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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.367 by root, Sun Nov 18 15:19:48 2018 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 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
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> 26#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 27#include <stdio.h>
35#include <sys/types.h> 28#include <sys/types.h>
36#include <sys/uio.h> 29#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 30#include <object.h>
39#include <funcpoint.h> 31#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 32
53object *objects; /* Pointer to the list of used objects */ 33#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 34
57void (*object_free_callback)(object *ob); 35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
58 39
40objectvec objects;
41activevec actives;
42
43freelist_item *object::freelist;
44uint32_t object::object_count;
45uint32_t object::free_count;
46uint32_t object::create_count;
47uint32_t object::destroy_count;
48
49//+GPL
50
59short freearr_x[SIZEOFFREE]= 51int freearr_x[SIZEOFFREE] = {
60 {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, 52 0,
53 0, 1, 1, 1, 0, -1, -1, -1,
54 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
61 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 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
56};
62short freearr_y[SIZEOFFREE]= 57int freearr_y[SIZEOFFREE] = {
63 {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, 58 0,
59 -1, -1, 0, 1, 1, 1, 0, -1,
60 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 61 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 62};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
67 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};
68int freedir[SIZEOFFREE]= { 63int freedir[SIZEOFFREE] = {
69 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, 64 0,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
68};
71 69
70static int maxfree[SIZEOFFREE] = {
71 0,
72 9, 10, 13, 14, 17, 18, 21, 22,
73 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
74 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
75};
76
77const char *wall_suffix[16] = {
78 "0",
79 "1_3",
80 "1_4",
81 "2_1_2",
82 "1_2",
83 "2_2_4",
84 "2_2_1",
85 "3_1",
86 "1_1",
87 "2_2_3",
88 "2_2_2",
89 "3_3",
90 "2_1_1",
91 "3_4",
92 "3_2",
93 "4"
94};
95
96static void
97write_uuid (uval64 skip, bool sync)
98{
99 CALL_BEGIN (2);
100 CALL_ARG_SV (newSVval64 (skip));
101 CALL_ARG_SV (boolSV (sync));
102 CALL_CALL ("cf::write_uuid", G_DISCARD);
103 CALL_END;
104}
105
106static void
107read_uuid ()
108{
109 char filename[MAX_BUF];
110
111 sprintf (filename, "%s/uuid", settings.localdir);
112
113 seq_next_save = 0;
114
115 FILE *fp;
116
117 if (!(fp = fopen (filename, "r")))
118 {
119 if (errno == ENOENT)
120 {
121 LOG (llevInfo, "RESET uid to 1\n");
122 UUID::cur.seq = 0;
123 write_uuid (UUID_GAP, true);
124 return;
125 }
126
127 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
128 _exit (1);
129 }
130
131 char buf [UUID::MAX_LEN];
132 buf[0] = 0;
133 fgets (buf, sizeof (buf), fp);
134
135 if (!UUID::cur.parse (buf))
136 {
137 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
138 _exit (1);
139 }
140
141 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
142
143 write_uuid (UUID_GAP, true);
144 fclose (fp);
145}
146
147UUID
148UUID::gen ()
149{
150 UUID uid;
151
152 uid.seq = ++cur.seq;
153
154 if (expect_false (cur.seq >= seq_next_save))
155 {
156 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
157 write_uuid (UUID_GAP, false);
158 }
159
160
161 return uid;
162}
163
164void
165UUID::init ()
166{
167 read_uuid ();
168}
169
170bool
171UUID::parse (const char *s)
172{
173 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
174 return false;
175
176 seq = 0;
177
178 while (*s != '>')
179 {
180 if (*s < '0')
181 return false;
182
183 // this gives nice branchless code with gcc
184 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
185 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
186
187 seq = (seq << 4) | digit;
188
189 ++s;
190 }
191
192 return true;
193}
194
195char *
196UUID::append (char *buf) const
197{
198 *buf++ = '<';
199 *buf++ = '1';
200 *buf++ = '.';
201
202 uint64_t seq = this->seq;
203 const int bits = 64;
204 char nz = 0;
205 static const char tohex [] = "0123456789abcdef";
206
207 // assert (len >= 3 + bits / 4 + 1 + 1);
208 for (int i = bits / 4; --i; )
209 {
210 uint8_t digit = seq >> (bits - 4);
211
212 *buf = tohex [digit];
213 nz |= digit;
214 buf += nz ? 1 : 0;
215 seq <<= 4;
216 }
217
218 // last digit is special - always emit
219 uint8_t digit = seq >> (bits - 4);
220 *buf++ = tohex [digit];
221
222 *buf++ = '>';
223
224 return buf;
225}
226
227char *
228UUID::c_str () const
229{
230 static char buf [MAX_LEN];
231 *append (buf) = 0;
232 return buf;
233}
72 234
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 235/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
236static bool
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 237compare_ob_value_lists_one (const object *wants, const object *has)
75 key_value * wants_field; 238{
76
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 239 /* n-squared behaviour (see kv.get), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 240 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
