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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.364 by root, Sat Sep 16 22:17:42 2017 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 1.7 2006/08/29 05:03:54 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 31
53object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
57short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55};
60short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 61};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
69 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
70 233
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
235static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 236compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 237{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
78 */ 241 */
79 242
80 /* For each field in wants, */ 243 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
82 key_value * has_field; 245 if (has->kv.get (kv->key) != kv->value)
83 246 return false;
84 /* Look for a field in has with the same key. */ 247
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 249 return true;
103} 250}
104 251
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
253static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 254compare_ob_value_lists (const object *ob1, const object *ob2)
255{
107 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
109 */ 258 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
111} 261}
112 262
113/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 264 * they can be merged together.
115 * 265 *
116 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
119 * 269 *
120 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
121 * 271 *
122 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
123 * check weight 273 * check weight
124 */ 274 */
125 275bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 276{
127
128 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 278 if (ob1 == ob2
130 279 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 280 || ob1->value != ob2->value
132 /* Note sure why the following is the case - either the object has to 281 || ob1->name != ob2->name
133 * be animated or have a very low speed. Is this an attempted monster 282 || ob1->custom_name != ob2->custom_name
134 * check? 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 284 return 0;
138 285
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 286 /* Do not merge objects if nrof would overflow, assume nrof
140 * value could not be stored in a sint32 (which unfortunately sometimes is 287 * is always 0 .. 2**31-1 */
141 * used to store nrof). 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 289 return 0;
145 290
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * 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
163 * 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
164 * 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
165 * flags lose any meaning. 295 * flags lose any meaning.
166 */ 296 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
169 299
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
172 302
173 303 if (ob1->arch->archname != ob2->arch->archname
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 304 || ob1->name != ob2->name
175 * being locked in inventory should prevent merging. 305 || ob1->title != ob2->title
176 * 0x4 in flags3 is CLIENT_SENT 306 || ob1->msg != ob2->msg
177 */ 307 || ob1->weight != ob2->weight
178 if ((ob1->arch != ob2->arch) || 308 || ob1->attacktype != ob2->attacktype
179 (ob1->flags[0] != ob2->flags[0]) || 309 || ob1->magic != ob2->magic
180 (ob1->flags[1] != ob2->flags[1]) || 310 || ob1->slaying != ob2->slaying
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 311 || ob1->skill != ob2->skill
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 312 || ob1->value != ob2->value
183 (ob1->name != ob2->name) || 313 || ob1->animation_id != ob2->animation_id
184 (ob1->title != ob2->title) || 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
185 (ob1->msg != ob2->msg) || 315 || ob1->client_type != ob2->client_type
186 (ob1->weight != ob2->weight) || 316 || ob1->material != ob2->material
317 || ob1->lore != ob2->lore
318 || ob1->subtype != ob2->subtype
319 || ob1->move_type != ob2->move_type
320 || ob1->move_block != ob2->move_block
321 || ob1->move_allow != ob2->move_allow
322 || ob1->move_on != ob2->move_on
323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 328 return 0;
208 329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
336 /* This is really a spellbook check - we should in general
337 * not merge objects with real inventories, as splitting them
338 * is hard.
339 */
340 if (ob1->inv || ob2->inv)
341 {
342 if (!(ob1->inv && ob2->inv))
343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
350
351 /* inventory ok - still need to check rest of this object to see
352 * if it is valid.
353 */
354 }
355
209 /* 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,
210 * 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
211 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
212 */ 359 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
214 return 0; 361 return 0;
215 362
363 /* Not sure why the following is the case - either the object has to
364 * be animated or have a very low speed. Is this an attempted monster
365 * check?
366 */
367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 return 0;
369
216 switch (ob1->type) { 370 switch (ob1->type)
371 {
217 case SCROLL: 372 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 373 if (ob1->level != ob2->level)
374 return 0;
219 break; 375 break;
376 }
220 377
378 if (!ob1->kv.empty () || !ob2->kv.empty ())
221 } 379 {
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 381 if (ob1->kv.empty () != ob2->kv.empty ())
225 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
385 return 0;
386 }
387
388 if (ob1->self || ob2->self)
389 {
390 ob1->optimise ();
391 ob2->optimise ();
392
393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
226 return 0; 399 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 405 return 0;
229 } 406 }
230 } 407 }
231 408
232 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
233 return 1; 410 return 1;
234} 411}
235 412
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
236/* 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/*
237 * sum_weight() is a recursive function which calculates the weight 486 * this is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
240 */ 489 */
241signed long sum_weight(object *op) { 490void
242 signed long sum; 491object::update_weight ()
243 object *inv; 492{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 493 weight_t sum = 0;
245 if (inv->inv) 494
246 sum_weight(inv); 495 for (object *op = inv; op; op = op->below)
247 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 ());
248 } 500 }
249 if (op->type == CONTAINER && op->stats.Str) 501
250 sum = (sum * (100 - op->stats.Str))/100; 502 if (sum != carrying)
251 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
252 op->carrying = sum; 508 carrying = sum;
253 return sum;
254}
255 509
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
256/** 516/*
257 * Return the outermost environment object for a given object. 517 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 518 */
259 519char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 520dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 521{
340 char *cp; 522 if (!op)
523 return strdup ("[NULLOBJ]");
341 524
342 if(op==NULL) 525 object_freezer freezer;
343 { 526 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 527 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368} 528}
369 529
370/* 530char *
371 * This is really verbose...Can be triggered by the P key while in DM mode. 531object::as_string ()
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 532{
373 */ 533 return dump_object (this);
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381}
382
383/*
384 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388
389object *get_nearest_part(object *op, const object *pl) {
390 object *tmp,*closest;
391 int last_dist,i;
392 if(op->more==NULL)
393 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395 if((i=distance(tmp,pl))<last_dist)
396 closest=tmp,last_dist=i;
397 return closest;
398} 534}
399 535
400/* 536/*
401 * 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.
402 */ 539 */
403 540object *
404object *find_object(tag_t i) { 541find_object (tag_t i)
405 object *op; 542{
406 for(op=objects;op!=NULL;op=op->next) 543 for_all_objects (op)
407 if(op->count==i) 544 if (op->count == i)
408 break;
409 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;
410} 563}
411 564
412/* 565/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 567 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 568 * Enables features like "patch <name-of-other-player> food 999"
416 */ 569 */
417 570object *
418object *find_object_name(const char *str) { 571find_object_name (const char *str)
419 const char *name=add_string(str); 572{
420 object *op; 573 shstr_cmp str_ (str);
421 for(op=objects;op!=NULL;op=op->next) 574
422 if(op->name==name) 575 if (str_)
423 break; 576 for_all_objects (op)
424 free_string(name); 577 if (op->name == str_)
578 return op;
579
425 return op; 580 return 0;
426} 581}
427
428void free_all_object_data(void) {
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{
470 if (!op) return;
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477}
478
479
480 582
481/* 583/*
482 * 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
483 * skill and experience objects. 585 * skill and experience objects.
484 */ 586 * ACTUALLY NO! investigate! TODO
485void set_owner (object *op, object *owner)
486{
487 if(owner==NULL||op==NULL)
488 return;
489
490 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid.
496 */
497 while (owner->owner && owner!=owner->owner &&
498 owner->ownercount==owner->owner->count) owner=owner->owner;
499
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */ 587 */
529 if (clone->type == PLAYER) owner=clone; 588void
530 else return; 589object::set_owner (object *owner)
531 } 590{
532 set_owner(op, owner); 591 // allow objects which own objects
592 if (owner)
593 while (owner->owner)
594 owner = owner->owner;
533 595
534} 596 if (flag [FLAG_FREED])
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552}
553
554/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links.
