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Comparing deliantra/server/common/object.C (file contents):
Revision 1.23 by root, Sun Sep 10 14:54:02 2006 UTC vs.
Revision 1.357 by root, Tue Nov 13 01:29:30 2012 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 1.23 2006/09/10 14:54:02 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
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};
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}
59 233
60/* 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
61static int compare_ob_value_lists_one(const object * wants, const object * has) { 236compare_ob_value_lists_one (const object *wants, const object *has)
62 key_value * wants_field; 237{
63
64 /* 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
65 * 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
66 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
67 */ 241 */
68 242
69 /* For each field in wants, */ 243 /* For each field in wants, */
70 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
71 key_value * has_field; 245 if (has->kv.get (kv->key) != kv->value)
72 246 return false;
73 /* Look for a field in has with the same key. */ 247
74 has_field = get_ob_key_link(has, wants_field->key);
75
76 if (has_field == NULL) {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value) {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89
90 /* 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. */
91 return TRUE; 249 return true;
92} 250}
93 251
94/* 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
95static int compare_ob_value_lists(const object * ob1, const object * ob2) { 254compare_ob_value_lists (const object *ob1, const object *ob2)
255{
96 /* 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,
97 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
98 */ 258 */
99 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);
100} 261}
101 262
102/* 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
103 * they can be merged together. 264 * they can be merged together.
104 * 265 *
105 * 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
106 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
107 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
108 * 269 *
109 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
110 * 271 *
111 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
112 * check weight 273 * check weight
113 */ 274 */
114
115bool
116object::can_merge (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
117{ 276{
118 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
120 return 0; 284 return 0;
121 285
122 if (ob1->speed != ob2->speed) 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
123 return 0; 289 return 0;
124 290
125 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
126 * value could not be stored in a sint32 (which unfortunately sometimes is
127 * used to store nrof).
128 */
129 if (ob1->nrof + ob2->nrof >= 1UL << 31)
130 return 0;
131
132 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
133 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
134 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
135 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
136 * flags lose any meaning. 295 * flags lose any meaning.
137 */ 296 */
138 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
139 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
140 299
141 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
142 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
143 302
144 303 if (ob1->arch->archname != ob2->arch->archname
145 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
146 * being locked in inventory should prevent merging.
147 * 0x4 in flags3 is CLIENT_SENT
148 */
149 if ((ob1->arch != ob2->arch) ||
150 (ob1->flags[0] != ob2->flags[0]) ||
151 (ob1->flags[1] != ob2->flags[1]) ||
152 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
153 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
154 (ob1->name != ob2->name) || 304 || ob1->name != ob2->name
155 (ob1->title != ob2->title) || 305 || ob1->title != ob2->title
156 (ob1->msg != ob2->msg) || 306 || ob1->msg != ob2->msg
157 (ob1->weight != ob2->weight) || 307 || ob1->weight != ob2->weight
158 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
159 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
160 (ob1->attacktype != ob2->attacktype) || 308 || ob1->attacktype != ob2->attacktype
161 (ob1->magic != ob2->magic) || 309 || ob1->magic != ob2->magic
162 (ob1->slaying != ob2->slaying) || 310 || ob1->slaying != ob2->slaying
163 (ob1->skill != ob2->skill) || 311 || ob1->skill != ob2->skill
164 (ob1->value != ob2->value) || 312 || ob1->value != ob2->value
165 (ob1->animation_id != ob2->animation_id) || 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
166 (ob1->client_type != ob2->client_type) || 315 || ob1->client_type != ob2->client_type
167 (ob1->materialname != ob2->materialname) || 316 || ob1->material != ob2->material
168 (ob1->lore != ob2->lore) || 317 || ob1->lore != ob2->lore
169 (ob1->subtype != ob2->subtype) || 318 || ob1->subtype != ob2->subtype
170 (ob1->move_type != ob2->move_type) || 319 || ob1->move_type != ob2->move_type
171 (ob1->move_block != ob2->move_block) || 320 || ob1->move_block != ob2->move_block
172 (ob1->move_allow != ob2->move_allow) || 321 || ob1->move_allow != ob2->move_allow
173 (ob1->move_on != ob2->move_on) || 322 || ob1->move_on != ob2->move_on
174 (ob1->move_off != ob2->move_off) || 323 || ob1->move_off != ob2->move_off
175 (ob1->move_slow != ob2->move_slow) || 324 || ob1->move_slow != ob2->move_slow
176 (ob1->move_slow_penalty != ob2->move_slow_penalty)) 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 328 return 0;
178 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
179 /* This is really a spellbook check - really, we should 336 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 337 * not merge objects with real inventories, as splitting them
338 * is hard.
181 */ 339 */
182 if (ob1->inv || ob2->inv) 340 if (ob1->inv || ob2->inv)
183 { 341 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 342 if (!(ob1->inv && ob2->inv))
190 return 0; 343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
191 350
192 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 352 * if it is valid.
194 */ 353 */
195 } 354 }
196 355
197 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
198 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
199 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
200 */ 359 */
201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
202 return 0; 361 return 0;
203 362
204 /* 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
205 * 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
206 * check? 365 * check?
207 */ 366 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
209 && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
210 return 0; 368 return 0;
211 369
212 switch (ob1->type) 370 switch (ob1->type)
213 { 371 {
214 case SCROLL: 372 case SCROLL:
215 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
216 return 0; 374 return 0;
217 break; 375 break;
218 } 376 }
219 377
220 if (ob1->key_values != NULL || ob2->key_values != NULL) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
221 { 379 {
222 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
223 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
224 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
225 return 0; 383
226 else if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
227 return 0; 385 return 0;
228 } 386 }
229 387
230 //TODO: generate an event or call into perl for additional checks
231 if (ob1->self || ob2->self) 388 if (ob1->self || ob2->self)
232 { 389 {
233 ob1->optimise (); 390 ob1->optimise ();
234 ob2->optimise (); 391 ob2->optimise ();
235 392
236 if (ob1->self || ob2->self) 393 if (ob1->self || ob2->self)
237 return 0; 394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
399 return 0;
400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
405 return 0;
406 }
238 } 407 }
239 408
240 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
241 return 1; 410 return 1;
242} 411}
412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static weight_t
452weight_adjust_for (object *op, weight_t weight)
453{
454 if (op->type == CONTAINER)
455 weight -= weight * op->stats.Str / 100;
456
457 return weight;
458}
459
243/* 460/*
461 * subtracts, then adds, the specified weight to an object,
462 * and also updates how much the environment(s) is/are carrying.
463 */
464static void
465adjust_weight (object *op, weight_t sub, weight_t add)
466{
467 while (op)
468 {
469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
472
473 sub = op->carrying;
474 op->carrying = carrying;
475 add = op->carrying;
476
477 if (object *pl = op->visible_to ())
478 if (pl != op) // player is handled lazily
479 esrv_update_item (UPD_WEIGHT, pl, op);
480
481 op = op->env;
482 }
483}
484
485/*
244 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 487 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
247 */ 489 */
248signed long sum_weight(object *op) { 490void
249 signed long sum; 491object::update_weight ()
250 object *inv; 492{
251 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 493 weight_t sum = 0;
252 if (inv->inv) 494
253 sum_weight(inv); 495 for (object *op = inv; op; op = op->below)
254 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 496 {
497 op->update_weight ();
498
499 sum += weight_adjust_for (this, op->total_weight ());
255 } 500 }
256 if (op->type == CONTAINER && op->stats.Str) 501
257 sum = (sum * (100 - op->stats.Str))/100; 502 if (sum != carrying)
258 if(op->carrying != sum) 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
259 op->carrying = sum; 508 carrying = sum;
260 return sum;
261}
262 509
510 if (object *pl = visible_to ())
511 if (pl != this) // player is handled lazily
512 esrv_update_item (UPD_WEIGHT, pl, this);
513 }
514}
515
263/** 516/*
264 * Return the outermost environment object for a given object. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
265 */ 518 */
266 519char *
267object *object_get_env_recursive (object *op) {
268 while (op->env != NULL)
269 op = op->env;
270 return op;
271}
272
273/*
274 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
275 * a better check. We basically keeping traversing up until we can't
276 * or find a player.
277 */
278
279object *is_player_inv (object *op) {
280 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
281 if (op->env==op)
282 op->env = NULL;
283 return op;
284}
285
286/*
287 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
288 * Some error messages.
289 * The result of the dump is stored in the static global errmsg array.
290 */
291
292void dump_object2(object *op) {
293errmsg[0] = 0;
294return;
295 //TODO//D#d#
296#if 0
297 char *cp;
298/* object *tmp;*/
299
300 if(op->arch!=NULL) {
301 strcat(errmsg,"arch ");
302 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
303 strcat(errmsg,"\n");
304 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
305 strcat(errmsg,cp);
306#if 0
307 /* Don't dump player diffs - they are too long, mostly meaningless, and
308 * will overflow the buffer.
309 * Changed so that we don't dump inventory either. This may
310 * also overflow the buffer.
311 */
312 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
313 strcat(errmsg,cp);
314 for (tmp=op->inv; tmp; tmp=tmp->below)
315 dump_object2(tmp);
316#endif
317 strcat(errmsg,"end\n");
318 } else {
319 strcat(errmsg,"Object ");
320 if (op->name==NULL) strcat(errmsg, "(null)");
321 else strcat(errmsg,op->name);
322 strcat(errmsg,"\n");
323#if 0
324 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
325 strcat(errmsg,cp);
326 for (tmp=op->inv; tmp; tmp=tmp->below)
327 dump_object2(tmp);
328#endif
329 strcat(errmsg,"end\n");
330 }
331#endif
332}
333
334/*
335 * Dumps an object. Returns output in the static global errmsg array.
336 */
337
338void dump_object(object *op) { 520dump_object (object *op)
339 if(op==NULL) { 521{
340 strcpy(errmsg,"[NULL pointer]"); 522 if (!op)
341 return; 523 return strdup ("[NULLOBJ]");
342 }
343 errmsg[0]='\0';
344 dump_object2(op);
345}
346 524
347void dump_all_objects(void) { 525 object_freezer freezer;
348 object *op; 526 op->write (freezer);
349 for(op=objects;op!=NULL;op=op->next) { 527 return freezer.as_string ();
350 dump_object(op);
351 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
352 }
353} 528}
354 529
355/* 530char *
356 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
357 * multi-object 1 which is closest to the second object. 532{
358 * If it's not a multi-object, it is returned. 533 return dump_object (this);
359 */
360
361object *get_nearest_part(object *op, const object *pl) {
362 object *tmp,*closest;
363 int last_dist,i;
364 if(op->more==NULL)
365 return op;
366 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
367 if((i=distance(tmp,pl))<last_dist)
368 closest=tmp,last_dist=i;
369 return closest;
370} 534}
371 535
372/* 536/*
373 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
538 * VERRRY slow.
374 */ 539 */
375 540object *
376object *find_object(tag_t i) { 541find_object (tag_t i)
377 object *op; 542{
378 for(op=objects;op!=NULL;op=op->next) 543 for_all_objects (op)
379 if(op->count==i) 544 if (op->count == i)
380 break;
381 return op; 545 return op;
546
547 return 0;
548}
549
550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
560 return op;
561
562 return 0;
382} 563}
383 564
384/* 565/*
385 * Returns the first object which has a name equal to the argument. 566 * Returns the first object which has a name equal to the argument.
386 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
387 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
388 */ 569 */
389 570object *
390object *find_object_name(const char *str) { 571find_object_name (const char *str)
391 const char *name = shstr::find (str); 572{
392 object *op; 573 shstr_cmp str_ (str);
393 for(op=objects;op!=NULL;op=op->next) 574
575 if (str_)
576 for_all_objects (op)
394 if(&op->name == name) 577 if (op->name == str_)
395 break; 578 return op;
396 579
397 return op; 580 return 0;
398}
399
400void free_all_object_data ()
401{
402 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
403}
404
405/*
406 * Returns the object which this object marks as being the owner.
407 * A id-scheme is used to avoid pointing to objects which have been
408 * freed and are now reused. If this is detected, the owner is
409 * set to NULL, and NULL is returned.
410 * Changed 2004-02-12 - if the player is setting at the play again
411 * prompt, he is removed, and we don't want to treat him as an owner of
412 * anything, so check removed flag. I don't expect that this should break
413 * anything - once an object is removed, it is basically dead anyways.
414 */
415
416object *get_owner(object *op) {
417 if(op->owner==NULL)
418 return NULL;
419
420 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
421 op->owner->count==op->ownercount)
422 return op->owner;
423
424 op->owner=NULL;
425 op->ownercount=0;
426 return NULL;
427}
428
429void clear_owner(object *op)
430{
431 if (!op) return;
432
433 if (op->owner && op->ownercount == op->owner->count)
434 op->owner->refcount--;
435
436 op->owner = NULL;
437 op->ownercount = 0;
438} 581}
439 582
440/* 583/*
441 * Sets the owner and sets the skill and exp pointers to owner's current 584 * Sets the owner and sets the skill and exp pointers to owner's current
442 * skill and experience objects. 585 * skill and experience objects.