80 */ 242 */
81 243
82 /* For each field in wants, */ 244 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 245 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
84 key_value * has_field; 246 if (has->kv.get (kv->key) != kv->value)
85 247 return false;
86 /* Look for a field in has with the same key. */ 248
87 has_field = get_ob_key_link(has, wants_field->key);
88
89 if (has_field == NULL) {
90 /* No field with that name. */
91 return FALSE;
92 }
93
94 /* Found the matching field. */
95 if (has_field->value != wants_field->value) {
96 /* Values don't match, so this half of the comparison is false. */
97 return FALSE;
98 }
99
100 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102
103 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 250 return true;
105} 251}
106 252
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 253/* Returns TRUE if ob1 has the same key_values as ob2. */
254static bool
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 255compare_ob_value_lists (const object *ob1, const object *ob2)
256{
109 /* However, there may be fields in has which aren't partnered in wants, 257 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
111 */ 259 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 260 return compare_ob_value_lists_one (ob1, ob2)
261 && compare_ob_value_lists_one (ob2, ob1);
113} 262}
114 263
115/* Function examines the 2 objects given to it, and returns true if 264/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 265 * they can be merged together.
117 * 266 *
118 * Note that this function appears a lot longer than the macro it 267 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
121 * 270 *
122 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
123 * 272 *
124 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
125 * check weight 274 * check weight
126 */ 275 */
127 276bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 277{
129
130 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 279 if (ob1 == ob2
132 280 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 281 || ob1->value != ob2->value
134 /* Note sure why the following is the case - either the object has to 282 || ob1->name != ob2->name
135 * be animated or have a very low speed. Is this an attempted monster 283 || ob1->custom_name != ob2->custom_name
136 * check? 284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 285 return 0;
140 286
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 287 /* Do not merge objects if nrof would overflow, assume nrof
142 * value could not be stored in a sint32 (which unfortunately sometimes is 288 * is always 0 .. 2**31-1 */
143 * used to store nrof). 289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
144 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31)
146 return 0; 290 return 0;
147 291
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 292 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 293 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 294 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 295 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 296 * flags lose any meaning.
168 */ 297 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 298 if (ob1->flag [FLAG_IDENTIFIED])
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 299 ob1->set_flag (FLAG_BEEN_APPLIED);
171 300
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 301 if (ob2->flag [FLAG_IDENTIFIED])
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 302 ob2->set_flag (FLAG_BEEN_APPLIED);
174 303
175 304 if (ob1->arch->archname != ob2->arch->archname
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 305 || ob1->name != ob2->name
177 * being locked in inventory should prevent merging. 306 || ob1->title != ob2->title
178 * 0x4 in flags3 is CLIENT_SENT 307 || ob1->msg != ob2->msg
179 */ 308 || ob1->weight != ob2->weight
180 if ((ob1->arch != ob2->arch) || 309 || ob1->attacktype != ob2->attacktype
181 (ob1->flags[0] != ob2->flags[0]) || 310 || ob1->magic != ob2->magic
182 (ob1->flags[1] != ob2->flags[1]) || 311 || ob1->slaying != ob2->slaying
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 312 || ob1->skill != ob2->skill
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 313 || ob1->value != ob2->value
185 (ob1->name != ob2->name) || 314 || ob1->animation_id != ob2->animation_id
186 (ob1->title != ob2->title) || 315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
187 (ob1->msg != ob2->msg) || 316 || ob1->client_type != ob2->client_type
188 (ob1->weight != ob2->weight) || 317 || ob1->material != ob2->material
318 || ob1->lore != ob2->lore
319 || ob1->subtype != ob2->subtype
320 || ob1->move_type != ob2->move_type
321 || ob1->move_block != ob2->move_block
322 || ob1->move_allow != ob2->move_allow
323 || ob1->move_on != ob2->move_on
324 || ob1->move_off != ob2->move_off
325 || ob1->move_slow != ob2->move_slow
326 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
191 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) ||
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 329 return 0;
210 330
331 if ((ob1->flag ^ ob2->flag)
332 .reset (FLAG_INV_LOCKED)
333 .reset (FLAG_REMOVED)
334 .any ())
335 return 0;
336
337 /* This is really a spellbook check - we should in general
338 * not merge objects with real inventories, as splitting them
339 * is hard.