556 */
557static void free_key_values(object * op) {
558 key_value * i;
559 key_value * next = NULL;
560 597 {
561 if (op->key_values == NULL) return; 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
599 return;
562 600 }
563 for (i = op->key_values; i != NULL; i = next) {
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL;
574}
575 601
576 602 this->owner = owner;
577/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649} 603}
650 604
651/* 605/*
652 * copy object first frees everything allocated by the second object, 606 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 607 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 608 * object, allocating what needs to be allocated. Basically, any
655 * 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,
656 * 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
657 * will point at garbage. 611 * will point at garbage.
658 */ 612 */
613void
614object::copy_to (object *dst)
615{
616 dst->remove ();
617 *(object_copy *)dst = *this;
659 618
660void copy_object(object *op2, object *op) { 619 // maybe move to object_copy?
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 620 dst->kv = kv;
662 event *evt, *evt2, *evt_new;
663 621
664 op->clear (); 622 dst->flag [FLAG_REMOVED] = true;
623 dst->activate ();
624}
665 625
666 /* Decrement the refcounts, but don't bother zeroing the fields; 626void
667 they'll be overwritten by memcpy. */ 627object::instantiate ()
668 if(op->name!=NULL) free_string(op->name); 628{
669 if(op->name_pl!=NULL) free_string(op->name_pl); 629 if (!uuid.seq) // HACK
670 if(op->title!=NULL) free_string(op->title); 630 uuid = UUID::gen ();
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 631
679 /* Basically, same code as from clear_object() */ 632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
680 for (evt = op->events; evt; evt=evt2) { 633 if (flag [FLAG_RANDOM_SPEED] && speed)
681 evt2 = evt->next; 634 speed_left = - speed - rndm (); // TODO animation
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
711
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) {
735 key_value * tail = NULL;
736 key_value * i;
737
738 op->key_values = NULL;
739
740 for (i = op2->key_values; i != NULL; i = i->next) {
741 key_value * new_link = (key_value *) malloc(sizeof(key_value));
742
743 new_link->next = NULL;
744 new_link->key = add_refcount(i->key);
745 if (i->value)
746 new_link->value = add_refcount(i->value);
747 else 635 else
748 new_link->value = NULL; 636 speed_left = -1.;
749 637
750 /* Try and be clever here, too. */ 638 /* copy the body_info to the body_used - this is only really
751 if (op->key_values == NULL) { 639 * need for monsters, but doesn't hurt to do it for everything.
752 op->key_values = new_link; 640 * by doing so, when a monster is created, it has good starting
753 tail = new_link; 641 * values for the body_used info, so when items are created
754 } else { 642 * for it, they can be properly equipped.
755 tail->next = new_link;
756 tail = new_link;
757 }
758 }
759 }
760
761 update_ob_speed(op);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */ 643 */
815 op = realloc(op, sizeof(object)); 644 for (int i = NUM_BODY_LOCATIONS; i--; )
816 SET_FLAG(op, FLAG_REMOVED); 645 slot[i].used = slot[i].info;
817 SET_FLAG(op, FLAG_FREED);
818#endif
819 646
820 if(!QUERY_FLAG(op,FLAG_FREED)) { 647 attachable::instantiate ();
821 LOG(llevError,"Fatal: Getting busy object.\n"); 648}
822 } 649
823 free_objects=op->next; 650object *
824 if(free_objects!=NULL) 651object::clone ()
825 free_objects->prev=NULL; 652{
826 op->count= ++ob_count; 653 object *neu = create ();
827 op->name=NULL; 654 copy_to (neu);
828 op->name_pl=NULL; 655
829 op->title=NULL; 656 // TODO: unclean state changes, should not be done in clone AND instantiate
830 op->race=NULL; 657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
831 op->slaying=NULL; 658 neu->speed_left = - neu->speed - rndm (); // TODO animation
832 op->skill = NULL; 659
833 op->lore=NULL; 660 neu->map = map; // not copied by copy_to
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 661 return neu;
847} 662}
848 663
849/* 664/*
850 * 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
851 * 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
852 * 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.
853 */ 668 */
854 669void
855void update_turn_face(object *op) { 670update_turn_face (object *op)
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 671{
857 return; 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
673 return;
674
858 SET_ANIMATION(op, op->direction); 675 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
860} 677}
861 678
862/* 679/*
863 * 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
864 * 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.
865 * 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.
866 */ 683 */
684void
685object::set_speed (float speed)
686{
687 this->speed = speed;
867 688
868void update_ob_speed(object *op) { 689 if (has_active_speed ())
869 extern int arch_init; 690 activate ();
870
871 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
877#ifdef MANY_CORES
878 abort();
879#else
880 op->speed = 0;
881#endif
882 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890
891 /* process_events() expects us to insert the object at the beginning
892 * of the list. */
893 op->active_next = active_objects;
894 if (op->active_next!=NULL)
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 691 else
899 /* If not on the active list, nothing needs to be done */ 692 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 693}
917 694
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 695/*
947 * update_object() updates the array which represents the map. 696 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 697 * It takes into account invisible objects (and represent squares covered
949 * 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
950 * invisible object, etc...) 699 * invisible object, etc...)
951 * 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
952 * 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
953 * updating that window, though, since update_object() is called _often_) 702 * updating that window, though, since update_object() is called _often_)
954 * 703 *
955 * 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.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 705 * current action are:
961 * UP_OBJ_INSERT: op was inserted 706 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 707 * UP_OBJ_REMOVE: op was removed
963 * 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
964 * 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.
965 * UP_OBJ_FACE: only the objects face has changed. 710 * UP_OBJ_FACE: only the objects face has changed.
966 */ 711 */
967 712void
968void update_object(object *op, int action) { 713update_object (object *op, int action)
969 int update_now=0, flags; 714{
970 MoveType move_on, move_off, move_block, move_slow; 715 if (!op)
971 716 {
972 if (op == NULL) {
973 /* this should never happen */ 717 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 718 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
975 return; 719 return;
976 }
977 720 }
978 if(op->env!=NULL) { 721
722 if (!op->is_on_map ())
723 {
979 /* Animation is currently handled by client, so nothing 724 /* Animation is currently handled by client, so nothing
980 * to do in this case. 725 * to do in this case.
981 */
982 return;
983 }
984
985 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways.
987 */ 726 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 727 return;
989 728 }
729
990 /* make sure the object is within map boundaries */ 730 /* make sure the object is within map boundaries */
991 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)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 732 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 733 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 734#ifdef MANY_CORES
995 abort(); 735 abort ();
996#endif 736#endif
997 return; 737 return;
998 }
999 738 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 739
740 mapspace &m = op->ms ();
741
742 if (!(m.flags_ & P_UPTODATE))
743 m.update_up (); // nothing to do except copy up
1007 if (action == UP_OBJ_INSERT) { 744 else if (action == UP_OBJ_INSERT)
745 {
746#if 0
747 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1; 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
1010 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
1012 update_now=1; 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
1013 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 754 || (m.move_on | op->move_on ) != m.move_on
1015 update_now=1; 755 || (m.move_off | op->move_off ) != m.move_off
1016 756 || (m.move_slow | op->move_slow) != m.move_slow
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* 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
1023 * to have move_allow right now. 758 * have move_allow right now.
1024 */ 759 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 761 m.invalidate ();
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 762#else
763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
764 m.invalidate ();
765#endif
1028 } 766 }
1029 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 769 * that is being removed.