586 * ACTUALLY NO! investigate! TODO
443 */ 587 */
444void set_owner (object *op, object *owner) 588void
589object::set_owner (object *owner)
445{ 590{
446 if(owner==NULL||op==NULL) 591 // allow objects which own objects
592 if (owner)
593 while (owner->owner)
594 owner = owner->owner;
595
596 if (flag [FLAG_FREED])
597 {
598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
447 return; 599 return;
448
449 /* next line added to allow objects which own objects */
450 /* Add a check for ownercounts in here, as I got into an endless loop
451 * with the fireball owning a poison cloud which then owned the
452 * fireball. I believe that was caused by one of the objects getting
453 * freed and then another object replacing it. Since the ownercounts
454 * didn't match, this check is valid and I believe that cause is valid.
455 */
456 while (owner->owner && owner!=owner->owner &&
457 owner->ownercount==owner->owner->count) owner=owner->owner;
458
459 /* IF the owner still has an owner, we did not resolve to a final owner.
460 * so lets not add to that.
461 */
462 if (owner->owner) return;
463
464 op->owner=owner;
465
466 op->ownercount=owner->count;
467 owner->refcount++;
468
469}
470
471/* Set the owner to clone's current owner and set the skill and experience
472 * objects to clone's objects (typically those objects that where the owner's
473 * current skill and experience objects at the time when clone's owner was
474 * set - not the owner's current skill and experience objects).
475 *
476 * Use this function if player created an object (e.g. fire bullet, swarm
477 * spell), and this object creates further objects whose kills should be
478 * accounted for the player's original skill, even if player has changed
479 * skills meanwhile.
480 */
481void copy_owner (object *op, object *clone)
482{
483 object *owner = get_owner (clone);
484 if (owner == NULL) {
485 /* players don't have owners - they own themselves. Update
486 * as appropriate.
487 */
488 if (clone->type == PLAYER) owner=clone;
489 else return;
490 }
491 set_owner(op, owner);
492
493}
494
495/* Zero the key_values on op, decrementing the shared-string
496 * refcounts and freeing the links.
497 */
498static void free_key_values(object * op)
499{
500 for (key_value *i = op->key_values; i != 0; )
501 { 600 }
502 key_value *next = i->next;
503 delete i;
504 i = next;
505 }
506
507 op->key_values = 0;
508}
509 601
510void object::clear () 602 this->owner = owner;
511{
512 attachable_base::clear ();
513
514 free_key_values (this);
515
516 name = 0;
517 name_pl = 0;
518 title = 0;
519 race = 0;
520 slaying = 0;
521 skill = 0;
522 msg = 0;
523 lore = 0;
524 custom_name = 0;
525 materialname = 0;
526
527 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
528
529 SET_FLAG (this, FLAG_REMOVED);
530} 603}
531 604
532void object::clone (object *destination)
533{
534 *(object_copy *)destination = *this;
535 *(object_pod *)destination = *this;
536
537 if (self || cb)
538 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
539}
540
541/* 605/*
542 * clear_object() frees everything allocated by an object, and also
543 * clears all variables and flags to default settings.
544 */
545
546void clear_object (object *op)
547{
548 op->clear ();
549
550 op->contr = NULL;
551 op->below = NULL;
552 op->above = NULL;
553 op->inv = NULL;
554 op->container=NULL;
555 op->env=NULL;
556 op->more=NULL;
557 op->head=NULL;
558 op->map=NULL;
559 op->refcount=0;
560 op->active_next = NULL;
561 op->active_prev = NULL;
562 /* What is not cleared is next, prev, and count */
563
564 op->expmul = 1.0;
565 op->face = blank_face;
566 op->attacked_by_count = -1;
567
568 if (settings.casting_time)
569 op->casting_time = -1;
570}
571
572/*
573 * copy object first frees everything allocated by the second object, 606 * copy_to first frees everything allocated by the dst object,
574 * and then copies the contends of the first object into the second 607 * and then copies the contents of itself into the second
575 * object, allocating what needs to be allocated. Basically, any 608 * object, allocating what needs to be allocated. Basically, any
576 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 609 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
577 * if the first object is freed, the pointers in the new object 610 * if the first object is freed, the pointers in the new object
578 * will point at garbage. 611 * will point at garbage.
579 */ 612 */
580 613void
581void copy_object (object *op2, object *op) 614object::copy_to (object *dst)
582{ 615{
583 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 616 dst->remove ();
584 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 617 *(object_copy *)dst = *this;
585 618
586 op2->clone (op); 619 // maybe move to object_copy?
620 dst->kv = kv;
587 621
588 if (is_freed) SET_FLAG (op, FLAG_FREED); 622 dst->flag [FLAG_REMOVED] = true;
589 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 623 dst->activate ();
624}
590 625
591 if (op2->speed < 0) 626void
592 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 627object::instantiate ()
628{
629 if (!uuid.seq) // HACK
630 uuid = UUID::gen ();
593 631
594 /* Copy over key_values, if any. */ 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
595 if (op2->key_values) 633 if (flag [FLAG_RANDOM_SPEED] && speed)
596 { 634 speed_left = - speed - rndm (); // TODO animation
597 key_value *tail = 0; 635 else
598 key_value *i; 636 speed_left = -1.;
599 637
600 op->key_values = 0; 638 /* copy the body_info to the body_used - this is only really
639 * need for monsters, but doesn't hurt to do it for everything.
640 * by doing so, when a monster is created, it has good starting
641 * values for the body_used info, so when items are created
642 * for it, they can be properly equipped.
643 */
644 for (int i = NUM_BODY_LOCATIONS; i--; )
645 slot[i].used = slot[i].info;
601 646
602 for (i = op2->key_values; i; i = i->next) 647 attachable::instantiate ();
603 { 648}
604 key_value *new_link = new key_value;
605 649
606 new_link->next = 0; 650object *
607 new_link->key = i->key; 651object::clone ()
608 new_link->value = i->value; 652{
653 object *neu = create ();
654 copy_to (neu);
609 655
610 /* Try and be clever here, too. */ 656 // TODO: unclean state changes, should not be done in clone AND instantiate
611 if (!op->key_values) 657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
612 { 658 neu->speed_left = - neu->speed - rndm (); // TODO animation
613 op->key_values = new_link;
614 tail = new_link;
615 }
616 else
617 {
618 tail->next = new_link;
619 tail = new_link;
620 }
621 }
622 }
623 659
624 update_ob_speed (op); 660 neu->map = map; // not copied by copy_to
661 return neu;
625} 662}
626 663
627/* 664/*
628 * If an object with the IS_TURNABLE() flag needs to be turned due 665 * If an object with the IS_TURNABLE() flag needs to be turned due
629 * to the closest player being on the other side, this function can 666 * to the closest player being on the other side, this function can
630 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
631 */ 668 */
632 669void
633void update_turn_face(object *op) { 670update_turn_face (object *op)
634 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 671{
672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
635 return; 673 return;
674
636 SET_ANIMATION(op, op->direction); 675 SET_ANIMATION (op, op->direction);
637 update_object(op,UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
638} 677}
639 678
640/* 679/*
641 * Updates the speed of an object. If the speed changes from 0 to another 680 * Updates the speed of an object. If the speed changes from 0 to another
642 * value, or vice versa, then add/remove the object from the active list. 681 * value, or vice versa, then add/remove the object from the active list.
643 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
644 */ 683 */
684void
685object::set_speed (float speed)
686{
687 this->speed = speed;
645 688
646void update_ob_speed(object *op) { 689 if (has_active_speed ())
647 extern int arch_init; 690 activate ();
648
649 /* No reason putting the archetypes objects on the speed list,
650 * since they never really need to be updated.
651 */
652
653 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
654 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
655#ifdef MANY_CORES
656 abort();
657#else
658 op->speed = 0;
659#endif
660 }
661 if (arch_init) {
662 return;
663 }
664 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
665 /* If already on active list, don't do anything */
666 if (op->active_next || op->active_prev || op==active_objects)
667 return;
668
669 /* process_events() expects us to insert the object at the beginning
670 * of the list. */
671 op->active_next = active_objects;
672 if (op->active_next!=NULL)
673 op->active_next->active_prev = op;
674 active_objects = op;
675 }
676 else { 691 else
677 /* If not on the active list, nothing needs to be done */ 692 deactivate ();
678 if (!op->active_next && !op->active_prev && op!=active_objects)
679 return;
680
681 if (op->active_prev==NULL) {
682 active_objects = op->active_next;
683 if (op->active_next!=NULL)
684 op->active_next->active_prev = NULL;
685 }
686 else {
687 op->active_prev->active_next = op->active_next;
688 if (op->active_next)
689 op->active_next->active_prev = op->active_prev;
690 }
691 op->active_next = NULL;
692 op->active_prev = NULL;
693 }
694} 693}
695 694
696/* This function removes object 'op' from the list of active
697 * objects.
698 * This should only be used for style maps or other such
699 * reference maps where you don't want an object that isn't
700 * in play chewing up cpu time getting processed.
701 * The reverse of this is to call update_ob_speed, which
702 * will do the right thing based on the speed of the object.
703 */
704void remove_from_active_list(object *op)
705{
706 /* If not on the active list, nothing needs to be done */
707 if (!op->active_next && !op->active_prev && op!=active_objects)
708 return;
709
710 if (op->active_prev==NULL) {
711 active_objects = op->active_next;
712 if (op->active_next!=NULL)
713 op->active_next->active_prev = NULL;
714 }
715 else {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 695/*
725 * update_object() updates the array which represents the map. 696 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 697 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 698 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 699 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 700 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 701 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 702 * updating that window, though, since update_object() is called _often_)
732 * 703 *
733 * action is a hint of what the caller believes need to be done. 704 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 705 * current action are:
739 * UP_OBJ_INSERT: op was inserted 706 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 707 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 708 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 709 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
744 */ 711 */
745 712void
746void update_object(object *op, int action) { 713update_object (object *op, int action)
747 int update_now=0, flags; 714{
748 MoveType move_on, move_off, move_block, move_slow; 715 if (!op)
749 716 {
750 if (op == NULL) {
751 /* this should never happen */ 717 /* this should never happen */
752 LOG(llevDebug,"update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
753 return; 719 return;
754 }
755 720 }
756 if(op->env!=NULL) { 721
722 if (!op->is_on_map ())
723 {
757 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
758 * to do in this case. 725 * to do in this case.
759 */ 726 */
760 return; 727 return;
761 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING) return;
767 728 }
729
768 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
769 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 731 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
770 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 732 {
771 LOG(llevError,"update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
772#ifdef MANY_CORES 734#ifdef MANY_CORES
773 abort(); 735 abort ();
774#endif 736#endif
775 return; 737 return;
776 }
777 738 }
778 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
779 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
780 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
781 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
782 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
783 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
784 739
740 mapspace &m = op->ms ();
741
742 if (!(m.flags_ & P_UPTODATE))
743 m.update_up (); // nothing to do except copy up
785 if (action == UP_OBJ_INSERT) { 744 else if (action == UP_OBJ_INSERT)
745 {
746#if 0
747 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
787 update_now=1; 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
788 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
789 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
790 update_now=1;
791
792 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
793 update_now=1;
794
795 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now=1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
799 update_now=1; 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
800 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
801 if ((move_on | op->move_on) != move_on) update_now=1; 754 || (m.move_on | op->move_on ) != m.move_on
802
803 if ((move_off | op->move_off) != move_off) update_now=1; 755 || (m.move_off | op->move_off ) != m.move_off
804 756 || (m.move_slow | op->move_slow) != m.move_slow
805 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
806 * to have move_allow right now. 758 * have move_allow right now.
807 */ 759 */
808 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
809 update_now=1; 761 m.invalidate ();
810 762#else
811 if ((move_slow | op->move_slow) != move_slow) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
812 update_now=1; 764 m.invalidate ();
765#endif
813 } 766 }
814 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 769 * that is being removed.
