {3,4,-1}, /* 14 */ 2366 {3, 4, -1}, /* 14 */
2220 {4,14,16}, /* 15 */ 2367 {4, 14, 16}, /* 15 */
2221 {5,4,-1}, /* 16 */ 2368 {5, 4, -1}, /* 16 */
2222 {4,5,6}, /* 17 */ 2369 {4, 5, 6}, /* 17 */
2223 {6,5,-1}, /* 18 */ 2370 {6, 5, -1}, /* 18 */
2224 {6,20,18}, /* 19 */ 2371 {6, 20, 18}, /* 19 */
2225 {7,6,-1}, /* 20 */ 2372 {7, 6, -1}, /* 20 */
2226 {6,7,8}, /* 21 */ 2373 {6, 7, 8}, /* 21 */
2227 {7,8,-1}, /* 22 */ 2374 {7, 8, -1}, /* 22 */
2228 {8,22,24}, /* 23 */ 2375 {8, 22, 24}, /* 23 */
2229 {8,1,-1}, /* 24 */ 2376 {8, 1, -1}, /* 24 */
2230 {24,9,10}, /* 25 */ 2377 {24, 9, 10}, /* 25 */
2231 {9,10,-1}, /* 26 */ 2378 {9, 10, -1}, /* 26 */
2232 {10,11,-1}, /* 27 */ 2379 {10, 11, -1}, /* 27 */
2233 {27,11,29}, /* 28 */ 2380 {27, 11, 29}, /* 28 */
2234 {11,12,-1}, /* 29 */ 2381 {11, 12, -1}, /* 29 */
2235 {12,13,-1}, /* 30 */ 2382 {12, 13, -1}, /* 30 */
2236 {12,13,14}, /* 31 */ 2383 {12, 13, 14}, /* 31 */
2237 {13,14,-1}, /* 32 */ 2384 {13, 14, -1}, /* 32 */
2238 {14,15,-1}, /* 33 */ 2385 {14, 15, -1}, /* 33 */
2239 {33,15,35}, /* 34 */ 2386 {33, 15, 35}, /* 34 */
2240 {16,15,-1}, /* 35 */ 2387 {16, 15, -1}, /* 35 */
2241 {17,16,-1}, /* 36 */ 2388 {17, 16, -1}, /* 36 */
2242 {18,17,16}, /* 37 */ 2389 {18, 17, 16}, /* 37 */
2243 {18,17,-1}, /* 38 */ 2390 {18, 17, -1}, /* 38 */
2244 {18,19,-1}, /* 39 */ 2391 {18, 19, -1}, /* 39 */
2245 {41,19,39}, /* 40 */ 2392 {41, 19, 39}, /* 40 */
2246 {19,20,-1}, /* 41 */ 2393 {19, 20, -1}, /* 41 */
2247 {20,21,-1}, /* 42 */ 2394 {20, 21, -1}, /* 42 */
2248 {20,21,22}, /* 43 */ 2395 {20, 21, 22}, /* 43 */
2249 {21,22,-1}, /* 44 */ 2396 {21, 22, -1}, /* 44 */
2250 {23,22,-1}, /* 45 */ 2397 {23, 22, -1}, /* 45 */
2251 {45,47,23}, /* 46 */ 2398 {45, 47, 23}, /* 46 */
2252 {23,24,-1}, /* 47 */ 2399 {23, 24, -1}, /* 47 */
2253 {24,9,-1}}; /* 48 */ 2400 {24, 9, -1}
2401}; /* 48 */
2254 2402
2255/* Recursive routine to step back and see if we can 2403/* Recursive routine to step back and see if we can
2256 * find a path to that monster that we found. If not, 2404 * find a path to that monster that we found. If not,
2257 * we don't bother going toward it. Returns 1 if we 2405 * we don't bother going toward it. Returns 1 if we
2258 * can see a direct way to get it 2406 * can see a direct way to get it
2259 * Modified to be map tile aware -.MSW 2407 * Modified to be map tile aware -.MSW
2260 */ 2408 */
2261 2409int
2262
2263int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2410can_see_monsterP (maptile *m, int x, int y, int dir)
2411{
2264 sint16 dx, dy; 2412 sint16 dx, dy;
2265 int mflags; 2413 int mflags;
2266 2414
2415 if (dir < 0)
2267 if(dir<0) return 0; /* exit condition: invalid direction */ 2416 return 0; /* exit condition: invalid direction */
2268 2417
2269 dx = x + freearr_x[dir]; 2418 dx = x + freearr_x[dir];
2270 dy = y + freearr_y[dir]; 2419 dy = y + freearr_y[dir];
2271 2420
2272 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2421 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273 2422
2274 /* This functional arguably was incorrect before - it was 2423 /* This functional arguably was incorrect before - it was
2275 * checking for P_WALL - that was basically seeing if 2424 * checking for P_WALL - that was basically seeing if
2276 * we could move to the monster - this is being more 2425 * we could move to the monster - this is being more
2277 * literal on if we can see it. To know if we can actually 2426 * literal on if we can see it. To know if we can actually
2278 * move to the monster, we'd need the monster passed in or 2427 * move to the monster, we'd need the monster passed in or
2279 * at least its move type. 2428 * at least its move type.