1032 */ 770 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 772 m.invalidate ();
1035 } else if (action == UP_OBJ_FACE) { 773 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 774 m.update_up (); // nothing to do for that case, except copy up
1037 }
1038 else { 775 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 777
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 778 if (op->more)
1048 update_object(op->more, action); 779 update_object (op->more, action);
1049} 780}
1050 781
782object::object ()
783{
784 this->set_flag (FLAG_REMOVED);
1051 785
1052/* 786 //expmul = 1.0; declared const for the time being
1053 * free_object() frees everything allocated by an object, removes 787 face = blank_face;
1054 * it from the list of used objects, and puts it on the list of 788 material = MATERIAL_NULL;
1055 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for
1057 * this function to succeed.
1058 *
1059 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground.
1061 */
1062
1063void free_object(object *ob) {
1064 free_object2(ob, 0);
1065} 789}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 790
1069 ob->clear (); 791object::~object ()
792{
793 unlink ();
1070 794
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 795 kv.clear ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 796}
1073 dump_object(ob); 797
1074#ifdef MANY_CORES 798void object::link ()
1075 abort(); 799{
1076#endif 800 assert (!index);//D
801 uuid = UUID::gen ();
802
803 refcnt_inc ();
804 objects.insert (this);
805
806 ++create_count;
807
808}
809
810void object::unlink ()
811{
812 if (!index)
813 return;
814
815 ++destroy_count;
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 ())
1077 } 829 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 830 if (flag [FLAG_FREED])
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1080 remove_friendly_object(ob); 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)
1081 } 877 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 878 op->flag [flag] = value;
1083 dump_object(ob); 879 op->set_flag_inv (flag, value);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 } 880 }
1087 if(ob->more!=NULL) { 881}
1088 free_object2(ob->more, free_inventory); 882
1089 ob->more=NULL; 883/*
1090 } 884 * Remove and free all objects in the inventory of the given object.
1091 if (ob->inv) { 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
1092 /* Only if the space blocks everything do we not process - 898 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 899 * if some form of movement is allowed, let objects
1094 * drop on that space. 900 * drop on that space.
1095 */ 901 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 902 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 903 || !map
1098 { 904 || !map->linkable ()
1099 op=ob->inv; 905 || map->no_drop
1100 while(op!=NULL) { 906 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 907 {
1102 remove_ob(op); 908 while (inv)
1103 free_object2(op, free_inventory); 909 inv->destroy ();
1104 op=tmp;
1105 } 910 }
1106 } 911 else
1107 else { /* Put objects in inventory onto this space */ 912 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 913 while (inv)
1109 while(op!=NULL) { 914 {
1110 tmp=op->below; 915 object *op = inv;
1111 remove_ob(op); 916
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 917 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 918 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 919 || op->type == RUNE
1115 else { 920 || op->type == TRAP
1116 op->x=ob->x; 921 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 922 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 923 op->destroy ();
1119 } 924 else
1120 op=tmp; 925 map->insert (op, x, y);
926 }
1121 } 927 }
1122 } 928}
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 929
1128 SET_FLAG(ob, FLAG_FREED); 930/*
1129 ob->count = 0; 931 * Remove and free all objects in the inventory of the given object.
1130 932 * Unlike destroy_inv, this assumes the *this is destroyed as well
1131 /* Remove this object from the list of used objects */ 933 * well, so we can (and have to!) take shortcuts.
1132 if(ob->prev==NULL) { 934 */
1133 objects=ob->next; 935void
1134 if(objects!=NULL) 936object::destroy_inv_fast ()
1135 objects->prev=NULL; 937{
1136 } 938 while (object *op = inv)
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153 939 {
1154 /* Why aren't events freed? */ 940 // remove from object the fast way
1155 free_key_values(ob); 941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
1156 945
1157#if 0 /* MEMORY_DEBUG*/ 946 // then destroy
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 947 op->destroy ();
1159 * presumes the freed_object will stick around for at least a little 948 }
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 949}
1180 950
1181/* 951void
1182 * count_free() returns the number of objects on the list of free objects. 952object::freelist_free (int count)
1183 */ 953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
1184 958
1185int count_free(void) { 959 sfree ((char *)freelist, sizeof (object));
1186 int i=0; 960
1187 object *tmp=free_objects; 961 freelist = next;
1188 while(tmp!=NULL) 962 --free_count;
1189 tmp=tmp->next, i++; 963 }
964}
965
966object *
967object::create ()
968{
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
991 op->link ();
992
1190 return i; 993 return op;
1191} 994}
1192 995
1193/* 996void
1194 * count_used() returns the number of objects on the list of used objects. 997object::do_delete ()
1195 */ 998{
999 uint32_t count = this->count;
1196 1000
1197int count_used(void) { 1001 this->~object ();
1198 int i=0; 1002
1199 object *tmp=objects; 1003 freelist_item *li = (freelist_item *)this;
1200 while(tmp!=NULL) 1004 li->next = freelist;
1201 tmp=tmp->next, i++; 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])
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)
1035 {
1036 more->destroy ();
1037 more = 0;
1038 }
1039
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 ())
1202 return i; 1053 return;
1203}
1204 1054
1205/* 1055 if (!is_head () && !head->destroyed ())
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215}
1216
1217/*
1218 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)).
1220 */
1221
1222void sub_weight (object *op, signed long weight) {
1223 while (op != NULL) {
1224 if (op->type == CONTAINER) {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100);
1226 } 1056 {
1227 op->carrying-=weight; 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1228 op = op->env; 1058 head->destroy ();
1059 return;
1229 } 1060 }
1230}
1231 1061
1232/* remove_ob(op): 1062 destroy_inv_fast ();
1063
1064 if (is_head ())
1065 if (sound_destroy)
1066 play_sound (sound_destroy);
1067 else if (flag [FLAG_MONSTER])
1068 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1069
1070 attachable::destroy ();
1071}
1072
1073/* op->remove ():
1233 * 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
1234 * 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
1235 * object will have no environment. If the object previously had an 1076 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1078 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */
1240
1241void remove_ob(object *op) {
1242 object *tmp,*last=NULL;
1243 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 dump_object(op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */ 1079 */
1264 abort(); 1080void
1265 } 1081object::do_remove ()
1266 if(op->more!=NULL) 1082{
1267 remove_ob(op->more); 1083 if (flag [FLAG_REMOVED])
1084 return;
1268 1085
1269 SET_FLAG(op, FLAG_REMOVED); 1086 INVOKE_OBJECT (REMOVE, this);
1270 1087
1271 /* 1088 flag [FLAG_REMOVED] = true;
1089
1090 if (more)
1091 more->remove ();
1092
1093 /*
1272 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1273 * inventory. 1095 * inventory.
1274 */ 1096 */
1275 if(op->env!=NULL) { 1097 if (env)
1276 if(op->nrof) 1098 {
1277 sub_weight(op->env, op->weight*op->nrof); 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1278 else 1100 if (object *pl = visible_to ())
1279 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
1280 1103
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1104 adjust_weight (env, total_weight (), 0);
1282 * made to players inventory. If set, avoiding the call
1283 * to save cpu time.
1284 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp);
1288 1105
1289 if(op->above!=NULL) 1106 object *pl = in_player ();
1290 op->above->below=op->below;
1291 else
1292 op->env->inv=op->below;
1293 1107
1294 if(op->below!=NULL)
1295 op->below->above=op->above;
1296
1297 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1298 * 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
1299 * to the caller to decide what we want to do. 1110 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 1111 */
1112 map = env->map;
1113 x = env->x;
1114 y = env->y;
1333 1115
1116 // make sure cmov optimisation is applicable
1117 *(above ? &above->below : &env->inv) = below;
1118 *(below ? &below->above : &above ) = above; // &above is just a dummy
1119
1120 above = 0;
1121 below = 0;
1122 env = 0;
1123
1124 if (pl && pl->is_player ())
1125 {
1126 if (expect_false (pl->contr->combat_ob == this))
1127 {
1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
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);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
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
1334 /* link the object above us */ 1176 /* link the object above us */
1335 if (op->above) 1177 // re-link, make sure compiler can easily use cmove
1336 op->above->below=op->below; 1178 *(above ? &above->below : &ms.top) = below;
1337 else 1179 *(below ? &below->above : &ms.bot) = above;
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 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);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1180
1359 if (op->map->in_memory == MAP_SAVING) 1181 above = 0;
1360 return; 1182 below = 0;
1361 1183
1362 tag = op->count; 1184 ms.invalidate ();
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368 1185
1369 if(tmp->type==PLAYER && tmp!=op) { 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1187
1188 if (object *pl = ms.player ())
1189 {
1190 if (pl->container_ () == this)
1370 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1372 * appropriately. 1193 * appropriately.