817 */ 770 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now=1; 772 m.invalidate ();
820 } else if (action == UP_OBJ_FACE) { 773 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ 774 m.update_up (); // nothing to do for that case, except copy up
822 }
823 else { 775 else
824 LOG(llevError,"update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
825 }
826 777
827 if (update_now) {
828 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
829 update_position(op->map, op->x, op->y);
830 }
831
832 if(op->more!=NULL) 778 if (op->more)
833 update_object(op->more, action); 779 update_object (op->more, action);
834}
835
836static std::vector<object *> mortals;
837
838void object::free_mortals ()
839{
840 for (std::vector<object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
841 delete *i;
842
843 mortals.clear ();
844} 780}
845 781
846object::object () 782object::object ()
847{ 783{
848 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
849 785
850 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
851 face = blank_face; 787 face = blank_face;
852 attacked_by_count = -1; 788 material = MATERIAL_NULL;
853} 789}
854 790
855object::~object () 791object::~object ()
856{ 792{
857 free_key_values (this); 793 unlink ();
858}
859 794
860void 795 kv.clear ();
796}
797
861object::link () 798void object::link ()
862{ 799{
863 count = ++ob_count; 800 assert (!index);//D
801 uuid = UUID::gen ();
864 802
865 prev = 0; 803 refcnt_inc ();
866 next = objects; 804 objects.insert (this);
867 805
868 if (objects) 806 ++create_count;
869 objects->prev = this;
870 807
871 objects = this;
872} 808}
873 809
874void
875object::unlink () 810void object::unlink ()
876{ 811{
877 count = 0; 812 if (!index)
813 return;
878 814
879 /* Remove this object from the list of used objects */ 815 ++destroy_count;
880 if (prev) prev->next = next;
881 if (next) next->prev = prev;
882 if (this == objects) objects = next;
883}
884 816
817 objects.erase (this);
818 refcnt_dec ();
819}
820
821void
822object::activate ()
823{
824 /* If already on active list, don't do anything */
825 if (active)
826 return;
827
828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
833 actives.insert (this);
834 }
835}
836
837void
838object::activate_recursive ()
839{
840 activate ();
841
842 for (object *op = inv; op; op = op->below)
843 op->activate_recursive ();
844}
845
846/* This function removes object 'op' from the list of active
847 * objects.
848 * This should only be used for style maps or other such
849 * reference maps where you don't want an object that isn't
850 * in play chewing up cpu time getting processed.
851 * The reverse of this is to call update_ob_speed, which
852 * will do the right thing based on the speed of the object.
853 */
854void
855object::deactivate ()
856{
857 /* If not on the active list, nothing needs to be done */
858 if (!active)
859 return;
860
861 actives.erase (this);
862}
863
864void
865object::deactivate_recursive ()
866{
867 for (object *op = inv; op; op = op->below)
868 op->deactivate_recursive ();
869
870 deactivate ();
871}
872
873void
874object::set_flag_inv (int flag, int value)
875{
876 for (object *op = inv; op; op = op->below)
877 {
878 op->flag [flag] = value;
879 op->set_flag_inv (flag, value);
880 }
881}
882
883/*
884 * Remove and free all objects in the inventory of the given object.
885 * object.c ?
886 */
887void
888object::destroy_inv (bool drop_to_ground)
889{
890 // need to check first, because the checks below might segfault
891 // as we might be on an invalid mapspace and crossfire code
892 // is too buggy to ensure that the inventory is empty.
893 // corollary: if you create arrows etc. with stuff in its inventory,
894 // cf will crash below with off-map x and y
895 if (!inv)
896 return;
897
898 /* Only if the space blocks everything do we not process -
899 * if some form of movement is allowed, let objects
900 * drop on that space.
901 */
902 if (!drop_to_ground
903 || !map
904 || !map->linkable ()
905 || map->no_drop
906 || ms ().move_block == MOVE_ALL)
907 {
908 while (inv)
909 inv->destroy ();
910 }
911 else
912 { /* Put objects in inventory onto this space */
913 while (inv)
914 {
915 object *op = inv;
916
917 if (op->flag [FLAG_STARTEQUIP]
918 || op->flag [FLAG_NO_DROP]
919 || op->type == RUNE
920 || op->type == TRAP
921 || op->flag [FLAG_IS_A_TEMPLATE]
922 || op->flag [FLAG_DESTROY_ON_DEATH])
923 op->destroy ();
924 else
925 map->insert (op, x, y);
926 }
927 }
928}
929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
885object *object::create () 967object::create ()
886{ 968{
887 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
888 op->link (); 991 op->link ();
992
889 return op; 993 return op;
890} 994}
891 995
892/*
893 * free_object() frees everything allocated by an object, removes
894 * it from the list of used objects, and puts it on the list of
895 * free objects. The IS_FREED() flag is set in the object.
896 * The object must have been removed by remove_ob() first for
897 * this function to succeed.
898 *
899 * If free_inventory is set, free inventory as well. Else drop items in
900 * inventory to the ground.
901 */
902void 996void
903object::free (bool free_inventory) 997object::do_delete ()
904{ 998{
905 if (!QUERY_FLAG (this, FLAG_REMOVED)) 999 uint32_t count = this->count;
906 {
907 LOG (llevDebug, "Free object called with non removed object\n");
908 dump_object (this);
909#ifdef MANY_CORES
910 abort ();
911#endif
912 }
913 1000
914 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1001 this->~object ();
915 { 1002
916 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 1003 freelist_item *li = (freelist_item *)this;
1004 li->next = freelist;
1005 li->count = count;
1006
1007 freelist = li;
1008 ++free_count;
1009}
1010
1011void
1012object::do_destroy ()
1013{
1014 if (flag [FLAG_IS_LINKED])
1015 remove_link ();
1016
1017 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 1018 remove_friendly_object (this);
1019
1020 remove ();
1021
1022 attachable::do_destroy ();
1023
1024 deactivate ();
1025 unlink ();
1026
1027 flag [FLAG_FREED] = 1;
1028
1029 // hack to ensure that freed objects still have a valid map
1030 map = &freed_map;
1031 x = 1;
1032 y = 1;
1033
1034 if (more)
918 } 1035 {
919 1036 more->destroy ();
920 if (QUERY_FLAG (this, FLAG_FREED)) 1037 more = 0;
921 { 1038 }
922 dump_object (this); 1039
923 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1040 head = 0;
1041
1042 // clear those pointers that likely might cause circular references
1043 owner = 0;
1044 enemy = 0;
1045 attacked_by = 0;
1046 current_weapon = 0;
1047}
1048
1049void
1050object::destroy ()
1051{
1052 if (destroyed ())
1053 return;
1054
1055 if (!is_head () && !head->destroyed ())
1056 {
1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1058 head->destroy ();
924 return; 1059 return;
925 } 1060 }
926 1061
927 if (more) 1062 destroy_inv_fast ();
928 {
929 more->free (free_inventory);
930 more = 0;
931 }
932 1063
933 if (inv) 1064 if (is_head ())
934 { 1065 if (sound_destroy)
935 /* Only if the space blocks everything do we not process - 1066 play_sound (sound_destroy);
936 * if some form of movement is allowed, let objects 1067 else if (flag [FLAG_MONSTER])
937 * drop on that space. 1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
938 */
939 if (free_inventory || !map
940 || map->in_memory != MAP_IN_MEMORY
941 || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
942 {
943 object *op = inv;
944 1069
945 while (op) 1070 attachable::destroy ();
946 {
947 object *tmp = op->below;
948 remove_ob (op);
949 op->free (free_inventory);
950 op = tmp;
951 }
952 }
953 else
954 { /* Put objects in inventory onto this space */
955 object *op = inv;
956
957 while (op)
958 {
959 object *tmp = op->below;
960 remove_ob (op);
961
962 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
963 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
964 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
965 free_object (op);
966 else
967 {
968 op->x = x;
969 op->y = y;
970 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
971 }
972
973 op = tmp;
974 }
975 }
976 }
977
978 /* Remove object from the active list */
979 speed = 0;
980 update_ob_speed (this);
981
982 unlink ();
983
984 SET_FLAG (this, FLAG_FREED);
985
986 mortals.push_back (this);
987} 1071}
988 1072
989/* 1073/* op->remove ():
990 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)).
992 */
993
994void sub_weight (object *op, signed long weight) {
995 while (op != NULL) {
996 if (op->type == CONTAINER) {
997 weight=(signed long)(weight*(100-op->stats.Str)/100);
998 }
999 op->carrying-=weight;
1000 op = op->env;
1001 }
1002}
1003
1004/* remove_ob(op):
1005 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1006 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1007 * object will have no environment. If the object previously had an 1076 * object will have no environment. If the object previously had an
1008 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1009 * the previous environment. 1078 * the previous environment.
1010 * Beware: This function is called from the editor as well!
1011 */ 1079 */
1080void
1081object::do_remove ()
1082{
1083 if (flag [FLAG_REMOVED])
1084 return;
1012 1085
1013void remove_ob(object *op) { 1086 INVOKE_OBJECT (REMOVE, this);
1014 object *tmp,*last=NULL;
1015 object *otmp;
1016 tag_t tag;
1017 int check_walk_off;
1018 mapstruct *m;
1019 sint16 x,y;
1020
1021 1087
1022 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1088 flag [FLAG_REMOVED] = true;
1023 dump_object(op);
1024 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1025 1089
1026 /* Changed it to always dump core in this case. As has been learned 1090 if (more)
1027 * in the past, trying to recover from errors almost always 1091 more->remove ();
1028 * make things worse, and this is a real error here - something
1029 * that should not happen.
1030 * Yes, if this was a mission critical app, trying to do something
1031 * to recover may make sense, but that is because failure of the app
1032 * may have other disastrous problems. Cf runs out of a script
1033 * so is easily enough restarted without any real problems.
1034 * MSW 2001-07-01
1035 */
1036 abort();
1037 }
1038 if(op->more!=NULL)
1039 remove_ob(op->more);
1040 1092
1041 SET_FLAG(op, FLAG_REMOVED);
1042
1043 /* 1093 /*
1044 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1045 * inventory. 1095 * inventory.
1046 */ 1096 */
1047 if(op->env!=NULL) { 1097 if (env)
1048 if(op->nrof) 1098 {
1049 sub_weight(op->env, op->weight*op->nrof); 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1050 else 1100 if (object *pl = visible_to ())
1051 sub_weight(op->env, op->weight+op->carrying); 1101 esrv_del_item (pl->contr, count);
1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1052 1103
1053 /* NO_FIX_PLAYER is set when a great many changes are being 1104 adjust_weight (env, total_weight (), 0);
1054 * made to players inventory. If set, avoiding the call
1055 * to save cpu time.
1056 */
1057 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1058 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1059 fix_player(otmp);
1060 1105
1061 if(op->above!=NULL) 1106 object *pl = in_player ();
1062 op->above->below=op->below;
1063 else
1064 op->env->inv=op->below;
1065 1107
1066 if(op->below!=NULL)
1067 op->below->above=op->above;
1068
1069 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1070 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1071 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1072 */ 1111 */
1073 op->x=op->env->x,op->y=op->env->y; 1112 map = env->map;
1074 op->map=op->env->map; 1113 x = env->x;
1075 op->above=NULL,op->below=NULL; 1114 y = env->y;
1076 op->env=NULL;
1077 return;
1078 }
1079 1115
1080 /* If we get here, we are removing it from a map */ 1116 // make sure cmov optimisation is applicable
1081 if (op->map == NULL) return; 1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1082 1119
1083 x = op->x; 1120 above = 0;
1084 y = op->y; 1121 below = 0;
1085 m = get_map_from_coord(op->map, &x, &y); 1122 env = 0;
1086 1123
1087 if (!m) { 1124 if (pl && pl->is_player ())
1088 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1089 op->map->path, op->x, op->y);
1090 /* in old days, we used to set x and y to 0 and continue.
1091 * it seems if we get into this case, something is probablye
1092 * screwed up and should be fixed.
1093 */ 1125 {
1094 abort(); 1126 if (expect_false (pl->contr->combat_ob == this))
1095 }
1096 if (op->map != m) {
1097 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1098 op->map->path, m->path, op->x, op->y, x, y);
1099 }
1100
1101 /* Re did the following section of code - it looks like it had
1102 * lots of logic for things we no longer care about
1103 */
1104
1105 /* link the object above us */
1106 if (op->above)
1107 op->above->below=op->below;
1108 else
1109 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1110
1111 /* Relink the object below us, if there is one */
1112 if(op->below) {
1113 op->below->above=op->above;
1114 } else {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */ 1127 {
1119 if(GET_MAP_OB(m,x,y)!=op) { 1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1120 dump_object(op); 1129 pl->contr->combat_ob = 0;
1121 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); 1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1122 dump_object(GET_MAP_OB(m,x,y)); 1131 }
1123 LOG(llevError,"%s\n",errmsg); 1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1142 if (expect_false (glow_radius) && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1124 } 1144 }
1125 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1145 }
1146 else if (map)
1126 } 1147 {
1127 op->above=NULL; 1148 map->dirty = true;
1128 op->below=NULL; 1149 mapspace &ms = this->ms ();
1129 1150
1130 if (op->map->in_memory == MAP_SAVING) 1151 if (object *pl = ms.player ())
1131 return;
1132
1133 tag = op->count;
1134 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1135 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1136 /* No point updating the players look faces if he is the object
1137 * being removed.