340 */
341 if (ob1->inv || ob2->inv)
342 {
343 if (!(ob1->inv && ob2->inv))
344 return 0; /* inventories differ in length */
345
346 if (ob1->inv->below || ob2->inv->below)
347 return 0; /* more than one object in inv */
348
349 if (!object::can_merge (ob1->inv, ob2->inv))
350 return 0; /* inventory objects differ */
351
352 /* inventory ok - still need to check rest of this object to see
353 * if it is valid.
354 */
355 }
356
211 /* Don't merge objects that are applied. With the new 'body' code, 357 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 358 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 359 * some items equipped, and we don't want those to merge.
214 */ 360 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
216 return 0; 362 return 0;
217 363
364 /* Not sure why the following is the case - either the object has to
365 * be animated or have a very low speed. Is this an attempted monster
366 * check?
367 */
368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
369 return 0;
370
218 switch (ob1->type) { 371 switch (ob1->type)
372 {
219 case SCROLL: 373 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 374 if (ob1->level != ob2->level)
375 return 0;
221 break; 376 break;
377 }
222 378
379 if (!ob1->kv.empty () || !ob2->kv.empty ())
223 } 380 {
224 if (ob1->key_values != NULL || ob2->key_values != NULL) {
225 /* At least one of these has key_values. */ 381 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 382 if (ob1->kv.empty () != ob2->kv.empty ())
227 /* One has fields, but the other one doesn't. */ 383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
386 return 0;
387 }
388
389 if (ob1->self || ob2->self)
390 {
391 ob1->optimise ();
392 ob2->optimise ();
393
394 if (ob1->self || ob2->self)
395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
228 return 0; 400 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 401
402 if (k1 == 0)
403 return 1;
404
405 if (!cfperl_can_merge (ob1, ob2))
230 return 0; 406 return 0;
231 } 407 }
232 } 408 }
233 409
234 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
235 return 1; 411 return 1;
236} 412}
237 413
414// find player who can see this object
415object *
416object::visible_to () const
417{
418 if (client_visible () && !flag [FLAG_REMOVED])
419 {
420 // see if we are in a container of sorts
421 if (env)
422 {
423 // the player inventory itself is always visible
424 if (env->is_player ())
425 return env;
426
427 // else a player could have our env open
428 object *envest = env->outer_env_or_self ();
429
430 // the player itself is always on a map, so we will find him here
431 // even if our inv is in a player.
432 if (envest->is_on_map ())
433 if (object *pl = envest->ms ().player ())
434 if (pl->container_ () == env)
435 return pl;
436 }
437 else
438 {
439 // maybe there is a player standing on the same mapspace
440 // this will catch the case where "this" is a player
441 if (object *pl = ms ().player ())
442 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
443 || pl->container_ () == this)
444 return pl;
445 }
446 }
447
448 return 0;
449}
450
451// adjust weight per container type ("of holding")
452static weight_t
453weight_adjust_for (object *op, weight_t weight)
454{
455 if (op->type == CONTAINER)
456 weight -= weight * op->stats.Str / 100;
457
458 return weight;
459}
460
238/* 461/*
462 * subtracts, then adds, the specified weight to an object,
463 * and also updates how much the environment(s) is/are carrying.