1373 */ 1194 */
1374 if (tmp->container==op) { 1195 pl->close_container ();
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1196
1376 tmp->container=NULL; 1197 //TODO: the floorbox prev/next might need updating
1198 //esrv_del_item (pl->contr, count);
1199 //TODO: update floorbox to preserve ordering
1200 if (pl->contr->ns)
1201 pl->contr->ns->floorbox_update ();
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
1213 /* See if object moving off should effect something */
1214 if ((move_type & tmp->move_off)
1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1216 move_apply (tmp, this, 0);
1217 }
1218
1219 if (affects_los ())
1220 update_all_los (map, x, y);
1377 } 1221 }
1378 tmp->contr->socket.update_look=1;
1379 }
1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383
1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else
1408 update_object(last, UP_OBJ_REMOVE);
1409
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y);
1412
1413} 1222}
1414 1223
1415/* 1224/*
1416 * merge_ob(op,top): 1225 * merge_ob(op,top):
1417 * 1226 *
1418 * This function goes through all objects below and including top, and 1227 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1228 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1229 * If top is NULL, it is calculated.
1421 * 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
1422 */ 1231 */
1423 1232object *
1424object *merge_ob(object *op, object *top) { 1233merge_ob (object *op, object *top)
1234{
1425 if(!op->nrof) 1235 if (!op->nrof)
1426 return 0; 1236 return 0;
1427 if(top==NULL) 1237
1238 if (!top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1239 for (top = op; top && top->above; top = top->above)
1240 ;
1241
1429 for(;top!=NULL;top=top->below) { 1242 for (; top; top = top->below)
1430 if(top==op) 1243 if (object::can_merge (op, top))
1431 continue;
1432 if (CAN_MERGE(op,top))
1433 { 1244 {
1434 top->nrof+=op->nrof; 1245 top->nrof += op->nrof;
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246
1436 op->weight = 0; /* Don't want any adjustements now */ 1247 if (object *pl = top->visible_to ())
1437 remove_ob(op); 1248 esrv_update_item (UPD_NROF, pl, top);
1438 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
1439 return top; 1255 return top;
1440 } 1256 }
1441 } 1257
1442 return NULL; 1258 return 0;
1443} 1259}
1444 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
1445/* 1284/*
1446 * 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
1447 * job preparing multi-part monsters 1286 * job preparing multi-part monsters.
1448 */ 1287 */
1288object *
1449object *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)
1450 object* tmp; 1290{
1451 if (op->head) 1291 op->remove ();
1452 op=op->head; 1292
1453 for (tmp=op;tmp;tmp=tmp->more){ 1293 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1294 {
1454 tmp->x=x+tmp->arch->clone.x; 1295 tmp->x = x + tmp->arch->x;
1455 tmp->y=y+tmp->arch->clone.y; 1296 tmp->y = y + tmp->arch->y;
1456 } 1297 }
1298
1457 return insert_ob_in_map (op, m, originator, flag); 1299 return insert_ob_in_map (op, m, originator, flag);
1458} 1300}
1459 1301
1460/* 1302/*
1461 * insert_ob_in_map (op, map, originator, flag): 1303 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1304 * This function inserts the object in the two-way linked list
1472 * 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
1473 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1474 * 1316 *
1475 * Return value: 1317 * Return value:
1476 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1478 * just 'op' otherwise 1320 * just 'op' otherwise
1479 */ 1321 */
1480 1322object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1324{
1483 object *tmp, *top, *floor=NULL; 1325 op->remove ();
1484 sint16 x,y;
1485 1326
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1327 if (m == &freed_map)//D TODO: remove soon
1487 LOG (llevError, "Trying to insert freed object!\n"); 1328 {//D
1488 return NULL; 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1489 } 1330 }//D
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1331
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1334 * need extra work
1549 */ 1335 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1336 maptile *newmap = m;
1551 x = op->x; 1337 if (!xy_normalise (newmap, op->x, op->y))
1552 y = op->y; 1338 {
1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1340 return 0;
1341 }
1553 1342
1343 if (object *more = op->more)
1344 if (!insert_ob_in_map (more, m, originator, flag))
1345 return 0;
1346
1347 op->flag [FLAG_REMOVED] = false;
1348 op->env = 0;
1349 op->map = newmap;
1350
1351 mapspace &ms = op->ms ();
1352
1554 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1555 */ 1354 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1356 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1357 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1358 {
1560 remove_ob(tmp); 1359 // TODO: we actually want to update tmp, not op,
1561 free_object(tmp); 1360 // but some caller surely breaks when we return tmp
1562 } 1361 // from here :/
1563 } 1362 op->nrof += tmp->nrof;
1363 tmp->destroy ();
1364 }
1564 1365
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 1368
1369 if (!op->flag [FLAG_ALIVE])
1370 op->clr_flag (FLAG_NO_STEAL);
1371
1570 if (flag & INS_BELOW_ORIGINATOR) { 1372 if (flag & INS_BELOW_ORIGINATOR)
1373 {
1571 if (originator->map != op->map || originator->x != op->x || 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1375 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1377 abort ();
1575 } 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
1576 op->above = originator; 1387 op->above = originator;
1577 op->below = originator->below; 1388 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op; 1389 originator->below = op;
1582 } else { 1390
1391 *(op->below ? &op->below->above : &ms.bot) = op;
1392 }
1393 else
1394 {
1395 object *floor = 0;
1396 object *top = ms.top;
1397
1583 /* If there are other objects, then */ 1398 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1399 if (top)
1585 object *last=NULL; 1400 {
1586 /* 1401 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1402 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1597 */ 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;
1598 1417
1599 while (top != NULL) { 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1419 {
1606 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1607 top=top->below; 1421 top = tmp->below;
1608 break; 1422 break;
1609 } 1423 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615 1424
1425 top = tmp;
1426 }
1427
1616 /* We let update_position deal with figuring out what the space 1428 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1429 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1430 * makes things faster, and effectively the same result.
1619 */ 1431 */
1620 1432
1621 /* Have object 'fall below' other objects that block view. 1433 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1434 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1435 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1436 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1437 * stacking is a bit odd.
1626 */ 1438 */
1627 if (!(flag & INS_ON_TOP) && 1439 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1440 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1441 && (op->face && !faces [op->face].visibility))
1442 {
1443 object *last;
1444
1630 for (last=top; last != floor; last=last->below) 1445 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1447 break;
1448
1632 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1452 * set top to the object below us.