1138 */ 1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139 1157
1140 if(tmp->type==PLAYER && tmp!=op) { 1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172 else
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1185
1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1187
1188 if (object *pl = ms.player ())
1189 {
1190 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1143 * appropriately. 1193 * appropriately.
1144 */ 1194 */
1145 if (tmp->container==op) { 1195 pl->close_container ();
1146 CLEAR_FLAG(op, FLAG_APPLIED); 1196
1147 tmp->container=NULL; 1197 //TODO: the floorbox prev/next might need updating
1148 } 1198 //esrv_del_item (pl->contr, count);
1149 tmp->contr->socket.update_look=1; 1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
1150 } 1202 }
1203
1204 if (check_walk_off)
1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1206 {
1207 above = tmp->above;
1208
1209 /* No point updating the players look faces if he is the object
1210 * being removed.
1211 */
1212
1151 /* See if player moving off should effect something */ 1213 /* See if object moving off should effect something */
1152 if (check_walk_off && ((op->move_type & tmp->move_off) && 1214 if ((move_type & tmp->move_off)
1153 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1154
1155 move_apply(tmp, op, NULL); 1216 move_apply (tmp, this, 0);
1156 if (was_destroyed (op, tag)) {
1157 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1158 "leaving object\n", &tmp->name, &tmp->arch->name);
1159 } 1217 }
1160 }
1161 1218
1162 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1219 if (affects_los ())
1163
1164 if(tmp->above == tmp)
1165 tmp->above = NULL;
1166 last=tmp;
1167 }
1168 /* last == NULL of there are no objects on this space */
1169 if (last==NULL) {
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1176 update_position(op->map, op->x, op->y);
1177 }
1178 else
1179 update_object(last, UP_OBJ_REMOVE);
1180
1181 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1182 update_all_los(op->map, op->x, op->y); 1220 update_all_los (map, x, y);
1183 1221 }
1184} 1222}
1185 1223
1186/* 1224/*
1187 * merge_ob(op,top): 1225 * merge_ob(op,top):
1188 * 1226 *
1189 * This function goes through all objects below and including top, and 1227 * This function goes through all objects below and including top, and
1190 * merges op to the first matching object. 1228 * merges op to the first matching object.
1191 * If top is NULL, it is calculated. 1229 * If top is NULL, it is calculated.
1192 * Returns pointer to object if it succeded in the merge, otherwise NULL 1230 * Returns pointer to object if it succeded in the merge, otherwise NULL
1193 */ 1231 */
1194 1232object *
1195object *merge_ob(object *op, object *top) { 1233merge_ob (object *op, object *top)
1234{
1196 if(!op->nrof) 1235 if (!op->nrof)
1197 return 0; 1236 return 0;
1198 if(top==NULL) 1237
1238 if (!top)
1199 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1239 for (top = op; top && top->above; top = top->above)
1240 ;
1241
1200 for(;top!=NULL;top=top->below) { 1242 for (; top; top = top->below)
1201 if(top==op) 1243 if (object::can_merge (op, top))
1202 continue;
1203 if (CAN_MERGE(op,top))
1204 { 1244 {
1205 top->nrof+=op->nrof; 1245 top->nrof += op->nrof;
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246
1207 op->weight = 0; /* Don't want any adjustements now */ 1247 if (object *pl = top->visible_to ())
1208 remove_ob(op); 1248 esrv_update_item (UPD_NROF, pl, top);
1209 free_object(op); 1249
1250 op->weight = 0; // cancel the addition above
1251 op->carrying = 0; // must be 0 already
1252
1253 op->destroy ();
1254
1210 return top; 1255 return top;
1211 } 1256 }
1212 } 1257
1213 return NULL; 1258 return 0;
1214} 1259}
1215 1260
1261void
1262object::expand_tail ()
1263{
1264 if (more)
1265 return;
1266
1267 object *prev = this;
1268
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 {
1271 object *op = at->instance ();
1272
1273 op->name = name;
1274 op->name_pl = name_pl;
1275 op->title = title;
1276
1277 op->head = this;
1278 prev->more = op;
1279
1280 prev = op;
1281 }
1282}
1283
1216/* 1284/*
1217 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1285 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1218 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1219 */ 1287 */
1288object *
1220object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1289insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221 object* tmp; 1290{
1222 if (op->head) 1291 op->remove ();
1223 op=op->head; 1292
1224 for (tmp=op;tmp;tmp=tmp->more){ 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1294 {
1225 tmp->x=x+tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1226 tmp->y=y+tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1227 } 1297 }
1298
1228 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1229} 1300}
1230 1301
1231/* 1302/*
1232 * insert_ob_in_map (op, map, originator, flag): 1303 * insert_ob_in_map (op, map, originator, flag):
1233 * This function inserts the object in the two-way linked list 1304 * This function inserts the object in the two-way linked list
1243 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1244 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1245 * 1316 *
1246 * Return value: 1317 * Return value:
1247 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1248 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1249 * just 'op' otherwise 1320 * just 'op' otherwise
1250 */ 1321 */
1251 1322object *
1252object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1324{
1254 object *tmp, *top, *floor=NULL; 1325 op->remove ();
1255 sint16 x,y;
1256 1326
1257 if (QUERY_FLAG (op, FLAG_FREED)) { 1327 if (m == &freed_map)//D TODO: remove soon
1258 LOG (llevError, "Trying to insert freed object!\n"); 1328 {//D
1259 return NULL; 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1330 }//D
1331
1332 /* Ideally, the caller figures this out. However, it complicates a lot
1333 * of areas of callers (eg, anything that uses find_free_spot would now
1334 * need extra work
1335 */
1336 maptile *newmap = m;
1337 if (!xy_normalise (newmap, op->x, op->y))
1260 } 1338 {
1261 if(m==NULL) { 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1264 return op; 1340 return 0;
1265 } 1341 }
1266 if(out_of_map(m,op->x,op->y)) { 1342
1267 dump_object(op); 1343 if (object *more = op->more)
1268 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1344 if (!insert_ob_in_map (more, m, originator, flag))
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort();
1275#endif
1276 return op; 1345 return 0;
1277 }
1278 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1279 dump_object(op);
1280 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1281 return op;
1282 }
1283 if(op->more!=NULL) {
1284 /* The part may be on a different map. */
1285 1346
1286 object *more = op->more; 1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1287 1350
1288 /* We really need the caller to normalize coordinates - if 1351 mapspace &ms = op->ms ();
1289 * we set the map, that doesn't work if the location is within 1352
1290 * a map and this is straddling an edge. So only if coordinate 1353 /* this has to be done after we translate the coordinates.
1291 * is clear wrong do we normalize it. 1354 */
1355 if (op->nrof && !(flag & INS_NO_MERGE))
1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1357 if (object::can_merge (op, tmp))
1292 */ 1358 {
1293 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1359 // TODO: we actually want to update tmp, not op,
1294 more->map = get_map_from_coord(m, &more->x, &more->y); 1360 // but some caller surely breaks when we return tmp
1295 } else if (!more->map) { 1361 // from here :/
1296 /* For backwards compatibility - when not dealing with tiled maps, 1362 op->nrof += tmp->nrof;
1297 * more->map should always point to the parent. 1363 tmp->destroy ();
1298 */
1299 more->map = m;
1300 } 1364 }
1301 1365
1302 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1303 if ( ! op->head) 1367 op->clr_flag (FLAG_INV_LOCKED);
1304 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1368
1305 return NULL; 1369 if (!op->flag [FLAG_ALIVE])
1370 op->clr_flag (FLAG_NO_STEAL);
1371
1372 if (flag & INS_BELOW_ORIGINATOR)
1373 {
1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1375 {
1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1377 abort ();
1306 } 1378 }
1379
1380 if (!originator->is_on_map ())
1381 {
1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1386
1387 op->above = originator;
1388 op->below = originator->below;
1389 originator->below = op;
1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1392 }
1393 else
1307 } 1394 {
1308 CLEAR_FLAG(op,FLAG_REMOVED); 1395 object *floor = 0;
1396 object *top = ms.top;
1309 1397
1310 /* Ideally, the caller figures this out. However, it complicates a lot 1398 /* If there are other objects, then */
1311 * of areas of callers (eg, anything that uses find_free_spot would now 1399 if (top)
1312 * need extra work 1400 {
1313 */ 1401 /*
1314 op->map=get_map_from_coord(m, &op->x, &op->y); 1402 * If there are multiple objects on this space, we do some trickier handling.
1315 x = op->x; 1403 * We've already dealt with merging if appropriate.
1316 y = op->y; 1404 * Generally, we want to put the new object on top. But if
1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1406 * floor, we want to insert above that and no further.
1407 * Also, if there are spell objects on this space, we stop processing
1408 * once we get to them. This reduces the need to traverse over all of
1409 * them when adding another one - this saves quite a bit of cpu time
1410 * when lots of spells are cast in one area. Currently, it is presumed
1411 * that flying non pickable objects are spell objects.
1412 */
1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1414 {
1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1416 floor = tmp;
1317 1417
1318 /* this has to be done after we translate the coordinates. 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1319 */ 1419 {
1320 if(op->nrof && !(flag & INS_NO_MERGE)) { 1420 /* We insert above top, so we want this object below this */
1321 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1421 top = tmp->below;
1322 if (CAN_MERGE(op,tmp)) { 1422 break;
1323 op->nrof+=tmp->nrof; 1423 }
1324 remove_ob(tmp); 1424
1325 free_object(tmp); 1425 top = tmp;
1326 } 1426 }
1327 }
1328 1427
1329 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 /* We let update_position deal with figuring out what the space
1330 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1429 * looks like instead of lots of conditions here.
1331 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1430 * makes things faster, and effectively the same result.
1332 CLEAR_FLAG(op, FLAG_NO_STEAL); 1431 */
1333 1432
1334 if (flag & INS_BELOW_ORIGINATOR) { 1433 /* Have object 'fall below' other objects that block view.
1335 if (originator->map != op->map || originator->x != op->x || 1434 * Unless those objects are exits.
1336 originator->y != op->y) { 1435 * If INS_ON_TOP is used, don't do this processing
1337 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1436 * Need to find the object that in fact blocks view, otherwise
1338 abort(); 1437 * stacking is a bit odd.
1438 */
1439 if (!(flag & INS_ON_TOP)
1440 && ms.flags () & P_BLOCKSVIEW
1441 && (op->face && !faces [op->face].visibility))
1442 {
1443 object *last;
1444
1445 for (last = top; last != floor; last = last->below)
1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1447 break;
1448
1449 /* Check to see if we found the object that blocks view,
1450 * and make sure we have a below pointer for it so that
1451 * we can get inserted below this one, which requires we
1452 * set top to the object below us.
1453 */
1454 if (last && last->below && last != floor)
1455 top = last->below;
1456 }
1457 } /* If objects on this space */
1458
1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1461
1462 // insert object above top, or bottom-most if top = 0
1463 if (!top)
1464 {
1465 op->below = 0;
1466 op->above = ms.bot;
1467 ms.bot = op;
1468
1469 *(op->above ? &op->above->below : &ms.top) = op;
1339 } 1470 }
1340 op->above = originator;
1341 op->below = originator->below;
1342 if (op->below) op->below->above = op;
1343 else SET_MAP_OB(op->map, op->x, op->y, op);
1344 /* since *below* originator, no need to update top */
1345 originator->below = op;
1346 } else { 1471 else
1347 /* If there are other objects, then */
1348 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1349 object *last=NULL;
1350 /*
1351 * If there are multiple objects on this space, we do some trickier handling.
1352 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects.
1361 */
1362
1363 while (top != NULL) {
1364 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1365 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1366 if (QUERY_FLAG(top, FLAG_NO_PICK)
1367 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1368 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1369 {
1370 /* We insert above top, so we want this object below this */
1371 top=top->below;
1372 break;
1373 }
1374 last = top;
1375 top = top->above;
1376 }
1377 /* Don't want top to be NULL, so set it to the last valid object */
1378 top = last;
1379
1380 /* We let update_position deal with figuring out what the space
1381 * looks like instead of lots of conditions here.
1382 * makes things faster, and effectively the same result.
1383 */
1384
1385 /* Have object 'fall below' other objects that block view.
1386 * Unless those objects are exits, type 66
1387 * If INS_ON_TOP is used, don't do this processing
1388 * Need to find the object that in fact blocks view, otherwise
1389 * stacking is a bit odd.