464 */
465static void
466adjust_weight (object *op, weight_t sub, weight_t add)
467{
468 while (op)
469 {
470 weight_t carrying = (weight_t)op->carrying
471 - weight_adjust_for (op, sub)
472 + weight_adjust_for (op, add);
473
474 sub = op->carrying;
475 op->carrying = carrying;
476 add = op->carrying;
477
478 if (object *pl = op->visible_to ())
479 if (pl != op) // player is handled lazily
480 esrv_update_item (UPD_WEIGHT, pl, op);
481
482 op = op->env;
483 }
484}
485
486/*
239 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 488 * an object is carrying. It goes through op and figures out how much
241 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
242 */ 490 */
243signed long sum_weight(object *op) { 491void
244 signed long sum; 492object::update_weight ()
245 object *inv; 493{
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 494 weight_t sum = 0;
247 if (inv->inv) 495
248 sum_weight(inv); 496 for (object *op = inv; op; op = op->below)
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 497 {
498 op->update_weight ();
499
500 sum += weight_adjust_for (this, op->total_weight ());
250 } 501 }
251 if (op->type == CONTAINER && op->stats.Str) 502
252 sum = (sum * (100 - op->stats.Str))/100; 503 if (sum != carrying)
253 if(op->carrying != sum) 504 {
505 if (carrying != sum && carrying)//D
506 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
507 (long long)sum, (long long)carrying, debug_desc ());
508
254 op->carrying = sum; 509 carrying = sum;
255 return sum;
256}
257 510
511 if (object *pl = visible_to ())
512 if (pl != this) // player is handled lazily
513 esrv_update_item (UPD_WEIGHT, pl, this);
514 }
515}
516
258/** 517/*
259 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
260 */ 519 */
261 520char *
262object *object_get_env_recursive (object *op) {
263 while (op->env != NULL)
264 op = op->env;
265 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279}
280
281/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array.
285 */
286
287void dump_object2(object *op) {
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 521dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 522{
342 char *cp; 523 if (!op)
524 return strdup ("[NULLOBJ]");
343 525
344 if(op==NULL) 526 object_freezer freezer;
345 { 527 op->write (freezer);
346 strcpy(outstr,"[NULL pointer]"); 528 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370} 529}
371 530
372/* 531char *
373 * This is really verbose...Can be triggered by the P key while in DM mode. 532object::as_string ()
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 533{
375 */ 534 return dump_object (this);
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383}
384
385/*
386 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390
391object *get_nearest_part(object *op, const object *pl) {
392 object *tmp,*closest;
393 int last_dist,i;
394 if(op->more==NULL)
395 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
397 if((i=distance(tmp,pl))<last_dist)
398 closest=tmp,last_dist=i;
399 return closest;
400} 535}
401 536
402/* 537/*
403 * Returns the object which has the count-variable equal to the argument. 538 * Returns the object which has the count-variable equal to the argument.
539 * VERRRY slow.
404 */ 540 */
405 541object *
406object *find_object(tag_t i) { 542find_object (tag_t i)
407 object *op; 543{
408 for(op=objects;op!=NULL;op=op->next) 544 for_all_objects (op)
409 if(op->count==i) 545 if (op->count == i)
410 break;
411 return op; 546 return op;
547
548 return 0;
549}
550
551/*
552 * Returns the object which has the uuid equal to the argument.
553 * MOAR VERRRY slow.
554 */
555
556object *
557find_object_uuid (UUID i)
558{
559 for_all_objects (op)
560 if (op->uuid == i)
561 return op;
562
563 return 0;
412} 564}
413 565
414/* 566/*
415 * Returns the first object which has a name equal to the argument. 567 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
418 */ 570 */
419 571object *
420object *find_object_name(const char *str) { 572find_object_name (const char *str)
421 const char *name=add_string(str); 573{
422 object *op; 574 shstr_cmp str_ (str);
423 for(op=objects;op!=NULL;op=op->next) 575
424 if(op->name==name) 576 if (str_)
425 break; 577 for_all_objects (op)
426 free_string(name); 578 if (op->name == str_)
579 return op;
580
427 return op; 581 return 0;
428} 582}
429
430void free_all_object_data(void) {
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{
472 if (!op) return;
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479}
480
481
482 583
483/* 584/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 585 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 586 * skill and experience objects.