1636 */ 1453 */
1637 if (last && last->below && last != floor) top=last->below; 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;
1470 }
1471 else
1472 {
1473 op->above = top->above;
1474 top->above = op;
1475
1476 op->below = top;
1477 *(op->above ? &op->above->below : &ms.top) = op;
1478 }
1638 } 1479 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643 1480
1644 /* Top is the object that our object (op) is going to get inserted above. 1481 if (op->is_player ())
1645 */ 1482 {
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1; 1483 op->contr->do_los = 1;
1665 1484 ++op->map->players;
1666 /* If we have a floor, we know the player, if any, will be above 1485 op->map->touch ();
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 } 1486 }
1674 1487
1488 op->map->dirty = true;
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
1675 /* If this object glows, it may affect lighting conditions that are 1497 /* If this object glows, it may affect lighting conditions that are
1676 * 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
1677 * 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
1678 * on the map will get recalculated. The players could very well 1500 * on the map will get recalculated. The players could very well
1679 * 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 -
1680 * this should get redone to only look for players within range, 1502 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1503 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1504 * of effect may be sufficient.
1683 */ 1505 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1506 if (op->affects_los ())
1507 {
1508 op->ms ().invalidate ();
1685 update_all_los(op->map, op->x, op->y); 1509 update_all_los (op->map, op->x, op->y);
1510 }
1686 1511
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1513 update_object (op, UP_OBJ_INSERT);
1690 1514
1515 INVOKE_OBJECT (INSERT, op);
1691 1516
1692 /* 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,
1693 * we want to have update_look set above before calling this. 1518 * we want to have floorbox_update called before calling this.
1694 * 1519 *
1695 * check_move_on() must be after this because code called from 1520 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1521 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1523 * update_object().
1699 */ 1524 */
1700 1525
1701 /* 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 */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1528 {
1704 if (check_move_on(op, originator)) 1529 if (check_move_on (op, originator, flag))
1705 return NULL; 1530 return 0;
1706 1531
1707 /* 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
1708 * walk on's. 1533 * walk on's.
1709 */ 1534 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1712 return NULL; 1537 return 0;
1713 } 1538 }
1539
1714 return op; 1540 return op;
1715} 1541}
1716 1542
1717/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1718 * 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.
1719 * 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.
1720 */ 1546 */
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1547void
1722 object *tmp; 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1723 object *tmp1; 1549{
1724
1725 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1726 1551
1727 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)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1553 if (tmp->arch->archname == archname) /* same archetype */
1729 remove_ob(tmp); 1554 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1555
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1735 1557
1736 1558 tmp->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1559 tmp->y = op->y;
1560
1738 insert_ob_in_map(tmp1,op->map,op,0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1739} 1562}
1740 1563
1741/* 1564object *
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1565object::insert_at (object *where, object *originator, int flags)
1743 * is returned contains nr objects, and the remaining parts contains 1566{
1744 * the rest (or is removed and freed if that number is 0). 1567 if (where->env)
1745 * On failure, NULL is returned, and the reason put into the 1568 return where->env->insert (this);
1746 * global static errmsg array. 1569 else
1747 */ 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1748 1572
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1573// check whether we can put this into the map, respect max_volume, max_items
1750 object *newob; 1574bool
1751 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);
1752 1578
1753 if(orig_ob->nrof<nr) { 1579 int items = ms.items ();
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 }
1758 newob = object_create_clone(orig_ob);
1759 if((orig_ob->nrof-=nr)<1) {
1760 if ( ! is_removed)
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) {
1765 if(orig_ob->env!=NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL;
1772 }
1773 }
1774 newob->nrof=nr;
1775 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))
1776 return newob; 1584 return true;
1777}
1778 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
1779/* 1595/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1781 * 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
1782 * is subsequently removed and freed. 1598 * is subsequently removed and freed.
1783 * 1599 *
1784 * 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
1785 */ 1601 */
1786 1602bool
1787object *decrease_ob_nr (object *op, uint32 i) 1603object::decrease (sint32 nr)
1788{ 1604{
1789 object *tmp; 1605 if (!nr)
1790 player *pl; 1606 return true;
1791 1607
1792 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;
1793 return op; 1654 return op;
1794
1795 if (i > op->nrof)
1796 i = op->nrof;
1797
1798 if (QUERY_FLAG (op, FLAG_REMOVED))
1799 { 1655 }
1800 op->nrof -= i; 1656}
1657
1658object *
1659insert_ob_in_ob (object *op, object *where)
1660{
1661 if (!where)
1801 } 1662 {
1802 else if (op->env != NULL) 1663 char *dump = dump_object (op);
1803 { 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1804 /* is this object in the players inventory, or sub container 1665 free (dump);
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) {
1856 return op; 1666 return op;
1857 } else { 1667 }
1858 free_object (op); 1668
1859 return NULL; 1669 if (where->head_ () != where)
1860 } 1670 {
1861} 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1862 1672 where = where->head;
1863/*
1864 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying.
1866 */
1867
1868void add_weight (object *op, signed long weight) {
1869 while (op!=NULL) {
1870 if (op->type == CONTAINER) {
1871 weight=(signed long)(weight*(100-op->stats.Str)/100);
1872 }
1873 op->carrying+=weight;
1874 op=op->env;
1875 } 1673 }
1876}
1877 1674
1675 return where->insert (op);
1676}
1677
1878/* 1678/*
1879 * insert_ob_in_ob(op,environment): 1679 * env->insert (op)
1880 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1881 * inside the object environment. 1681 * inside the object environment.
1882 * 1682 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * 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
1889 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1890 */ 1685 */
1891 1686object *
1892object *insert_ob_in_ob(object *op,object *where) { 1687object::insert (object *op)
1893 object *tmp, *otmp; 1688{
1894
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1896 dump_object(op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1689 if (op->more)
1690 {
1911 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);
1912 op->name, op->count);
1913 return op; 1692 return op;
1914 } 1693 }
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1694
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1695 op->remove ();
1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1917 if(op->nrof) { 1699 if (op->nrof)
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1701 if (object::can_merge (tmp, op))
1702 {
1920 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1921 (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
1922 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1710
1924 * tmp->nrof, we need to increase the weight. 1711 if (object *pl = tmp->visible_to ())
1925 */ 1712 esrv_update_item (UPD_NROF, pl, tmp);
1926 add_weight (where, op->weight*op->nrof); 1713
1927 SET_FLAG(op, FLAG_REMOVED); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1928 free_object(op); /* free the inserted object */ 1715
1716 op->destroy ();
1929 op = tmp; 1717 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1718 goto inserted;
1931 CLEAR_FLAG(op, FLAG_REMOVED);
1932 break;
1933 } 1719 }
1934 1720
1935 /* I assume combined objects have no inventory 1721 op->owner = 0; // it's his/hers now. period.
1936 * We add the weight - this object could have just been removed 1722 op->map = 0;
1937 * (if it was possible to merge). calling remove_ob will subtract 1723 op->x = 0;
1938 * the weight, so we need to add it in again, since we actually do 1724 op->y = 0;
1939 * the linking below
1940 */
1941 add_weight (where, op->weight*op->nrof);
1942 } else
1943 add_weight (where, (op->weight+op->carrying));
1944 1725
1945 otmp=is_player_inv(where);
1946 if (otmp&&otmp->contr!=NULL) {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp);
1949 }
1950
1951 op->map=NULL;
1952 op->env=where;
1953 op->above=NULL; 1726 op->above = 0;
1954 op->below=NULL; 1727 op->below = inv;
1955 op->x=0,op->y=0; 1728 op->env = this;
1956 op->ox=0,op->oy=0;
1957 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:
1958 /* 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 */
1959 if((op->glow_radius!=0)&&where->map) 1744 if (op->glow_radius && is_on_map ())
1960 { 1745 {
1961#ifdef DEBUG_LIGHTS 1746 update_stats ();
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1747 update_all_los (map, x, y);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1966 } 1748 }
1749 else if (is_player ())
1750 // if this is a player's inventory, update stats
1751 contr->queue_stats_update ();
1967 1752
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1753 INVOKE_OBJECT (INSERT, this);
1969 * It sure simplifies this function... 1754
1970 */
1971 if (where->inv==NULL)
1972 where->inv=op;
1973 else {
1974 op->below = where->inv;
1975 op->below->above = op;
1976 where->inv = op;
1977 }
1978 return op; 1755 return op;
1979} 1756}
1980 1757
1981/* 1758/*
1982 * Checks if any objects has a move_type that matches objects 1759 * Checks if any objects has a move_type that matches objects
1996 * 1773 *
1997 * 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
1998 * 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
1999 * on top. 1776 * on top.