2280 */ 2429 */
2281 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2430 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2431 return 0;
2282 2432
2283 /* yes, can see. */ 2433 /* yes, can see. */
2284 if(dir < 9) return 1; 2434 if (dir < 9)
2435 return 1;
2436
2285 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2437 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2286 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2438 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2287 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2439 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2288} 2440}
2289 2441
2290
2291
2292/* 2442/*
2293 * can_pick(picker, item): finds out if an object is possible to be 2443 * can_pick(picker, item): finds out if an object is possible to be
2294 * picked up by the picker. Returnes 1 if it can be 2444 * picked up by the picker. Returnes 1 if it can be
2295 * picked up, otherwise 0. 2445 * picked up, otherwise 0.
2296 * 2446 *
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2447 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2448 * core dumps if they do.
2299 * 2449 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2451 */
2302 2452int
2303int can_pick(const object *who, const object *item) { 2453can_pick (const object *who, const object *item)
2304 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2454{
2305 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2455 return /*who->flag [FLAG_WIZ]|| */
2306 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2307 (who->type==PLAYER||item->weight<who->weight/3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2308} 2458}
2309
2310 2459
2311/* 2460/*
2312 * create clone from object to another 2461 * create clone from object to another
2313 */ 2462 */
2314object *object_create_clone (object *asrc) { 2463object *
2315 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2464object::deep_clone ()
2465{
2466 assert (("deep_clone called on non-head object", is_head ()));
2316 2467
2317 if(!asrc) return NULL; 2468 object *dst = clone ();
2318 src = asrc;
2319 if(src->head)
2320 src = src->head;
2321 2469
2322 prev = NULL; 2470 object *prev = dst;
2323 for(part = src; part; part = part->more) { 2471 for (object *part = this->more; part; part = part->more)
2324 tmp = get_object(); 2472 {
2325 copy_object(part,tmp); 2473 object *tmp = part->clone ();
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328 if(!part->head) {
2329 dst = tmp;
2330 tmp->head = NULL;
2331 } else {
2332 tmp->head = dst; 2474 tmp->head = dst;
2333 }
2334 tmp->more = NULL;
2335 if(prev)
2336 prev->more = tmp; 2475 prev->more = tmp;
2337 prev = tmp; 2476 prev = tmp;
2338 } 2477 }
2339 /*** copy inventory ***/ 2478
2340 for(item = src->inv; item; item = item->below) { 2479 for (object *item = inv; item; item = item->below)
2341 (void) insert_ob_in_ob(object_create_clone(item),dst); 2480 insert_ob_in_ob (item->deep_clone (), dst);
2342 }
2343 2481
2344 return dst; 2482 return dst;
2345}
2346
2347/* return true if the object was destroyed, 0 otherwise */
2348int was_destroyed (const object *op, tag_t old_tag)
2349{
2350 /* checking for FLAG_FREED isn't necessary, but makes this function more
2351 * robust */
2352 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2353}
2354
2355/* GROS - Creates an object using a string representing its content. */
2356/* Basically, we save the content of the string to a temp file, then call */
2357/* load_object on it. I admit it is a highly inefficient way to make things, */
2358/* but it was simple to make and allows reusing the load_object function. */
2359/* Remember not to use load_object_str in a time-critical situation. */
2360/* Also remember that multiparts objects are not supported for now. */
2361
2362object* load_object_str(const char *obstr)
2363{
2364 object *op;
2365 char filename[MAX_BUF];
2366 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2367
2368 FILE *tempfile=fopen(filename,"w");
2369 if (tempfile == NULL)
2370 {
2371 LOG(llevError,"Error - Unable to access load object temp file\n");
2372 return NULL;
2373 };
2374 fprintf(tempfile,obstr);
2375 fclose(tempfile);
2376
2377 op=get_object();
2378
2379 object_thawer thawer (filename);
2380
2381 if (thawer)
2382 load_object(thawer,op,0);
2383
2384 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2385 CLEAR_FLAG(op,FLAG_REMOVED);
2386
2387 return op;
2388} 2483}
2389 2484
2390/* This returns the first object in who's inventory that 2485/* This returns the first object in who's inventory that
2391 * has the same type and subtype match. 2486 * has the same type and subtype match.
2392 * returns NULL if no match. 2487 * returns NULL if no match.