486 */ 587 * ACTUALLY NO! investigate! TODO
487void set_owner (object *op, object *owner)
488{
489 if(owner==NULL||op==NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner!=owner->owner &&
500 owner->ownercount==owner->owner->count) owner=owner->owner;
501
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */ 588 */
531 if (clone->type == PLAYER) owner=clone; 589void
532 else return; 590object::set_owner (object *owner)
533 } 591{
534 set_owner(op, owner); 592 // allow objects which own objects
593 if (owner)
594 while (owner->owner)
595 owner = owner->owner;
535 596
536} 597 if (flag [FLAG_FREED])
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555}
556
557/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links.
559 */
560static void free_key_values(object * op) {
561 key_value * i;
562 key_value * next = NULL;
563 598 {
564 if (op->key_values == NULL) return; 599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
600 return;
565 601 }
566 for (i = op->key_values; i != NULL; i = next) {
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL;
577}
578 602
579 603 this->owner = owner;
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651} 604}
652 605
653/* 606/*
654 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 612 * will point at garbage.
660 */ 613 */
614void
615object::copy_to (object *dst)
616{
617 dst->remove ();
618 *(object_copy *)dst = *this;
661 619
662void copy_object(object *op2, object *op) { 620 // maybe move to object_copy?
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 621 dst->kv = kv;
664 event *evt, *evt2, *evt_new;
665 622
666 /* Decrement the refcounts, but don't bother zeroing the fields; 623 dst->flag [FLAG_REMOVED] = true;
667 they'll be overwritten by memcpy. */ 624 dst->activate ();
668 if(op->name!=NULL) free_string(op->name); 625}
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
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);
678 626
679 /* Basically, same code as from clear_object() */ 627void
680 for (evt = op->events; evt; evt=evt2) { 628object::instantiate ()
681 evt2 = evt->next; 629{
630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
682 632
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin); 634 if (flag [FLAG_RANDOM_SPEED] && speed)
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options); 635 speed_left = - speed - rndm (); // TODO animation
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
710
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) {
734 key_value * tail = NULL;
735 key_value * i;
736
737 op->key_values = NULL;
738
739 for (i = op2->key_values; i != NULL; i = i->next) {
740 key_value * new_link = (key_value *) malloc(sizeof(key_value));
741
742 new_link->next = NULL;
743 new_link->key = add_refcount(i->key);
744 if (i->value)
745 new_link->value = add_refcount(i->value);
746 else 636 else
747 new_link->value = NULL; 637 speed_left = -1.;
748 638
749 /* Try and be clever here, too. */ 639 /* copy the body_info to the body_used - this is only really
750 if (op->key_values == NULL) { 640 * need for monsters, but doesn't hurt to do it for everything.
751 op->key_values = new_link; 641 * by doing so, when a monster is created, it has good starting
752 tail = new_link; 642 * values for the body_used info, so when items are created
753 } else { 643 * for it, they can be properly equipped.
754 tail->next = new_link;
755 tail = new_link;
756 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762
763/*
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794}
795
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op;
804
805 if(free_objects==NULL) {
806 expand_objects();
807 }
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */ 644 */
814 op = realloc(op, sizeof(object)); 645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
815 SET_FLAG(op, FLAG_REMOVED); 646 slot[i].used = slot[i].info;
816 SET_FLAG(op, FLAG_FREED);
817#endif
818 647
819 if(!QUERY_FLAG(op,FLAG_FREED)) { 648 attachable::instantiate ();
820 LOG(llevError,"Fatal: Getting busy object.\n"); 649}
821 } 650
822 free_objects=op->next; 651object *
823 if(free_objects!=NULL) 652object::clone ()
824 free_objects->prev=NULL; 653{
825 op->count= ++ob_count; 654 object *neu = create ();
826 op->name=NULL; 655 copy_to (neu);
827 op->name_pl=NULL; 656
828 op->title=NULL; 657 // TODO: unclean state changes, should not be done in clone AND instantiate
829 op->race=NULL; 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
830 op->slaying=NULL; 659 neu->speed_left = - neu->speed - rndm (); // TODO animation
831 op->skill = NULL; 660
832 op->lore=NULL; 661 neu->map = map; // not copied by copy_to
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 662 return neu;
663}
664
665// update the anhimation frame of an object, but only if it has an animation
666// assigned and the frame number if within the animation.