2000 */ 1777 */
2001 1778int
2002int check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
2003{ 1780{
2004 object *tmp; 1781 if (op->flag [FLAG_NO_APPLY])
2005 tag_t tag;
2006 mapstruct *m=op->map;
2007 int x=op->x, y=op->y;
2008 MoveType move_on, move_slow, move_block;
2009
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1782 return 0;
1783
1784 object *tmp;
1785 maptile *m = op->map;
1786 int x = op->x, y = op->y;
1787
1788 mapspace &ms = m->at (x, y);
1789
1790 ms.update ();
1791
1792 MoveType move_on = ms.move_on;
1793 MoveType move_slow = ms.move_slow;
1794 MoveType move_block = ms.move_block;
1795
1796 /* if nothing on this space will slow op down or be applied,
1797 * no need to do checking below. have to make sure move_type
1798 * is set, as lots of objects don't have it set - we treat that
1799 * as walking.
1800 */
1801 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1802 return 0;
1803
1804 /* This is basically inverse logic of that below - basically,
1805 * if the object can avoid the move on or slow move, they do so,
1806 * but can't do it if the alternate movement they are using is
1807 * blocked. Logic on this seems confusing, but does seem correct.
1808 */
1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1810 return 0;
1811
1812 /* The objects have to be checked from top to bottom.
1813 * Hence, we first go to the top:
1814 */
1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1816 {
1817 next = tmp->below;
1818
1819 if (tmp == op)
1820 continue; /* Can't apply yourself */
1821
1822 /* Check to see if one of the movement types should be slowed down.
1823 * Second check makes sure that the movement types not being slowed
1824 * (~slow_move) is not blocked on this space - just because the
1825 * space doesn't slow down swimming (for example), if you can't actually
1826 * swim on that space, can't use it to avoid the penalty.
1827 */
1828 if (!op->flag [FLAG_WIZPASS])
1829 {
1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1832 {
1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1834
1835 if (op->is_player ())
1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1838 diff /= 4.0;
1839
1840 op->speed_left -= diff;
1841 }
1842 }
1843
1844 /* Basically same logic as above, except now for actual apply. */
1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
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;
1852
1853 move_apply (tmp, op, originator);
1854
1855 if (op->destroyed ())
1856 return 1;
1857
1858 /* what the person/creature stepped onto has moved the object
1859 * someplace new. Don't process any further - if we did,
1860 * have a feeling strange problems would result.
1861 */
1862 if (op->map != m || op->x != x || op->y != y)
1863 return 0;
1864 }
1865 }
1866
1867 return 0;
2091} 1868}
2092 1869
2093/* 1870/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1871 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1872 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
2097 */ 1874 */
2098 1875object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1876present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1877{
2101 if(m==NULL || out_of_map(m,x,y)) { 1878 if (!m || out_of_map (m, x, y))
1879 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1880 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1881 return NULL;
2104 } 1882 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1883
2106 if(tmp->arch == at) 1884 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1885 if (tmp->arch->archname == at->archname)
2107 return tmp; 1886 return tmp;
1887
2108 return NULL; 1888 return NULL;
2109} 1889}
2110 1890
2111/* 1891/*
2112 * present(type, map, x, y) searches for any objects with 1892 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1893 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2115 */ 1895 */
2116 1896object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1897present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1898{
2119 if(out_of_map(m,x,y)) { 1899 if (out_of_map (m, x, y))
1900 {
2120 LOG(llevError,"Present called outside map.\n"); 1901 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1902 return NULL;
2122 } 1903 }
2123 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)
2124 if(tmp->type==type) 1906 if (tmp->type == type)
2125 return tmp; 1907 return tmp;
1908
2126 return NULL; 1909 return NULL;
2127} 1910}
2128 1911
2129/* 1912/*
2130 * present_in_ob(type, object) searches for any objects with 1913 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1914 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2133 */ 1916 */
2134 1917object *
2135object *present_in_ob(unsigned char type, const object *op) { 1918present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1919{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1921 if (tmp->type == type)
2139 return tmp; 1922 return tmp;
1923
2140 return NULL; 1924 return NULL;
2141} 1925}
2142 1926
2143/* 1927/*
2144 * present_in_ob (type, str, object) searches for any objects with 1928 * present_in_ob (type, str, object) searches for any objects with
2152 * 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
2153 * 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
2154 * 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
2155 * to be unique. 1939 * to be unique.
2156 */ 1940 */
2157 1941object *
2158object *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)
2159 object *tmp; 1943{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1945 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1946 return tmp;
2164 } 1947
2165 return NULL; 1948 return 0;
2166} 1949}
2167 1950
2168/* 1951/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1952 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1953 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1954 * The first matching object is returned, or NULL if none.
2172 */ 1955 */
2173 1956object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1957present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1958{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2177 if( tmp->arch == at) 1960 if (tmp->arch->archname == at->archname)
2178 return tmp; 1961 return tmp;
1962
2179 return NULL; 1963 return NULL;
2180} 1964}
2181 1965
2182/* 1966/*
2183 * activate recursively a flag on an object inventory 1967 * activate recursively a flag on an object inventory
2184 */ 1968 */
1969void
2185void flag_inv(object*op, int flag){ 1970flag_inv (object *op, int flag)
2186 object *tmp; 1971{
2187 if(op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2189 SET_FLAG(tmp, flag); 1973 {
1974 tmp->set_flag (flag);
2190 flag_inv(tmp,flag); 1975 flag_inv (tmp, flag);
2191 } 1976 }
1977}
1978
2192}/* 1979/*
2193 * desactivate recursively a flag on an object inventory 1980 * deactivate recursively a flag on an object inventory
2194 */ 1981 */
1982void
2195void unflag_inv(object*op, int flag){ 1983unflag_inv (object *op, int flag)
2196 object *tmp; 1984{
2197 if(op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2199 CLEAR_FLAG(tmp, flag); 1986 {
1987 tmp->clr_flag (flag);
2200 unflag_inv(tmp,flag); 1988 unflag_inv (tmp, flag);
2201 } 1989 }
2202}
2203
2204/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function.
2209 */
2210
2211void set_cheat(object *op) {
2212 SET_FLAG(op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ);
2214} 1990}
2215 1991
2216/* 1992/*
2217 * 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
2218 * 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
2220 * to search (see the freearr_x/y[] definition). 1996 * to search (see the freearr_x/y[] definition).
2221 * It returns a random choice among the alternatives found. 1997 * It returns a random choice among the alternatives found.
2222 * 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
2223 * does all 4 immediate directions). This returns the index into the 1999 * does all 4 immediate directions). This returns the index into the
2224 * 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)
2225 * Note - this only checks to see if there is space for the head of the
2226 * object - if it is a multispace object, this should be called for all
2227 * pieces.
2228 * Note2: This function does correctly handle tiled maps, but does not 2001 * Note: This function does correctly handle tiled maps, but does not
2229 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
2230 * 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.
2231 * 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
2232 * 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
2233 * 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
2234 * 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
2235 * customized, changed states, etc. 2008 * customized, changed states, etc.