2393 */ 2488 */
2489object *
2394object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2490find_obj_by_type_subtype (const object *who, int type, int subtype)
2395{ 2491{
2396 object *tmp;
2397
2398 for (tmp=who->inv; tmp; tmp=tmp->below) 2492 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2399 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2493 if (tmp->type == type && tmp->subtype == subtype)
2494 return tmp;
2400 2495
2401 return NULL; 2496 return 0;
2402} 2497}
2403 2498
2404/* If ob has a field named key, return the link from the list, 2499shstr_tmp
2405 * otherwise return NULL. 2500object::kv_get (shstr_tmp key) const
2406 * 2501{
2407 * key must be a passed in shared string - otherwise, this won't 2502 for (key_value *kv = key_values; kv; kv = kv->next)
2408 * do the desired thing. 2503 if (kv->key == key)
2409 */ 2504 return kv->value;
2410key_value * get_ob_key_link(const object * ob, const char * key) { 2505
2411 key_value * link; 2506 return shstr ();
2507}
2508
2509void
2510object::kv_set (shstr_tmp key, shstr_tmp value)
2511{
2512 for (key_value *kv = key_values; kv; kv = kv->next)
2513 if (kv->key == key)
2514 {
2515 kv->value = value;
2516 return;
2517 }
2518
2519 key_value *kv = new key_value;
2520
2521 kv->next = key_values;
2522 kv->key = key;
2523 kv->value = value;
2524
2525 key_values = kv;
2526}
2527
2528void
2529object::kv_del (shstr_tmp key)
2530{
2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2532 if ((*kvp)->key == key)
2533 {
2534 key_value *kv = *kvp;
2535 *kvp = (*kvp)->next;
2536 delete kv;
2537 return;
2538 }
2539}
2540
2541object::depth_iterator::depth_iterator (object *container)
2542: iterator_base (container)
2543{
2544 while (item->inv)
2545 item = item->inv;
2546}
2547
2548void
2549object::depth_iterator::next ()
2550{
2551 if (item->below)
2412 2552 {
2413 for (link = ob->key_values; link != NULL; link = link->next) { 2553 item = item->below;
2414 if (link->key == key) { 2554
2415 return link; 2555 while (item->inv)
2556 item = item->inv;
2557 }
2558 else
2559 item = item->env;
2560}
2561
2562const char *
2563object::flag_desc (char *desc, int len) const
2564{
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2416 } 2576 }
2417 }
2418
2419 return NULL;
2420}
2421 2577
2422/* 2578 if (flag [i])
2423 * Returns the value of op has an extra_field for key, or NULL.
2424 *
2425 * The argument doesn't need to be a shared string.
2426 *
2427 * The returned string is shared.
2428 */
2429const char * get_ob_key_value(const object * op, const char * const key) {
2430 key_value * link;
2431 const char * canonical_key;
2432
2433 canonical_key = shstr::find (key);
2434
2435 if (canonical_key == NULL) {
2436 /* 1. There being a field named key on any object
2437 * implies there'd be a shared string to find.
2438 * 2. Since there isn't, no object has this field.
2439 * 3. Therefore, *this* object doesn't have this field.
2440 */ 2579 {
2441 return NULL; 2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2442 } 2581 len -= cnt;
2443 2582 p += cnt;
2444 /* This is copied from get_ob_key_link() above - 2583 first = false;
2445 * only 4 lines, and saves the function call overhead.
2446 */
2447 for (link = op->key_values; link != NULL; link = link->next) {
2448 if (link->key == canonical_key) {
2449 return link->value;
2450 } 2584 }
2451 } 2585 }
2586
2587 return desc;
2588}
2589
2590// return a suitable string describing an object in enough detail to find it
2591const char *
2592object::debug_desc (char *info) const
2593{
2594 char flagdesc[512];
2595 char info2[256 * 4];
2596 char *p = info;
2597
2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2599 count,
2600 uuid.c_str (),
2601 &name,
2602 title ? ",title:\"" : "",
2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2605 flag_desc (flagdesc, 512), type);
2606
2607 if (!flag[FLAG_REMOVED] && env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2622 return debug_desc (info [++info_idx % 3]);
2623}
2624
2625struct region *
2626object::region () const
2627{
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630}
2631
2632void
2633object::open_container (object *new_container)
2634{
2635 if (container == new_container)
2452 return NULL; 2636 return;
2453}
2454 2637
2638 object *old_container = container;
2455 2639
2456/* 2640 if (old_container)
2457 * Updates the canonical_key in op to value.
2458 *
2459 * canonical_key is a shared string (value doesn't have to be).
2460 *
2461 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2462 * keys.
2463 *
2464 * Returns TRUE on success.
2465 */
2466int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2467 key_value * field = NULL, *last=NULL;
2468 2641 {
2469 for (field=op->key_values; field != NULL; field=field->next) { 2642 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2470 if (field->key != canonical_key) { 2643 return;
2471 last = field; 2644
2472 continue; 2645#if 0
2646 // remove the "Close old_container" object.