1390 */
1391 if (!(flag & INS_ON_TOP) &&
1392 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1393 (op->face && !op->face->visibility)) {
1394 for (last=top; last != floor; last=last->below)
1395 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor) top=last->below;
1402 }
1403 } /* If objects on this space */
1404 if (flag & INS_MAP_LOAD)
1405 top = GET_MAP_TOP(op->map,op->x,op->y);
1406 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1407
1408 /* Top is the object that our object (op) is going to get inserted above.
1409 */ 1472 {
1410
1411 /* First object on this space */
1412 if (!top) {
1413 op->above = GET_MAP_OB(op->map, op->x, op->y);
1414 if (op->above) op->above->below = op;
1415 op->below = NULL;
1416 SET_MAP_OB(op->map, op->x, op->y, op);
1417 } else { /* get inserted into the stack above top */
1418 op->above = top->above; 1473 op->above = top->above;
1419 if (op->above) op->above->below = op;
1420 op->below = top;
1421 top->above = op; 1474 top->above = op;
1475
1476 op->below = top;
1477 *(op->above ? &op->above->below : &ms.top) = op;
1422 } 1478 }
1423 if (op->above==NULL) 1479 }
1424 SET_MAP_TOP(op->map,op->x, op->y, op);
1425 } /* else not INS_BELOW_ORIGINATOR */
1426 1480
1427 if(op->type==PLAYER) 1481 if (op->is_player ())
1482 {
1428 op->contr->do_los=1; 1483 op->contr->do_los = 1;
1484 ++op->map->players;
1485 op->map->touch ();
1486 }
1429 1487
1430 /* If we have a floor, we know the player, if any, will be above 1488 op->map->dirty = true;
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1435 if (tmp->type == PLAYER)
1436 tmp->contr->socket.update_look=1;
1437 }
1438 1489
1490 if (object *pl = ms.player ())
1491 //TODO: the floorbox prev/next might need updating
1492 //esrv_send_item (pl, op);
1493 //TODO: update floorbox to preserve ordering
1494 if (pl->contr->ns)
1495 pl->contr->ns->floorbox_update ();
1496
1439 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1440 * visible to others on this map. But update_all_los is really 1498 * visible to others on this map. But update_all_los is really
1441 * an inefficient way to do this, as it means los for all players 1499 * an inefficient way to do this, as it means los for all players
1442 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1443 * be far away from this change and not affected in any way - 1501 * be far away from this change and not affected in any way -
1444 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1445 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1446 * of effect may be sufficient. 1504 * of effect may be sufficient.
1447 */ 1505 */
1448 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1449 update_all_los(op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1450 1511
1451
1452 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1453 update_object(op,UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1454 1514
1515 INVOKE_OBJECT (INSERT, op);
1455 1516
1456 /* Don't know if moving this to the end will break anything. However, 1517 /* Don't know if moving this to the end will break anything. However,
1457 * we want to have update_look set above before calling this. 1518 * we want to have floorbox_update called before calling this.
1458 * 1519 *
1459 * check_move_on() must be after this because code called from 1520 * check_move_on() must be after this because code called from
1460 * check_move_on() depends on correct map flags (so functions like 1521 * check_move_on() depends on correct map flags (so functions like
1461 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1462 * update_object(). 1523 * update_object().
1463 */ 1524 */
1464 1525
1465 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1466
1467 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1528 {
1468 if (check_move_on(op, originator)) 1529 if (check_move_on (op, originator, flag))
1469 return NULL; 1530 return 0;
1470 1531
1471 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1472 * walk on's. 1533 * walk on's.
1473 */ 1534 */
1474 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1475 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1476 return NULL; 1537 return 0;
1477 } 1538 }
1539
1478 return op; 1540 return op;
1479} 1541}
1480 1542
1481/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1482 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1483 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1484 */ 1546 */
1485void replace_insert_ob_in_map(const char *arch_string, object *op) { 1547void
1486 object *tmp; 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1487 object *tmp1; 1549{
1488
1489 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1490 1551
1491 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1553 if (tmp->arch->archname == archname) /* same archetype */
1493 remove_ob(tmp); 1554 tmp->destroy ();
1494 free_object(tmp);
1495 }
1496 }
1497 1555
1498 tmp1=arch_to_object(find_archetype(arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1499 1557
1500 1558 tmp->x = op->x;
1501 tmp1->x = op->x; tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1502 insert_ob_in_map(tmp1,op->map,op,0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1503} 1562}
1504 1563
1505/* 1564object *
1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1565object::insert_at (object *where, object *originator, int flags)
1507 * is returned contains nr objects, and the remaining parts contains 1566{
1508 * the rest (or is removed and freed if that number is 0). 1567 if (where->env)
1509 * On failure, NULL is returned, and the reason put into the 1568 return where->env->insert (this);
1510 * global static errmsg array. 1569 else
1511 */ 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1512 1572
1513object *get_split_ob(object *orig_ob, uint32 nr) { 1573// check whether we can put this into the map, respect max_volume, max_items
1514 object *newob; 1574bool
1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1516 1578
1517 if(orig_ob->nrof<nr) { 1579 int items = ms.items ();
1518 sprintf(errmsg,"There are only %d %ss.",
1519 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1520 return NULL;
1521 }
1522 newob = object_create_clone(orig_ob);
1523 if((orig_ob->nrof-=nr)<1) {
1524 if ( ! is_removed)
1525 remove_ob(orig_ob);
1526 free_object2(orig_ob, 1);
1527 }
1528 else if ( ! is_removed) {
1529 if(orig_ob->env!=NULL)
1530 sub_weight (orig_ob->env,orig_ob->weight*nr);
1531 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1532 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1533 LOG(llevDebug,
1534 "Error, Tried to split object whose map is not in memory.\n");
1535 return NULL;
1536 }
1537 }
1538 newob->nrof=nr;
1539 1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1540 return newob; 1584 return true;
1541}
1542 1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1593}
1594
1543/* 1595/*
1544 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1545 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1546 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1547 * 1599 *
1548 * Return value: 'op' if something is left, NULL if the amount reached 0 1600 * Return value: 'op' if something is left, NULL if the amount reached 0
1549 */ 1601 */
1550 1602bool
1551object *decrease_ob_nr (object *op, uint32 i) 1603object::decrease (sint32 nr)
1552{ 1604{
1553 object *tmp; 1605 if (!nr)
1554 player *pl; 1606 return true;
1555 1607
1556 if (i == 0) /* objects with op->nrof require this check */ 1608 nr = min (nr, nrof);
1609
1610 if (nrof > nr)
1611 {
1612 weight_t oweight = total_weight ();
1613
1614 nrof -= nr;
1615
1616 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1636object *
1637object::split (sint32 nr)
1638{
1639 int have = number_of ();
1640
1641 if (have < nr)
1642 return 0;
1643 else if (have == nr)
1644 {
1645 remove ();
1646 return this;
1647 }
1648 else
1649 {
1650 decrease (nr);
1651
1652 object *op = deep_clone ();
1653 op->nrof = nr;
1557 return op; 1654 return op;
1558
1559 if (i > op->nrof)
1560 i = op->nrof;
1561
1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1563 { 1655 }
1564 op->nrof -= i; 1656}
1657
1658object *
1659insert_ob_in_ob (object *op, object *where)
1660{
1661 if (!where)
1565 } 1662 {
1566 else if (op->env != NULL) 1663 char *dump = dump_object (op);
1567 { 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1568 /* is this object in the players inventory, or sub container 1665 free (dump);
1569 * therein?
1570 */
1571 tmp = is_player_inv (op->env);
1572 /* nope. Is this a container the player has opened?
1573 * If so, set tmp to that player.
1574 * IMO, searching through all the players will mostly
1575 * likely be quicker than following op->env to the map,
1576 * and then searching the map for a player.
1577 */
1578 if (!tmp) {
1579 for (pl=first_player; pl; pl=pl->next)
1580 if (pl->ob->container == op->env) break;
1581 if (pl) tmp=pl->ob;
1582 else tmp=NULL;
1583 }
1584
1585 if (i < op->nrof) {
1586 sub_weight (op->env, op->weight * i);
1587 op->nrof -= i;
1588 if (tmp) {
1589 esrv_send_item(tmp, op);
1590 }
1591 } else {
1592 remove_ob (op);
1593 op->nrof = 0;
1594 if (tmp) {
1595 esrv_del_item(tmp->contr, op->count);
1596 }
1597 }
1598 }
1599 else
1600 {
1601 object *above = op->above;
1602
1603 if (i < op->nrof) {
1604 op->nrof -= i;
1605 } else {
1606 remove_ob (op);
1607 op->nrof = 0;
1608 }
1609 /* Since we just removed op, op->above is null */
1610 for (tmp = above; tmp != NULL; tmp = tmp->above)
1611 if (tmp->type == PLAYER) {
1612 if (op->nrof)
1613 esrv_send_item(tmp, op);
1614 else
1615 esrv_del_item(tmp->contr, op->count);
1616 }
1617 }
1618
1619 if (op->nrof) {
1620 return op; 1666 return op;
1621 } else { 1667 }
1622 free_object (op); 1668
1623 return NULL; 1669 if (where->head_ () != where)
1624 } 1670 {
1625} 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 1672 where = where->head;
1627/*
1628 * add_weight(object, weight) adds the specified weight to an object,
1629 * and also updates how much the environment(s) is/are carrying.
1630 */
1631
1632void add_weight (object *op, signed long weight) {
1633 while (op!=NULL) {
1634 if (op->type == CONTAINER) {
1635 weight=(signed long)(weight*(100-op->stats.Str)/100);
1636 }
1637 op->carrying+=weight;
1638 op=op->env;
1639 } 1673 }
1640}
1641 1674
1675 return where->insert (op);
1676}
1677
1642/* 1678/*
1643 * insert_ob_in_ob(op,environment): 1679 * env->insert (op)
1644 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1645 * inside the object environment. 1681 * inside the object environment.
1646 * 1682 *
1647 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1648 * the inventory at the last position or next to other objects of the same
1649 * type.
1650 * Frank: Now sorted by type, archetype and magic!
1651 *
1652 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1653 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1654 */ 1685 */
1655 1686object *
1656object *insert_ob_in_ob(object *op,object *where) { 1687object::insert (object *op)
1657 object *tmp, *otmp; 1688{
1658
1659 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1660 dump_object(op);
1661 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1662 return op;
1663 }
1664 if(where==NULL) {
1665 dump_object(op);
1666 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1667 return op;
1668 }
1669 if (where->head) {
1670 LOG(llevDebug,
1671 "Warning: Tried to insert object wrong part of multipart object.\n");
1672 where = where->head;
1673 }
1674 if (op->more) { 1689 if (op->more)
1690 {
1675 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1676 &op->name, op->count);
1677 return op; 1692 return op;
1678 } 1693 }
1679 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1694
1680 CLEAR_FLAG(op, FLAG_REMOVED); 1695 op->remove ();
1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1681 if(op->nrof) { 1699 if (op->nrof)
1682 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1683 if ( CAN_MERGE(tmp,op) ) { 1701 if (object::can_merge (tmp, op))
1702 {
1684 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1686 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1710
1688 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1689 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1690 add_weight (where, op->weight*op->nrof); 1713
1691 SET_FLAG(op, FLAG_REMOVED); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1692 free_object(op); /* free the inserted object */ 1715
1716 op->destroy ();
1693 op = tmp; 1717 op = tmp;
1694 remove_ob (op); /* and fix old object's links */ 1718 goto inserted;
1695 CLEAR_FLAG(op, FLAG_REMOVED);
1696 break;
1697 } 1719 }
1698 1720
1699 /* I assume combined objects have no inventory 1721 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed 1722 op->map = 0;
1701 * (if it was possible to merge). calling remove_ob will subtract 1723 op->x = 0;
1702 * the weight, so we need to add it in again, since we actually do 1724 op->y = 0;
1703 * the linking below
1704 */
1705 add_weight (where, op->weight*op->nrof);
1706 } else
1707 add_weight (where, (op->weight+op->carrying));
1708 1725
1709 otmp=is_player_inv(where);
1710 if (otmp&&otmp->contr!=NULL) {
1711 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1712 fix_player(otmp);
1713 }
1714
1715 op->map=NULL;
1716 op->env=where;
1717 op->above=NULL; 1726 op->above = 0;
1718 op->below=NULL; 1727 op->below = inv;
1719 op->x=0,op->y=0; 1728 op->env = this;
1720 1729
1730 if (inv)
1731 inv->above = op;
1732
1733 inv = op;
1734
1735 op->flag [FLAG_REMOVED] = 0;
1736
1737 if (object *pl = op->visible_to ())
1738 esrv_send_item (pl, op);
1739
1740 adjust_weight (this, 0, op->total_weight ());
1741
1742inserted:
1721 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1722 if((op->glow_radius!=0)&&where->map) 1744 if (op->glow_radius && is_on_map ())
1723 { 1745 {
1724#ifdef DEBUG_LIGHTS 1746 update_stats ();
1725 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1747 update_all_los (map, x, y);
1726 op->name);
1727#endif /* DEBUG_LIGHTS */
1728 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1729 } 1748 }
1749 else if (is_player ())
1750 // if this is a player's inventory, update stats
1751 contr->queue_stats_update ();
1730 1752
1731 /* Client has no idea of ordering so lets not bother ordering it here. 1753 INVOKE_OBJECT (INSERT, this);
1732 * It sure simplifies this function... 1754
1733 */
1734 if (where->inv==NULL)
1735 where->inv=op;
1736 else {
1737 op->below = where->inv;
1738 op->below->above = op;
1739 where->inv = op;
1740 }
1741 return op; 1755 return op;
1742} 1756}
1743 1757
1744/* 1758/*
1745 * Checks if any objects has a move_type that matches objects 1759 * Checks if any objects has a move_type that matches objects
1759 * 1773 *
1760 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1761 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1762 * on top. 1776 * on top.