667void object::update_anim_frame (int frame)
668{
669 if (ecb_expect_false (!has_anim () || frame >= anim_frames ()))
670 return;
671
672 set_anim_frame (frame);
673 update_object (this, UP_OBJ_FACE);
846} 674}
847 675
848/* 676/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
852 */ 680 */
853 681void
854void update_turn_face(object *op) { 682update_turn_face (object *op)
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 683{
856 return; 684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
857 SET_ANIMATION(op, op->direction); 685 return;
858 update_object(op,UP_OBJ_FACE); 686
687 op->update_anim_frame (op->direction);
859} 688}
860 689
861/* 690/*
862 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
865 */ 694 */
695void
696object::set_speed (float speed)
697{
698 this->speed = speed;
866 699
867void update_ob_speed(object *op) { 700 if (has_active_speed ())
868 extern int arch_init; 701 activate ();
869
870 /* No reason putting the archetypes objects on the speed list,
871 * since they never really need to be updated.
872 */
873
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
876#ifdef MANY_CORES
877 abort();
878#else
879 op->speed = 0;
880#endif
881 }
882 if (arch_init) {
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return;
889
890 /* process_events() expects us to insert the object at the beginning
891 * of the list. */
892 op->active_next = active_objects;
893 if (op->active_next!=NULL)
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else { 702 else
898 /* If not on the active list, nothing needs to be done */ 703 deactivate ();
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901
902 if (op->active_prev==NULL) {
903 active_objects = op->active_next;
904 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next)
910 op->active_next->active_prev = op->active_prev;
911 }
912 op->active_next = NULL;
913 op->active_prev = NULL;
914 }
915} 704}
916 705
917/* This function removes object 'op' from the list of active
918 * objects.
919 * This should only be used for style maps or other such
920 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object.
924 */
925void remove_from_active_list(object *op)
926{
927 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return;
930
931 if (op->active_prev==NULL) {
932 active_objects = op->active_next;
933 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL;
935 }
936 else {
937 op->active_prev->active_next = op->active_next;
938 if (op->active_next)
939 op->active_next->active_prev = op->active_prev;
940 }
941 op->active_next = NULL;
942 op->active_prev = NULL;
943}
944
945/* 706/*
946 * update_object() updates the array which represents the map. 707 * update_object() updates the map.
947 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 709 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 710 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 711 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 712 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 713 * updating that window, though, since update_object() is called _often_)
953 * 714 *
954 * action is a hint of what the caller believes need to be done. 715 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 716 * current action are:
960 * UP_OBJ_INSERT: op was inserted 717 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 718 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 719 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 720 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
965 */ 722 */
966 723void
967void update_object(object *op, int action) { 724update_object (object *op, int action)
968 int update_now=0, flags; 725{
969 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
970 727 {
971 if (op == NULL) {
972 /* this should never happen */ 728 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
974 return; 730 return;
975 }
976 731 }
977 if(op->env!=NULL) { 732
733 if (!op->is_on_map ())
734 {
978 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
979 * to do in this case. 736 * to do in this case.
980 */
981 return;
982 }
983
984 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways.
986 */ 737 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 return;
988 739 }
740
989 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 745#ifdef MANY_CORES
994 abort(); 746 abort ();
995#endif 747#endif
996 return; 748 return;
997 }
998 749 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 750
751 mapspace &m = op->ms ();
752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
1006 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757#if 0
758 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1; 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
1009 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
1011 update_now=1; 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
1012 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (m.move_on | op->move_on ) != m.move_on
1014 update_now=1; 766 || (m.move_off | op->move_off ) != m.move_off
1015 767 || (m.move_slow | op->move_slow) != m.move_slow
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 768 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 769 * have move_allow right now.
1023 */ 770 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 772 m.invalidate ();
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 773#else
774 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.invalidate ();
776#endif
1027 } 777 }
1028 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 780 * that is being removed.
1031 */ 781 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 783 m.invalidate ();
1034 } else if (action == UP_OBJ_FACE) { 784 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 785 m.update_up (); // nothing to do for that case, except copy up
1036 }
1037 else { 786 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 788
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 789 if (op->more)
1047 update_object(op->more, action); 790 update_object (op->more, action);
1048} 791}
1049 792
793object::object ()
794{
795 this->set_flag (FLAG_REMOVED);
1050 796
1051/* 797 //expmul = 1.0; declared const for the time being
1052 * free_object() frees everything allocated by an object, removes 798 face = blank_face;
1053 * it from the list of used objects, and puts it on the list of 799 material = MATERIAL_NULL;
1054 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for
1056 * this function to succeed.