2236 */ 2009 */
2237 2010int
2238int 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)
2239 int i,index=0, flag; 2012{
2240 static int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2014 int index = 0;
2241 2015
2242 for(i=start;i<stop;i++) { 2016 for (int i = start; i < stop; i++)
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2017 {
2244 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 {
2245 altern[index++]=i; 2034 altern [index++] = i;
2035 continue;
2036 }
2246 2037
2247 /* 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.
2248 * 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.
2249 * 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 -
2250 * 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
2251 * 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
2252 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2254 */ 2045 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2046 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2047 {
2256 stop=maxfree[i]; 2048 stop = maxfree[i];
2257 } 2049 continue;
2258 if(!index) return -1; 2050 }
2259 return altern[RANDOM()%index];
2260}
2261 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
2262/* 2070/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2071 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2072 * find_free_spot(), but it will search max number of squares.
2265 * 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.
2266 * 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.
2267 */ 2075 */
2268 2076int
2269int 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)
2270 int i; 2078{
2271 for(i=0;i<SIZEOFFREE;i++) { 2079 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2080 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2273 return i; 2081 return i;
2274 } 2082
2275 return -1; 2083 return -1;
2276} 2084}
2277 2085
2278/* 2086/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2087 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2088 * arr[begin..end-1].
2089 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2090 */
2091static void
2282static void permute(int *arr, int begin, int end) 2092permute (int *arr, int begin, int end)
2283{ 2093{
2284 int i, j, tmp, len; 2094 arr += begin;
2095 end -= begin;
2285 2096
2286 len = end-begin; 2097 while (--end)
2287 for(i = begin; i < end; i++) 2098 swap (arr [end], arr [rndm (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2099}
2296 2100
2297/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2299 * 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
2300 * 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
2301 * 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
2302 * 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.
2303 */ 2107 */
2108void
2304void get_search_arr(int *search_arr) 2109get_search_arr (int *search_arr)
2305{ 2110{
2306 int i; 2111 int i;
2307 2112
2308 for(i = 0; i < SIZEOFFREE; i++) 2113 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2114 search_arr[i] = i;
2311 }
2312 2115
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2116 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2117 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2118 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2119}
2317 2120
2318/* 2121/*
2319 * 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
2320 * given map at the given coordinates for live objects. 2123 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2128 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * 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
2327 * 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
2328 * there is capable of. 2131 * there is capable of.
2329 */ 2132 */
2330 2133int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2134find_dir (maptile *m, int x, int y, object *exclude)
2135{
2332 int i,max=SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2333 sint16 nx, ny;
2334 object *tmp;
2335 mapstruct *mp;
2336 MoveType blocked, move_type; 2137 MoveType move_type;
2337 2138
2338 if (exclude && exclude->head) { 2139 if (exclude && exclude->head_ () != exclude)
2140 {
2339 exclude = exclude->head; 2141 exclude = exclude->head;
2340 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2341 } else { 2143 }
2144 else
2145 {
2342 /* 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. */
2343 move_type=MOVE_ALL; 2147 move_type = MOVE_ALL;
2344 }
2345
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i];
2350
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) {
2353 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2363 break;
2364 }
2365 }
2366 if(tmp) {
2367 return freedir[i];
2368 }
2369 } 2148 }
2370 } 2149
2150 for (int i = 1; i < max; i++)
2371 } 2151 {
2152 mapxy pos (m, x, y);
2153 pos.move (i);
2154
2155 if (!pos.normalise ())
2156 max = maxfree[i];
2157 else
2158 {
2159 mapspace &ms = *pos;
2160
2161 if ((move_type & ms.move_block) == move_type)
2162 max = maxfree [i];
2163 else if (ms.flags () & P_IS_ALIVE)
2164 {
2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2168 return freedir [i];
2169 }
2170 }
2171 }
2172
2372 return 0; 2173 return 0;
2373} 2174}
2374 2175
2375/* 2176/*
2376 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2178 * distance between the two given objects.
2378 */ 2179 */
2379 2180int
2380int distance(const object *ob1, const object *ob2) { 2181distance (const object *ob1, const object *ob2)
2381 int i; 2182{
2382 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);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2184}
2386 2185
2387/* 2186/*
2388 * 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
2389 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2390 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2391 */ 2190 */
2392 2191int
2393int 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
2394 int q; 2237 int q;
2395 2238
2396 if(y) 2239 if (y)
2397 q=x*100/y; 2240 q = 128 * x / y;
2398 else if (x) 2241 else if (x)
2399 q= -300*x; 2242 q = -512 * x; // to make it > 309
2400 else 2243 else
2401 return 0; 2244 return 0;
2402 2245
2403 if(y>0) { 2246 if (y > 0)
2404 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
2405 return 3 ; 2253 return 3;
2406 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
2407 return 2 ; 2262 return 7;
2408 if (q < 41)
2409 return 1 ;
2410 if (q < 242)
2411 return 8 ;
2412 return 7 ;
2413 } 2263 }
2414 2264#endif
2415 if (q < -242)
2416 return 7 ;
2417 if (q < -41)
2418 return 6 ;
2419 if (q < 41)
2420 return 5 ;
2421 if (q < 242)
2422 return 4 ;
2423
2424 return 3 ;
2425}
2426
2427/*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437} 2265}
2438 2266
2439/* 2267/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2270 */
2443 2271int
2444int dirdiff(int dir1, int dir2) { 2272dirdiff (int dir1, int dir2)
2445 int d; 2273{
2446 d = abs(dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2447 if(d>4) 2275
2448 d = 8 - d; 2276 return d > 4 ? 8 - d : d;
2449 return d;
2450} 2277}
2451 2278
2452/* peterm: 2279/* peterm:
2453 * 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.
2454 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2456 * 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
2457 * 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.
2458 * 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
2459 * functions. 2286 * functions.
2460 */ 2287 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2294 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2295 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2296 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2297 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2298 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2299 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2300 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2301 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2302 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2303 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2304 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2305 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2306 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2307 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2308 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2309 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2310 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2311 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2312 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2313 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2314 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2315 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2316 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2317 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2318 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2319 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2320 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2321 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2322 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2323 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2324 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2325 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2326 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2327 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2328 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2329 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2330 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2331 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2332 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2333 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2334 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2335 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2336 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2337 {24, 9, -1}
2338}; /* 48 */
2512 2339
2513/* Recursive routine to step back and see if we can 2340/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2343 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2518 */ 2345 */
2519 2346int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2348{
2522 sint16 dx, dy; 2349 sint16 dx, dy;
2523 int mflags; 2350 int mflags;
2524 2351
2352 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2526 2354
2527 dx = x + freearr_x[dir]; 2355 dx = x + DIRX (dir);
2528 dy = y + freearr_y[dir]; 2356 dy = y + DIRY (dir);
2529 2357
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2359
2532 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2362 * we could move to the monster - this is being more
2535 * 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
2536 * 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
2537 * at least its move type. 2365 * at least its move type.
2538 */ 2366 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2367 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2368 return 0;
2540 2369
2541 /* yes, can see. */ 2370 /* yes, can see. */
2542 if(dir < 9) return 1; 2371 if (dir < 9)
2372 return 1;
2373
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2377}
2547 2378
2548
2549
2550/* 2379/*
2551 * 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
2552 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2554 * 2383 *
2555 * 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
2556 * core dumps if they do. 2385 * core dumps if they do.