1763 */ 1777 */
1764 1778int
1765int check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1766{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1767 object *tmp; 1784 object *tmp;
1768 tag_t tag;
1769 mapstruct *m=op->map; 1785 maptile *m = op->map;
1770 int x=op->x, y=op->y; 1786 int x = op->x, y = op->y;
1771 MoveType move_on, move_slow, move_block;
1772 1787
1773 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1788 mapspace &ms = m->at (x, y);
1774 return 0;
1775 1789
1776 tag = op->count; 1790 ms.update ();
1777 1791
1778 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1779 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1780 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1781 1795
1782 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1783 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1784 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1785 * as walking. 1799 * as walking.
1786 */ 1800 */
1787 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1801 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1788 return 0; 1802 return 0;
1789 1803
1790 /* This is basically inverse logic of that below - basically, 1804 /* This is basically inverse logic of that below - basically,
1791 * if the object can avoid the move on or slow move, they do so, 1805 * if the object can avoid the move on or slow move, they do so,
1792 * but can't do it if the alternate movement they are using is 1806 * but can't do it if the alternate movement they are using is
1793 * blocked. Logic on this seems confusing, but does seem correct. 1807 * blocked. Logic on this seems confusing, but does seem correct.
1794 */ 1808 */
1795 if ((op->move_type & ~move_on & ~move_block) != 0 && 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1796 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1810 return 0;
1797 1811
1798 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1799 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1800 */ 1814 */
1801 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1802 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1803 tmp->above!=NULL; tmp=tmp->above) {
1804 /* Trim the search when we find the first other spell effect
1805 * this helps performance so that if a space has 50 spell objects,
1806 * we don't need to check all of them.
1807 */
1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1809 } 1816 {
1810 for(;tmp!=NULL; tmp=tmp->below) { 1817 next = tmp->below;
1818
1819 if (tmp == op)
1811 if (tmp == op) continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1812 1821
1813 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1814 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1815 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1816 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1817 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1818 */ 1827 */
1819 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1828 if (!op->flag [FLAG_WIZPASS])
1829 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) &&
1822 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1823 1832 {
1824 float diff;
1825
1826 diff = tmp->move_slow_penalty*FABS(op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1827 if (op->type == PLAYER) { 1834
1835 if (op->is_player ())
1828 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0; 1838 diff /= 4.0;
1831 } 1839
1832 }
1833 op->speed_left -= diff; 1840 op->speed_left -= diff;
1834 } 1841 }
1835 } 1842 }
1836 1843
1837 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1839 ((op->move_type & tmp->move_on) &&
1840 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1841 1852
1842 move_apply(tmp, op, originator); 1853 move_apply (tmp, op, originator);
1854
1843 if (was_destroyed (op, tag)) 1855 if (op->destroyed ())
1844 return 1; 1856 return 1;
1845 1857
1846 /* what the person/creature stepped onto has moved the object 1858 /* what the person/creature stepped onto has moved the object
1847 * someplace new. Don't process any further - if we did, 1859 * someplace new. Don't process any further - if we did,
1848 * have a feeling strange problems would result. 1860 * have a feeling strange problems would result.
1849 */ 1861 */
1850 if (op->map != m || op->x != x || op->y != y) return 0; 1862 if (op->map != m || op->x != x || op->y != y)
1863 return 0;
1851 } 1864 }
1852 } 1865 }
1866
1853 return 0; 1867 return 0;
1854} 1868}
1855 1869
1856/* 1870/*
1857 * present_arch(arch, map, x, y) searches for any objects with 1871 * present_arch(arch, map, x, y) searches for any objects with
1858 * a matching archetype at the given map and coordinates. 1872 * a matching archetype at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
1860 */ 1874 */
1861 1875object *
1862object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1876present_arch (const archetype *at, maptile *m, int x, int y)
1863 object *tmp; 1877{
1864 if(m==NULL || out_of_map(m,x,y)) { 1878 if (!m || out_of_map (m, x, y))
1879 {
1865 LOG(llevError,"Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
1866 return NULL; 1881 return NULL;
1867 } 1882 }
1868 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1883
1869 if(tmp->arch == at) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if (tmp->arch->archname == at->archname)
1870 return tmp; 1886 return tmp;
1887
1871 return NULL; 1888 return NULL;
1872} 1889}
1873 1890
1874/* 1891/*
1875 * present(type, map, x, y) searches for any objects with 1892 * present(type, map, x, y) searches for any objects with
1876 * a matching type variable at the given map and coordinates. 1893 * a matching type variable at the given map and coordinates.
1877 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
1878 */ 1895 */
1879 1896object *
1880object *present(unsigned char type,mapstruct *m, int x,int y) { 1897present (unsigned char type, maptile *m, int x, int y)
1881 object *tmp; 1898{
1882 if(out_of_map(m,x,y)) { 1899 if (out_of_map (m, x, y))
1900 {
1883 LOG(llevError,"Present called outside map.\n"); 1901 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1902 return NULL;
1885 } 1903 }
1886 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1904
1905 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if(tmp->type==type) 1906 if (tmp->type == type)
1888 return tmp; 1907 return tmp;
1908
1889 return NULL; 1909 return NULL;
1890} 1910}
1891 1911
1892/* 1912/*
1893 * present_in_ob(type, object) searches for any objects with 1913 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1914 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
1896 */ 1916 */
1897 1917object *
1898object *present_in_ob(unsigned char type, const object *op) { 1918present_in_ob (unsigned char type, const object *op)
1899 object *tmp; 1919{
1900 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 if(tmp->type==type) 1921 if (tmp->type == type)
1902 return tmp; 1922 return tmp;
1923
1903 return NULL; 1924 return NULL;
1904} 1925}
1905 1926
1906/* 1927/*
1907 * present_in_ob (type, str, object) searches for any objects with 1928 * present_in_ob (type, str, object) searches for any objects with
1915 * str is the string to match against. Note that we match against 1936 * str is the string to match against. Note that we match against
1916 * the object name, not the archetype name. this is so that the 1937 * the object name, not the archetype name. this is so that the
1917 * spell code can use one object type (force), but change it's name 1938 * spell code can use one object type (force), but change it's name
1918 * to be unique. 1939 * to be unique.
1919 */ 1940 */
1920 1941object *
1921object *present_in_ob_by_name(int type, const char *str, const object *op) { 1942present_in_ob_by_name (int type, const char *str, const object *op)
1922 object *tmp; 1943{
1923
1924 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1945 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1926 return tmp; 1946 return tmp;
1927 } 1947
1928 return NULL; 1948 return 0;
1929} 1949}
1930 1950
1931/* 1951/*
1932 * present_arch_in_ob(archetype, object) searches for any objects with 1952 * present_arch_in_ob(archetype, object) searches for any objects with
1933 * a matching archetype in the inventory of the given object. 1953 * a matching archetype in the inventory of the given object.
1934 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
1935 */ 1955 */
1936 1956object *
1937object *present_arch_in_ob(const archetype *at, const object *op) { 1957present_arch_in_ob (const archetype *at, const object *op)
1938 object *tmp; 1958{
1939 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1940 if( tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
1941 return tmp; 1961 return tmp;
1962
1942 return NULL; 1963 return NULL;
1943} 1964}
1944 1965
1945/* 1966/*
1946 * activate recursively a flag on an object inventory 1967 * activate recursively a flag on an object inventory
1947 */ 1968 */
1969void
1948void flag_inv(object*op, int flag){ 1970flag_inv (object *op, int flag)
1949 object *tmp; 1971{
1950 if(op->inv)
1951 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 SET_FLAG(tmp, flag); 1973 {
1974 tmp->set_flag (flag);
1953 flag_inv(tmp,flag); 1975 flag_inv (tmp, flag);
1954 } 1976 }
1977}
1978
1955}/* 1979/*
1956 * desactivate recursively a flag on an object inventory 1980 * deactivate recursively a flag on an object inventory
1957 */ 1981 */
1982void
1958void unflag_inv(object*op, int flag){ 1983unflag_inv (object *op, int flag)
1959 object *tmp; 1984{
1960 if(op->inv)
1961 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 CLEAR_FLAG(tmp, flag); 1986 {
1987 tmp->clr_flag (flag);
1963 unflag_inv(tmp,flag); 1988 unflag_inv (tmp, flag);
1964 } 1989 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973
1974void set_cheat(object *op) {
1975 SET_FLAG(op, FLAG_WAS_WIZ);
1976 flag_inv(op, FLAG_WAS_WIZ);
1977} 1990}
1978 1991
1979/* 1992/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1994 * a spot at the given map and coordinates which will be able to contain
1983 * to search (see the freearr_x/y[] definition). 1996 * to search (see the freearr_x/y[] definition).
1984 * It returns a random choice among the alternatives found. 1997 * It returns a random choice among the alternatives found.
1985 * start and stop are where to start relative to the free_arr array (1,9 1998 * start and stop are where to start relative to the free_arr array (1,9
1986 * does all 4 immediate directions). This returns the index into the 1999 * does all 4 immediate directions). This returns the index into the
1987 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2000 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1988 * Note - this only checks to see if there is space for the head of the
1989 * object - if it is a multispace object, this should be called for all
1990 * pieces.
1991 * Note2: This function does correctly handle tiled maps, but does not 2001 * Note: This function does correctly handle tiled maps, but does not
1992 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1993 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
1994 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
1995 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1996 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1997 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1998 * customized, changed states, etc. 2008 * customized, changed states, etc.
1999 */ 2009 */
2000 2010int
2001int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002 int i,index=0, flag; 2012{
2003 static int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2014 int index = 0;
2004 2015
2005 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2006 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2017 {
2007 if(!flag) 2018 mapxy pos (m, x, y); pos.move (i);
2019
2020 if (!pos.normalise ())
2021 continue;
2022
2023 mapspace &ms = *pos;
2024
2025 if (ms.flags () & P_IS_ALIVE)
2026 continue;
2027
2028 /* However, often
2029 * ob doesn't have any move type (when used to place exits)
2030 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2031 */
2032 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2033 {
2008 altern[index++]=i; 2034 altern [index++] = i;
2035 continue;
2036 }
2009 2037
2010 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2011 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2012 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2013 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2014 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2015 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2016 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2017 */ 2045 */
2018 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
2019 stop=maxfree[i]; 2048 stop = maxfree[i];
2020 } 2049 continue;
2021 if(!index) return -1; 2050 }
2022 return altern[RANDOM()%index];
2023}
2024 2051
2052 /* Note it is intentional that we check ob - the movement type of the
2053 * head of the object should correspond for the entire object.
2054 */
2055 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2056 continue;
2057
2058 if (ob->blocked (pos.m, pos.x, pos.y))
2059 continue;
2060
2061 altern [index++] = i;
2062 }
2063
2064 if (!index)
2065 return -1;
2066
2067 return altern [rndm (index)];
2068}
2069
2025/* 2070/*
2026 * find_first_free_spot(archetype, mapstruct, x, y) works like 2071 * find_first_free_spot(archetype, maptile, x, y) works like
2027 * find_free_spot(), but it will search max number of squares. 2072 * find_free_spot(), but it will search max number of squares.
2028 * But it will return the first available spot, not a random choice. 2073 * But it will return the first available spot, not a random choice.
2029 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2074 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2030 */ 2075 */
2031 2076int
2032int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2033 int i; 2078{
2034 for(i=0;i<SIZEOFFREE;i++) { 2079 for (int i = 0; i < SIZEOFFREE; i++)
2035 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2080 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2036 return i; 2081 return i;
2037 } 2082
2038 return -1; 2083 return -1;
2039} 2084}
2040 2085
2041/* 2086/*
2042 * The function permute(arr, begin, end) randomly reorders the array 2087 * The function permute(arr, begin, end) randomly reorders the array
2043 * arr[begin..end-1]. 2088 * arr[begin..end-1].