1057 *
1058 * If free_inventory is set, free inventory as well. Else drop items in
1059 * inventory to the ground.
1060 */
1061
1062void free_object(object *ob) {
1063 free_object2(ob, 0);
1064} 800}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067 801
1068 if (object_free_callback) 802object::~object ()
1069 object_free_callback (ob); 803{
804 unlink ();
1070 805
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 806 kv.clear ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 807}
1073 dump_object(ob); 808
1074#ifdef MANY_CORES 809void object::link ()
1075 abort(); 810{
1076#endif 811 assert (!index);//D
812 uuid = UUID::gen ();
813
814 refcnt_inc ();
815 objects.insert (this);
816
817 ++create_count;
818
819}
820
821void object::unlink ()
822{
823 if (!index)
824 return;
825
826 ++destroy_count;
827
828 objects.erase (this);
829 refcnt_dec ();
830}
831
832void
833object::activate ()
834{
835 /* If already on active list, don't do anything */
836 if (active)
837 return;
838
839 if (has_active_speed ())
1077 } 840 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 841 if (flag [FLAG_FREED])
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1080 remove_friendly_object(ob); 843
844 actives.insert (this);
845 }
846}
847
848void
849object::activate_recursive ()
850{
851 activate ();
852
853 for (object *op = inv; op; op = op->below)
854 op->activate_recursive ();
855}
856
857/* This function removes object 'op' from the list of active
858 * objects.
859 * This should only be used for style maps or other such
860 * reference maps where you don't want an object that isn't
861 * in play chewing up cpu time getting processed.
862 * The reverse of this is to call update_ob_speed, which
863 * will do the right thing based on the speed of the object.
864 */
865void
866object::deactivate ()
867{
868 /* If not on the active list, nothing needs to be done */
869 if (!active)
870 return;
871
872 actives.erase (this);
873}
874
875void
876object::deactivate_recursive ()
877{
878 for (object *op = inv; op; op = op->below)
879 op->deactivate_recursive ();
880
881 deactivate ();
882}
883
884void
885object::set_flag_inv (int flag, int value)
886{
887 for (object *op = inv; op; op = op->below)
1081 } 888 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 889 op->flag [flag] = value;
1083 dump_object(ob); 890 op->set_flag_inv (flag, value);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 } 891 }
1087 if(ob->more!=NULL) { 892}
1088 free_object2(ob->more, free_inventory); 893
1089 ob->more=NULL; 894/*
1090 } 895 * Remove and free all objects in the inventory of the given object.
1091 if (ob->inv) { 896 * object.c ?
897 */
898void
899object::destroy_inv (bool drop_to_ground)
900{
901 // need to check first, because the checks below might segfault
902 // as we might be on an invalid mapspace and crossfire code
903 // is too buggy to ensure that the inventory is empty.
904 // corollary: if you create arrows etc. with stuff in its inventory,
905 // cf will crash below with off-map x and y
906 if (!inv)
907 return;
908
1092 /* Only if the space blocks everything do we not process - 909 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 910 * if some form of movement is allowed, let objects
1094 * drop on that space. 911 * drop on that space.
1095 */ 912 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 913 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 914 || !map
1098 { 915 || !map->linkable ()
1099 op=ob->inv; 916 || map->no_drop
1100 while(op!=NULL) { 917 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 918 {
1102 remove_ob(op); 919 while (inv)
1103 free_object2(op, free_inventory); 920 inv->destroy ();
1104 op=tmp;
1105 } 921 }
1106 } 922 else
1107 else { /* Put objects in inventory onto this space */ 923 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 924 while (inv)
1109 while(op!=NULL) { 925 {
1110 tmp=op->below; 926 object *op = inv;
1111 remove_ob(op); 927
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 928 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 929 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 930 || op->type == RUNE
1115 else { 931 || op->type == TRAP
1116 op->x=ob->x; 932 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 933 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 934 op->destroy ();
1119 } 935 else
1120 op=tmp; 936 map->insert (op, x, y);
937 }
1121 } 938 }
1122 } 939}
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 940
1128 SET_FLAG(ob, FLAG_FREED); 941/*
1129 ob->count = 0; 942 * Remove and free all objects in the inventory of the given object.