2557 * 2386 *
2558 * 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)
2559 */ 2388 */
2560 2389int
2561int can_pick(const object *who, const object *item) { 2390can_pick (const object *who, const object *item)
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2391{
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2392 return /*who->flag [FLAG_WIZ]|| */
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2565 (who->type==PLAYER||item->weight<who->weight/3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2566} 2395}
2567 2396
2397//-GPL
2568 2398
2569/* 2399/*
2570 * create clone from object to another 2400 * create clone from object to another
2571 */ 2401 */
2572object *object_create_clone (object *asrc) { 2402object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2403object::deep_clone ()
2404{
2405 assert (("deep_clone called on non-head object", is_head ()));
2574 2406
2575 if(!asrc) return NULL; 2407 object *dst = clone ();
2576 src = asrc;
2577 if(src->head)
2578 src = src->head;
2579 2408
2580 prev = NULL; 2409 object *prev = dst;
2581 for(part = src; part; part = part->more) { 2410 for (object *part = this->more; part; part = part->more)
2582 tmp = get_object(); 2411 {
2583 copy_object(part,tmp); 2412 object *tmp = part->clone ();
2584 tmp->x -= src->x;
2585 tmp->y -= src->y;
2586 if(!part->head) {
2587 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2413 tmp->head = dst;
2591 }
2592 tmp->more = NULL;
2593 if(prev)
2594 prev->more = tmp; 2414 prev->more = tmp;
2595 prev = tmp; 2415 prev = tmp;
2596 } 2416 }
2597 /*** copy inventory ***/ 2417
2598 for(item = src->inv; item; item = item->below) { 2418 for (object *item = inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2419 insert_ob_in_ob (item->deep_clone (), dst);
2600 }
2601 2420
2602 return dst; 2421 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611}
2612
2613/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */
2619
2620object* load_object_str(const char *obstr)
2621{
2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2626 tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile);
2644 load_object(thawer,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED);
2647 fclose(tempfile);
2648 return op;
2649} 2422}
2650 2423
2651/* This returns the first object in who's inventory that 2424/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2425 * has the same type and subtype match.
2653 * returns NULL if no match. 2426 * returns NULL if no match.
2654 */ 2427 */
2428object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2430{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2432 if (tmp->type == type && tmp->subtype == subtype)
2433 return tmp;
2661 2434
2662 return NULL; 2435 return 0;
2663} 2436}
2664 2437
2665/* If ob has a field named key, return the link from the list, 2438/* Zero the key_values on op, decrementing the shared-string
2666 * otherwise return NULL. 2439 * refcounts and freeing the links.
2667 * 2440 */
2668 * key must be a passed in shared string - otherwise, this won't 2441void
2669 * do the desired thing. 2442key_values::clear ()
2670 */ 2443{
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2444 for (key_value *kvp = first; kvp; )
2672 key_value * link;
2673 2445 {
2674 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)
2675 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;
2676 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;
2677 } 2565 }
2678 }
2679
2680 return NULL;
2681}
2682 2566
2683/* 2567 if (flag [i])
2684 * Returns the value of op has an extra_field for key, or NULL.
2685 *
2686 * The argument doesn't need to be a shared string.
2687 *
2688 * The returned string is shared.
2689 */
2690const char * get_ob_key_value(const object * op, const char * const key) {
2691 key_value * link;
2692 const char * canonical_key;
2693
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2568 {
2702 return NULL; 2569 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2703 } 2570 len -= cnt;
2704 2571 p += cnt;
2705 /* This is copied from get_ob_key_link() above - 2572 first = false;
2706 * only 4 lines, and saves the function call overhead.
2707 */
2708 for (link = op->key_values; link != NULL; link = link->next) {
2709 if (link->key == canonical_key) {
2710 return link->value;
2711 } 2573 }
2712 } 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)
2713 return NULL; 2627 return;
2714}
2715 2628
2629 object *old_container = container;
2716 2630
2717/* 2631 if (old_container)
2718 * Updates the canonical_key in op to value.
2719 *
2720 * canonical_key is a shared string (value doesn't have to be).
2721 *
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys.
2724 *
2725 * Returns TRUE on success.
2726 */
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2728 key_value * field = NULL, *last=NULL;
2729 2632 {
2730 for (field=op->key_values; field != NULL; field=field->next) { 2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2731 if (field->key != canonical_key) { 2634 return;
2732 last = field; 2635
2733 continue; 2636#if 0
2734 } 2637 // remove the "Close old_container" object.
2735 2638 if (object *closer = old_container->inv)
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2639 if (closer->type == CLOSE_CON)
2737 if (value) 2640 closer->destroy ();
2738 field->value = add_string(value); 2641#endif
2739 else { 2642
2740 /* Basically, if the archetype has this key set, 2643 // make sure the container is available
2741 * we need to store the null value so when we save 2644 esrv_send_item (this, old_container);
2742 * it, we save the empty value so that when we load, 2645
2743 * we get this value back again. 2646 old_container->flag [FLAG_APPLIED] = false;
2744 */ 2647 container = 0;
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2648
2746 field->value = NULL; 2649 // client needs item update to make it work, client bug requires this to be separate
2747 else { 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2748 /* Delete this link */ 2651
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2653 play_sound (sound_find ("chest_close"));
2751 if (last) last->next = field->next;
2752 else op->key_values = field->next;
2753 free(field);
2754 } 2654 }
2755 }
2756 return TRUE;
2757 }
2758 /* IF we get here, key doesn't exist */
2759 2655
2760 /* No field, we'll have to add it. */ 2656 if (new_container)
2761 2657 {
2762 if (!add_key) { 2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2763 return FALSE; 2659 return;
2764 } 2660
2765 /* There isn't any good reason to store a null 2661 // TODO: this does not seem to serve any purpose anymore?
2766 * value in the key/value list. If the archetype has 2662#if 0
2767 * this key, then we should also have it, so shouldn't 2663 // insert the "Close Container" object.
2768 * be here. If user wants to store empty strings, 2664 if (archetype *closer = new_container->other_arch)
2769 * should pass in "" 2665 {
2770 */ 2666 object *closer = new_container->other_arch->instance ();
2771 if (value == NULL) return TRUE; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
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"));
2772 2684 }
2773 field = (key_value *) malloc(sizeof(key_value)); 2685// else if (!old_container->env && contr && contr->ns)
2686// contr->ns->floorbox_reset ();
2687}
2688
2689//-GPL
2690
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)
2774 2700 {
2775 field->key = add_refcount(canonical_key); 2701 rect->m->touch ();
2776 field->value = add_string(value); 2702 rect->m->activate ();
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780 2703 }
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)
2781 return TRUE; 2762 return;
2782}
2783 2763
2784/* 2764 if (is_on_map ())
2785 * Updates the key in op to value. 2765 map->play_sound (sound, x, y);
2786 * 2766 else if (object *pl = in_player ())
2787 * If add_key is FALSE, this will only update existing keys, 2767 pl->contr->play_sound (sound);
2788 * and not add new ones. 2768}
2789 * In general, should be little reason FALSE is ever passed in for add_key 2769
2790 * 2770void
2791 * Returns TRUE on success. 2771object::say_msg (const char *msg) const
2792 */ 2772{
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2773 if (is_on_map ())
2794 const char * canonical_key = NULL; 2774 map->say_msg (msg, x, y);
2795 int floating_ref = FALSE; 2775 else if (object *pl = in_player ())
2796 int ret; 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
2797 2797 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2798 force = archetype::get (shstr_noise_force);
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2799
2800 */ 2800 force->slaying = shstr_noise_force;
2801 force->stats.food = 1;
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);
2801 2809 }
2802 canonical_key = find_string(key); 2810}
2803 if (canonical_key == NULL) { 2811
2804 canonical_key = add_string(key); 2812void object::change_move_type (MoveType mt)
2805 floating_ref = TRUE; 2813{
2806 } 2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2807 2818 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 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);
2809 2823 }
2810 if (floating_ref) { 2824 else
2811 free_string(canonical_key); 2825 move_type = mt;
2812 } 2826}
2813 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
2814 return ret; 2840 return 0;
2815} 2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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