2089 * now uses a fisher-yates shuffle, old permute was broken
2044 */ 2090 */
2091static void
2045static void permute(int *arr, int begin, int end) 2092permute (int *arr, int begin, int end)
2046{ 2093{
2047 int i, j, tmp, len; 2094 arr += begin;
2095 end -= begin;
2048 2096
2049 len = end-begin; 2097 while (--end)
2050 for(i = begin; i < end; i++) 2098 swap (arr [end], arr [rndm (end + 1)]);
2051 {
2052 j = begin+RANDOM()%len;
2053
2054 tmp = arr[i];
2055 arr[i] = arr[j];
2056 arr[j] = tmp;
2057 }
2058} 2099}
2059 2100
2060/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2063 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2064 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2065 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2066 */ 2107 */
2108void
2067void get_search_arr(int *search_arr) 2109get_search_arr (int *search_arr)
2068{ 2110{
2069 int i; 2111 int i;
2070 2112
2071 for(i = 0; i < SIZEOFFREE; i++) 2113 for (i = 0; i < SIZEOFFREE; i++)
2072 {
2073 search_arr[i] = i; 2114 search_arr[i] = i;
2074 }
2075 2115
2076 permute(search_arr, 1, SIZEOFFREE1+1); 2116 permute (search_arr, 1, SIZEOFFREE1 + 1);
2077 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2117 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2078 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2118 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2079} 2119}
2080 2120
2081/* 2121/*
2082 * find_dir(map, x, y, exclude) will search some close squares in the 2122 * find_dir(map, x, y, exclude) will search some close squares in the
2083 * given map at the given coordinates for live objects. 2123 * given map at the given coordinates for live objects.
2088 * Perhaps incorrectly, but I'm making the assumption that exclude 2128 * Perhaps incorrectly, but I'm making the assumption that exclude
2089 * is actually want is going to try and move there. We need this info 2129 * is actually want is going to try and move there. We need this info
2090 * because we have to know what movement the thing looking to move 2130 * because we have to know what movement the thing looking to move
2091 * there is capable of. 2131 * there is capable of.
2092 */ 2132 */
2093 2133int
2094int find_dir(mapstruct *m, int x, int y, object *exclude) { 2134find_dir (maptile *m, int x, int y, object *exclude)
2135{
2095 int i,max=SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2096 sint16 nx, ny;
2097 object *tmp;
2098 mapstruct *mp;
2099 MoveType blocked, move_type; 2137 MoveType move_type;
2100 2138
2101 if (exclude && exclude->head) { 2139 if (exclude && exclude->head_ () != exclude)
2140 {
2102 exclude = exclude->head; 2141 exclude = exclude->head;
2103 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2104 } else { 2143 }
2144 else
2145 {
2105 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2106 move_type=MOVE_ALL; 2147 move_type = MOVE_ALL;
2148 }
2149
2150 for (int i = 1; i < max; i++)
2107 } 2151 {
2152 mapxy pos (m, x, y);
2153 pos.move (i);
2108 2154
2109 for(i=1;i<max;i++) { 2155 if (!pos.normalise ())
2110 mp = m;
2111 nx = x + freearr_x[i]; 2156 max = maxfree[i];
2112 ny = y + freearr_y[i]; 2157 else
2158 {
2159 mapspace &ms = *pos;
2113 2160
2114 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2161 if ((move_type & ms.move_block) == move_type)
2115 if (mflags & P_OUT_OF_MAP) {
2116 max = maxfree[i]; 2162 max = maxfree [i];
2117 } else {
2118 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2119
2120 if ((move_type & blocked) == move_type) {
2121 max=maxfree[i];
2122 } else if (mflags & P_IS_ALIVE) { 2163 else if (ms.flags () & P_IS_ALIVE)
2123 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2164 {
2124 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2125 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2126 break;
2127 }
2128 }
2129 if(tmp) {
2130 return freedir[i]; 2168 return freedir [i];
2131 }
2132 } 2169 }
2133 } 2170 }
2134 } 2171 }
2172
2135 return 0; 2173 return 0;
2136} 2174}
2137 2175
2138/* 2176/*
2139 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2140 * distance between the two given objects. 2178 * distance between the two given objects.
2141 */ 2179 */
2142 2180int
2143int distance(const object *ob1, const object *ob2) { 2181distance (const object *ob1, const object *ob2)
2144 int i; 2182{
2145 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2146 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2147 return i;
2148} 2184}
2149 2185
2150/* 2186/*
2151 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2152 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2153 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2154 */ 2190 */
2155 2191int
2156int find_dir_2(int x, int y) { 2192find_dir_2 (int x, int y)
2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2157 int q; 2237 int q;
2158 2238
2159 if(y) 2239 if (y)
2160 q=x*100/y; 2240 q = 128 * x / y;
2161 else if (x) 2241 else if (x)
2162 q= -300*x; 2242 q = -512 * x; // to make it > 309
2163 else 2243 else
2164 return 0; 2244 return 0;
2165 2245
2166 if(y>0) { 2246 if (y > 0)
2167 if(q < -242) 2247 {
2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2168 return 3 ; 2253 return 3;
2169 if (q < -41) 2254 }
2255 else
2256 {
2257 if (q < -309) return 3;
2258 if (q < -52) return 2;
2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2170 return 2 ; 2262 return 7;
2171 if (q < 41)
2172 return 1 ;
2173 if (q < 242)
2174 return 8 ;
2175 return 7 ;
2176 } 2263 }
2177 2264#endif
2178 if (q < -242)
2179 return 7 ;
2180 if (q < -41)
2181 return 6 ;
2182 if (q < 41)
2183 return 5 ;
2184 if (q < 242)
2185 return 4 ;
2186
2187 return 3 ;
2188}
2189
2190/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int absdir(int d) {
2197 while(d<1) d+=8;
2198 while(d>8) d-=8;
2199 return d;
2200} 2265}
2201 2266
2202/* 2267/*
2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2205 */ 2270 */
2206 2271int
2207int dirdiff(int dir1, int dir2) { 2272dirdiff (int dir1, int dir2)
2208 int d; 2273{
2209 d = abs(dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2210 if(d>4) 2275
2211 d = 8 - d; 2276 return d > 4 ? 8 - d : d;
2212 return d;
2213} 2277}
2214 2278
2215/* peterm: 2279/* peterm:
2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2217 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2219 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2220 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2221 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2222 * functions. 2286 * functions.
2223 */ 2287 */
2224
2225int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2226 {0,0,0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2227 {0,0,0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2228 {0,0,0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2229 {0,0,0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2230 {0,0,0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2231 {0,0,0}, /* 5 */ 2294 {0, 0, 0}, /* 5 */
2232 {0,0,0}, /* 6 */ 2295 {0, 0, 0}, /* 6 */
2233 {0,0,0}, /* 7 */ 2296 {0, 0, 0}, /* 7 */
2234 {0,0,0}, /* 8 */ 2297 {0, 0, 0}, /* 8 */
2235 {8,1,2}, /* 9 */ 2298 {8, 1, 2}, /* 9 */
2236 {1,2,-1}, /* 10 */ 2299 {1, 2, -1}, /* 10 */
2237 {2,10,12}, /* 11 */ 2300 {2, 10, 12}, /* 11 */
2238 {2,3,-1}, /* 12 */ 2301 {2, 3, -1}, /* 12 */
2239 {2,3,4}, /* 13 */ 2302 {2, 3, 4}, /* 13 */
2240 {3,4,-1}, /* 14 */ 2303 {3, 4, -1}, /* 14 */
2241 {4,14,16}, /* 15 */ 2304 {4, 14, 16}, /* 15 */
2242 {5,4,-1}, /* 16 */ 2305 {5, 4, -1}, /* 16 */
2243 {4,5,6}, /* 17 */ 2306 {4, 5, 6}, /* 17 */
2244 {6,5,-1}, /* 18 */ 2307 {6, 5, -1}, /* 18 */
2245 {6,20,18}, /* 19 */ 2308 {6, 20, 18}, /* 19 */
2246 {7,6,-1}, /* 20 */ 2309 {7, 6, -1}, /* 20 */
2247 {6,7,8}, /* 21 */ 2310 {6, 7, 8}, /* 21 */
2248 {7,8,-1}, /* 22 */ 2311 {7, 8, -1}, /* 22 */
2249 {8,22,24}, /* 23 */ 2312 {8, 22, 24}, /* 23 */
2250 {8,1,-1}, /* 24 */ 2313 {8, 1, -1}, /* 24 */
2251 {24,9,10}, /* 25 */ 2314 {24, 9, 10}, /* 25 */
2252 {9,10,-1}, /* 26 */ 2315 {9, 10, -1}, /* 26 */
2253 {10,11,-1}, /* 27 */ 2316 {10, 11, -1}, /* 27 */
2254 {27,11,29}, /* 28 */ 2317 {27, 11, 29}, /* 28 */
2255 {11,12,-1}, /* 29 */ 2318 {11, 12, -1}, /* 29 */
2256 {12,13,-1}, /* 30 */ 2319 {12, 13, -1}, /* 30 */
2257 {12,13,14}, /* 31 */ 2320 {12, 13, 14}, /* 31 */
2258 {13,14,-1}, /* 32 */ 2321 {13, 14, -1}, /* 32 */
2259 {14,15,-1}, /* 33 */ 2322 {14, 15, -1}, /* 33 */
2260 {33,15,35}, /* 34 */ 2323 {33, 15, 35}, /* 34 */
2261 {16,15,-1}, /* 35 */ 2324 {16, 15, -1}, /* 35 */
2262 {17,16,-1}, /* 36 */ 2325 {17, 16, -1}, /* 36 */
2263 {18,17,16}, /* 37 */ 2326 {18, 17, 16}, /* 37 */
2264 {18,17,-1}, /* 38 */ 2327 {18, 17, -1}, /* 38 */
2265 {18,19,-1}, /* 39 */ 2328 {18, 19, -1}, /* 39 */
2266 {41,19,39}, /* 40 */ 2329 {41, 19, 39}, /* 40 */
2267 {19,20,-1}, /* 41 */ 2330 {19, 20, -1}, /* 41 */
2268 {20,21,-1}, /* 42 */ 2331 {20, 21, -1}, /* 42 */
2269 {20,21,22}, /* 43 */ 2332 {20, 21, 22}, /* 43 */
2270 {21,22,-1}, /* 44 */ 2333 {21, 22, -1}, /* 44 */
2271 {23,22,-1}, /* 45 */ 2334 {23, 22, -1}, /* 45 */
2272 {45,47,23}, /* 46 */ 2335 {45, 47, 23}, /* 46 */
2273 {23,24,-1}, /* 47 */ 2336 {23, 24, -1}, /* 47 */
2274 {24,9,-1}}; /* 48 */ 2337 {24, 9, -1}
2338}; /* 48 */
2275 2339
2276/* Recursive routine to step back and see if we can 2340/* Recursive routine to step back and see if we can
2277 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2278 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2279 * can see a direct way to get it 2343 * can see a direct way to get it
2280 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2281 */ 2345 */
2282 2346int
2283
2284int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2348{
2285 sint16 dx, dy; 2349 sint16 dx, dy;
2286 int mflags; 2350 int mflags;
2287 2351
2352 if (dir < 0)
2288 if(dir<0) return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2289 2354
2290 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2291 dy = y + freearr_y[dir]; 2356 dy = y + freearr_y[dir];
2292 2357
2293 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2294 2359
2295 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2296 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2297 * we could move to the monster - this is being more 2362 * we could move to the monster - this is being more
2298 * literal on if we can see it. To know if we can actually 2363 * literal on if we can see it. To know if we can actually
2299 * move to the monster, we'd need the monster passed in or 2364 * move to the monster, we'd need the monster passed in or
2300 * at least its move type. 2365 * at least its move type.
2301 */ 2366 */
2302 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2367 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2368 return 0;
2303 2369
2304 /* yes, can see. */ 2370 /* yes, can see. */
2305 if(dir < 9) return 1; 2371 if (dir < 9)
2372 return 1;
2373
2306 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2307 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2308 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2309} 2377}
2310 2378
2311
2312
2313/* 2379/*
2314 * can_pick(picker, item): finds out if an object is possible to be 2380 * can_pick(picker, item): finds out if an object is possible to be
2315 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2316 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2317 * 2383 *
2318 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2319 * core dumps if they do. 2385 * core dumps if they do.