2647 if (object *closer = old_container->inv)
2648 if (closer->type == CLOSE_CON)
2649 closer->destroy ();
2650#endif
2651
2652 // make sure the container is available
2653 esrv_send_item (this, old_container);
2654
2655 old_container->flag [FLAG_APPLIED] = false;
2656 container = 0;
2657
2658 // client needs item update to make it work, client bug requires this to be separate
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2662 play_sound (sound_find ("chest_close"));
2663 }
2664
2665 if (new_container)
2666 {
2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 return;
2669
2670 // TODO: this does not seem to serve any purpose anymore?
2671#if 0
2672 // insert the "Close Container" object.
2673 if (archetype *closer = new_container->other_arch)
2674 {
2675 object *closer = new_container->other_arch->instance ();
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer);
2473 } 2678 }
2679#endif
2680
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2682
2683 // make sure the container is available, client bug requires this to be separate
2684 esrv_send_item (this, new_container);
2685
2686 new_container->flag [FLAG_APPLIED] = true;
2687 container = new_container;
2688
2689 // client needs flag change
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2474 2693 }
2475 if (value) 2694// else if (!old_container->env && contr && contr->ns)
2476 field->value = value; 2695// contr->ns->floorbox_reset ();
2477 else { 2696}
2478 /* Basically, if the archetype has this key set,
2479 * we need to store the null value so when we save
2480 * it, we save the empty value so that when we load,
2481 * we get this value back again.
2482 */
2483 if (get_ob_key_link (&op->arch->clone, canonical_key))
2484 field->value = 0;
2485 else
2486 {
2487 if (last) last->next = field->next;
2488 else op->key_values = field->next;
2489 2697
2490 delete field; 2698object *
2491 } 2699object::force_find (shstr_tmp name)
2492 } 2700{
2493 return TRUE; 2701 /* cycle through his inventory to look for the MARK we want to
2494 } 2702 * place
2495 /* IF we get here, key doesn't exist */ 2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2496 2707
2497 /* No field, we'll have to add it. */ 2708 return 0;
2709}
2710
2711//-GPL
2712
2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2722object *
2723object::force_add (shstr_tmp name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->force_set_timer (duration);
2732 force->flag [FLAG_APPLIED] = true;
2733
2734 return insert (force);
2735}
2736
2737void
2738object::play_sound (faceidx sound) const
2739{
2740 if (!sound)
2741 return;
2742
2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747}
2748
2749void
2750object::say_msg (const char *msg) const
2751{
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756}
2757
2758void
2759object::make_noise ()
2760{
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2768 return;
2769
2770 // find old force, or create new one
2771 object *force = force_find (shstr_noise_force);
2772
2773 if (force)
2774 force->speed_left = -1.f; // patch old speed up
2775 else
2498 2776 {
2499 if (!add_key) { 2777 force = archetype::get (shstr_noise_force);
2500 return FALSE; 2778
2501 } 2779 force->slaying = shstr_noise_force;
2502 /* There isn't any good reason to store a null 2780 force->stats.food = 1;
2503 * value in the key/value list. If the archetype has 2781 force->speed_left = -1.f;
2504 * this key, then we should also have it, so shouldn't 2782
2505 * be here. If user wants to store empty strings, 2783 force->set_speed (1.f / 4.f);
2506 * should pass in "" 2784 force->flag [FLAG_IS_USED_UP] = true;
2507 */ 2785 force->flag [FLAG_APPLIED] = true;
2508 if (value == NULL) return TRUE; 2786
2787 insert (force);
2509 2788 }
2510 field = new key_value; 2789}
2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2511 2797 {
2512 field->key = canonical_key; 2798 // we are on the map, so handle move_on/off effects
2513 field->value = value; 2799 remove ();
2514 /* Usual prepend-addition. */ 2800 move_type = mt;
2515 field->next = op->key_values; 2801 map->insert (this, x, y, this);
2516 op->key_values = field;
2517 2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2518 return TRUE; 2819 return 0;
2519} 2820}
2520 2821
2521/* 2822// put marked object first in the inventory
2522 * Updates the key in op to value. 2823// this is used by identify-like spells so players can influence
2523 * 2824// the order a bit.
2524 * If add_key is FALSE, this will only update existing keys, 2825void
2525 * and not add new ones. 2826object::splay_marked ()
2526 * In general, should be little reason FALSE is ever passed in for add_key
2527 *
2528 * Returns TRUE on success.
2529 */
2530int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2531{ 2827{
2532 shstr key_ (key); 2828 if (object *marked = mark ())
2533 return set_ob_key_value_s (op, key_, value, add_key); 2829 splay (marked);
2534} 2830}
2831

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