2320 * 2386 *
2321 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2322 */ 2388 */
2323 2389int
2324int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2325 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2391{
2326 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2392 return /*who->flag [FLAG_WIZ]|| */
2327 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2328 (who->type==PLAYER||item->weight<who->weight/3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2329} 2395}
2330 2396
2397//-GPL
2331 2398
2332/* 2399/*
2333 * create clone from object to another 2400 * create clone from object to another
2334 */ 2401 */
2335object *object_create_clone (object *asrc) { 2402object *
2336 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403object::deep_clone ()
2404{
2405 assert (("deep_clone called on non-head object", is_head ()));
2337 2406
2338 if(!asrc) return NULL; 2407 object *dst = clone ();
2339 src = asrc;
2340 if(src->head)
2341 src = src->head;
2342 2408
2343 prev = NULL; 2409 object *prev = dst;
2344 for(part = src; part; part = part->more) { 2410 for (object *part = this->more; part; part = part->more)
2345 tmp = get_object(); 2411 {
2346 copy_object(part,tmp); 2412 object *tmp = part->clone ();
2347 tmp->x -= src->x;
2348 tmp->y -= src->y;
2349 if(!part->head) {
2350 dst = tmp;
2351 tmp->head = NULL;
2352 } else {
2353 tmp->head = dst; 2413 tmp->head = dst;
2354 }
2355 tmp->more = NULL;
2356 if(prev)
2357 prev->more = tmp; 2414 prev->more = tmp;
2358 prev = tmp; 2415 prev = tmp;
2359 } 2416 }
2360 /*** copy inventory ***/ 2417
2361 for(item = src->inv; item; item = item->below) { 2418 for (object *item = inv; item; item = item->below)
2362 (void) insert_ob_in_ob(object_create_clone(item),dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2363 }
2364 2420
2365 return dst; 2421 return dst;
2366}
2367
2368/* return true if the object was destroyed, 0 otherwise */
2369int was_destroyed (const object *op, tag_t old_tag)
2370{
2371 /* checking for FLAG_FREED isn't necessary, but makes this function more
2372 * robust */
2373 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2374}
2375
2376/* GROS - Creates an object using a string representing its content. */
2377/* Basically, we save the content of the string to a temp file, then call */
2378/* load_object on it. I admit it is a highly inefficient way to make things, */
2379/* but it was simple to make and allows reusing the load_object function. */
2380/* Remember not to use load_object_str in a time-critical situation. */
2381/* Also remember that multiparts objects are not supported for now. */
2382
2383object* load_object_str(const char *obstr)
2384{
2385 object *op;
2386 char filename[MAX_BUF];
2387 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2388
2389 FILE *tempfile=fopen(filename,"w");
2390 if (tempfile == NULL)
2391 {
2392 LOG(llevError,"Error - Unable to access load object temp file\n");
2393 return NULL;
2394 };
2395 fprintf(tempfile,obstr);
2396 fclose(tempfile);
2397
2398 op=get_object();
2399
2400 object_thawer thawer (filename);
2401
2402 if (thawer)
2403 load_object(thawer,op,0);
2404
2405 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2406 CLEAR_FLAG(op,FLAG_REMOVED);
2407
2408 return op;
2409} 2422}
2410 2423
2411/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2412 * has the same type and subtype match. 2425 * has the same type and subtype match.
2413 * returns NULL if no match. 2426 * returns NULL if no match.
2414 */ 2427 */
2428object *
2415object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2416{ 2430{
2417 object *tmp;
2418
2419 for (tmp=who->inv; tmp; tmp=tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2420 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2432 if (tmp->type == type && tmp->subtype == subtype)
2433 return tmp;
2421 2434
2422 return NULL; 2435 return 0;
2423} 2436}
2424 2437
2425/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2426 * otherwise return NULL. 2439 * refcounts and freeing the links.
2427 * 2440 */
2428 * key must be a passed in shared string - otherwise, this won't 2441void
2429 * do the desired thing. 2442key_values::clear ()
2430 */ 2443{
2431key_value * get_ob_key_link(const object * ob, const char * key) { 2444 for (key_value *kvp = first; kvp; )
2432 key_value * link;
2433 2445 {
2434 for (link = ob->key_values; link != NULL; link = link->next) { 2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2457 for (key_value *kv = first; kv; kv = kv->next)
2435 if (link->key == key) { 2458 if (kv->key == key)
2459 return kv->value;
2460
2461 return shstr ();
2462}
2463
2464void
2465key_values::add (shstr_tmp key, shstr_tmp value)
2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2479 for (key_value *kv = first; kv; kv = kv->next)
2480 if (kv->key == key)
2481 {
2482 kv->value = value;
2436 return link; 2483 return;
2484 }
2485
2486 add (key, value);
2487}
2488
2489void
2490key_values::del (shstr_tmp key)
2491{
2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2493 if ((*kvp)->key == key)
2494 {
2495 key_value *kv = *kvp;
2496 *kvp = (*kvp)->next;
2497 delete kv;
2498 return;
2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2528}
2529
2530object::depth_iterator::depth_iterator (object *container)
2531: iterator_base (container)
2532{
2533 while (item->inv)
2534 item = item->inv;
2535}
2536
2537void
2538object::depth_iterator::next ()
2539{
2540 if (item->below)
2541 {
2542 item = item->below;
2543
2544 while (item->inv)
2545 item = item->inv;
2546 }
2547 else
2548 item = item->env;
2549}
2550
2551const char *
2552object::flag_desc (char *desc, int len) const
2553{
2554 char *p = desc;
2555 bool first = true;
2556
2557 *p = 0;
2558
2559 for (int i = 0; i < NUM_FLAGS; i++)
2560 {
2561 if (len <= 10) // magic constant!
2562 {
2563 snprintf (p, len, ",...");
2564 break;
2437 } 2565 }
2438 }
2439
2440 return NULL;
2441}
2442 2566
2443/* 2567 if (flag [i])
2444 * Returns the value of op has an extra_field for key, or NULL.
2445 *
2446 * The argument doesn't need to be a shared string.
2447 *
2448 * The returned string is shared.
2449 */
2450const char * get_ob_key_value(const object * op, const char * const key) {
2451 key_value * link;
2452 const char * canonical_key;
2453
2454 canonical_key = shstr::find (key);
2455
2456 if (canonical_key == NULL) {
2457 /* 1. There being a field named key on any object
2458 * implies there'd be a shared string to find.
2459 * 2. Since there isn't, no object has this field.
2460 * 3. Therefore, *this* object doesn't have this field.
2461 */ 2568 {
2462 return NULL; 2569 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2463 } 2570 len -= cnt;
2464 2571 p += cnt;
2465 /* This is copied from get_ob_key_link() above - 2572 first = false;
2466 * only 4 lines, and saves the function call overhead.
2467 */
2468 for (link = op->key_values; link != NULL; link = link->next) {
2469 if (link->key == canonical_key) {
2470 return link->value;
2471 } 2573 }
2472 } 2574 }
2575
2576 return desc;
2577}
2578
2579// return a suitable string describing an object in enough detail to find it
2580const char *
2581object::debug_desc (char *info) const
2582{
2583 char flagdesc[512];
2584 char info2[256 * 4];
2585 char *p = info;
2586
2587 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2588 count,
2589 uuid.c_str (),
2590 &name,
2591 title ? ",title:\"" : "",
2592 title ? (const char *)title : "",
2593 title ? "\"" : "",
2594 flag_desc (flagdesc, 512), type);
2595
2596 if (!flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598
2599 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601
2602 return info;
2603}
2604
2605const char *
2606object::debug_desc () const
2607{
2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2611 return debug_desc (info [++info_idx % 3]);
2612}
2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621//+GPL
2622
2623void
2624object::open_container (object *new_container)
2625{
2626 if (container == new_container)
2473 return NULL; 2627 return;
2474}
2475 2628
2629 object *old_container = container;
2476 2630
2477/* 2631 if (old_container)
2478 * Updates the canonical_key in op to value.
2479 *
2480 * canonical_key is a shared string (value doesn't have to be).
2481 *
2482 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2483 * keys.
2484 *
2485 * Returns TRUE on success.
2486 */
2487int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2488 key_value * field = NULL, *last=NULL;
2489 2632 {
2490 for (field=op->key_values; field != NULL; field=field->next) { 2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 if (field->key != canonical_key) { 2634 return;
2492 last = field; 2635
2493 continue; 2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 // make sure the container is available
2644 esrv_send_item (this, old_container);
2645
2646 old_container->flag [FLAG_APPLIED] = false;
2647 container = 0;
2648
2649 // client needs item update to make it work, client bug requires this to be separate
2650 esrv_update_item (UPD_FLAGS, this, old_container);
2651
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = new_container->other_arch->instance ();
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2494 } 2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2673
2674 // make sure the container is available, client bug requires this to be separate
2675 esrv_send_item (this, new_container);
2676
2677 new_container->flag [FLAG_APPLIED] = true;
2678 container = new_container;
2679
2680 // client needs flag change
2681 esrv_update_item (UPD_FLAGS, this, new_container);
2682 esrv_send_inventory (this, new_container);
2683 play_sound (sound_find ("chest_open"));
2495 2684 }
2496 if (value) 2685// else if (!old_container->env && contr && contr->ns)
2497 field->value = value; 2686// contr->ns->floorbox_reset ();
2498 else { 2687}
2499 /* Basically, if the archetype has this key set,
2500 * we need to store the null value so when we save
2501 * it, we save the empty value so that when we load,
2502 * we get this value back again.
2503 */
2504 if (get_ob_key_link (&op->arch->clone, canonical_key))
2505 field->value = 0;
2506 else
2507 {
2508 if (last) last->next = field->next;
2509 else op->key_values = field->next;
2510 2688
2511 delete field; 2689//-GPL
2512 }
2513 }
2514 return TRUE;
2515 }
2516 /* IF we get here, key doesn't exist */
2517 2690
2518 /* No field, we'll have to add it. */ 2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2519 2700 {
2520 if (!add_key) { 2701 rect->m->touch ();
2521 return FALSE; 2702 rect->m->activate ();
2522 }
2523 /* There isn't any good reason to store a null
2524 * value in the key/value list. If the archetype has
2525 * this key, then we should also have it, so shouldn't
2526 * be here. If user wants to store empty strings,
2527 * should pass in ""
2528 */
2529 if (value == NULL) return TRUE;
2530 2703 }
2531 field = new key_value; 2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2721object *
2722object::force_find (shstr_tmp name)
2723{
2724 /* cycle through his inventory to look for the MARK we want to
2725 * place
2726 */
2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2728 if (tmp->type == FORCE && tmp->slaying == name)
2729 return splay (tmp);
2730
2731 return 0;
2732}
2733
2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2743object *
2744object::force_add (shstr_tmp name, int duration)
2745{
2746 if (object *force = force_find (name))
2747 force->destroy ();
2748
2749 object *force = archetype::get (FORCE_NAME);
2750
2751 force->slaying = name;
2752 force->force_set_timer (duration);
2753 force->flag [FLAG_APPLIED] = true;
2754
2755 return insert (force);
2756}
2757
2758void
2759object::play_sound (faceidx sound) const
2760{
2761 if (!sound)
2762 return;
2763
2764 if (is_on_map ())
2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2777}
2778
2779void
2780object::make_noise ()
2781{
2782 // we do not model noise in the map, so instead put
2783 // a temporary light into the noise source
2784 // could use the map instead, but that's less reliable for our
2785 // goal, which is to make invisibility a bit harder to exploit
2786
2787 // currently only works sensibly for players
2788 if (!is_player ())
2789 return;
2790
2791 // find old force, or create new one
2792 object *force = force_find (shstr_noise_force);
2793
2794 if (force)
2795 force->speed_left = -1.f; // patch old speed up
2796 else
2532 2797 {
2533 field->key = canonical_key; 2798 force = archetype::get (shstr_noise_force);
2534 field->value = value; 2799
2535 /* Usual prepend-addition. */ 2800 force->slaying = shstr_noise_force;
2536 field->next = op->key_values; 2801 force->stats.food = 1;
2537 op->key_values = field; 2802 force->speed_left = -1.f;
2803
2804 force->set_speed (1.f / 4.f);
2805 force->flag [FLAG_IS_USED_UP] = true;
2806 force->flag [FLAG_APPLIED] = true;
2807
2808 insert (force);
2538 2809 }
2810}
2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2539 return TRUE; 2840 return 0;
2540} 2841}
2541 2842
2542/* 2843// put marked object first in the inventory
2543 * Updates the key in op to value. 2844// this is used by identify-like spells so players can influence
2544 * 2845// the order a bit.
2545 * If add_key is FALSE, this will only update existing keys, 2846void
2546 * and not add new ones. 2847object::splay_marked ()
2547 * In general, should be little reason FALSE is ever passed in for add_key
2548 *
2549 * Returns TRUE on success.
2550 */
2551int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2552{ 2848{
2553 shstr key_ (key); 2849 if (object *marked = mark ())
2554 return set_ob_key_value_s (op, key_, value, add_key); 2850 splay (marked);
2555} 2851}
2852

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