1130 943 * Unlike destroy_inv, this assumes the *this is destroyed as well
1131 /* Remove this object from the list of used objects */ 944 * well, so we can (and have to!) take shortcuts.
1132 if(ob->prev==NULL) { 945 */
1133 objects=ob->next; 946void
1134 if(objects!=NULL) 947object::destroy_inv_fast ()
1135 objects->prev=NULL; 948{
1136 } 949 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 950 {
1154 /* Why aren't events freed? */ 951 // remove from object the fast way
1155 free_key_values(ob); 952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
1156 956
1157#if 0 /* MEMORY_DEBUG*/ 957 // then destroy
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 958 op->destroy ();
1159 * presumes the freed_object will stick around for at least a little 959 }
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} 960}
1180 961
1181/* 962void
1182 * count_free() returns the number of objects on the list of free objects. 963object::freelist_free (int count)
1183 */ 964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
1184 969
1185int count_free(void) { 970 sfree ((char *)freelist, sizeof (object));
1186 int i=0; 971
1187 object *tmp=free_objects; 972 freelist = next;
1188 while(tmp!=NULL) 973 --free_count;
1189 tmp=tmp->next, i++; 974 }
975}
976
977object *
978object::create ()
979{
980 object *op;
981
982 if (freelist)
983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
986
987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
992 }
993 else
994 {
995 void *ni = salloc0<char> (sizeof (object));
996
997 op = new(ni) object;
998
999 op->count = ++object_count;
1000 }
1001
1002 op->link ();
1003
1190 return i; 1004 return op;
1191} 1005}
1192 1006
1193/* 1007void
1194 * count_used() returns the number of objects on the list of used objects. 1008object::do_delete ()
1195 */ 1009{
1010 uint32_t count = this->count;
1196 1011
1197int count_used(void) { 1012 this->~object ();
1198 int i=0; 1013
1199 object *tmp=objects; 1014 freelist_item *li = (freelist_item *)this;
1200 while(tmp!=NULL) 1015 li->next = freelist;
1201 tmp=tmp->next, i++; 1016 li->count = count;
1017
1018 freelist = li;
1019 ++free_count;
1020}
1021
1022void
1023object::do_destroy ()
1024{
1025 if (flag [FLAG_IS_LINKED])
1026 remove_link ();
1027
1028 if (flag [FLAG_FRIENDLY])
1029 remove_friendly_object (this);
1030
1031 remove ();
1032
1033 attachable::do_destroy ();
1034
1035 deactivate ();
1036 unlink ();
1037
1038 flag [FLAG_FREED] = 1;
1039
1040 // hack to ensure that freed objects still have a valid map
1041 map = &freed_map;
1042 x = 1;
1043 y = 1;
1044
1045 if (more)
1046 {
1047 more->destroy ();
1048 more = 0;
1049 }
1050
1051 head = 0;
1052
1053 // clear those pointers that likely might cause circular references
1054 owner = 0;
1055 enemy = 0;
1056 attacked_by = 0;
1057 current_weapon = 0;
1058}
1059
1060void
1061object::destroy ()
1062{
1063 if (destroyed ())
1202 return i; 1064 return;
1203}
1204 1065
1205/* 1066 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 } 1067 {
1227 op->carrying-=weight; 1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1228 op = op->env; 1069 head->destroy ();
1070 return;
1229 } 1071 }
1230}
1231 1072
1232/* remove_ob(op): 1073 destroy_inv_fast ();
1074
1075 if (is_head ())
1076 if (sound_destroy)
1077 play_sound (sound_destroy);
1078 else if (flag [FLAG_MONSTER])
1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1080
1081 attachable::destroy ();
1082}
1083
1084/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1085 * 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 1086 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1089 * 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 */ 1090 */
1264 abort(); 1091void
1265 } 1092object::do_remove ()
1266 if(op->more!=NULL) 1093{
1267 remove_ob(op->more); 1094 if (flag [FLAG_REMOVED])
1095 return;
1268 1096
1269 SET_FLAG(op, FLAG_REMOVED); 1097 INVOKE_OBJECT (REMOVE, this);
1270 1098
1271 /* 1099 flag [FLAG_REMOVED] = true;
1100
1101 if (more)
1102 more->remove ();
1103
1104 /*
1272 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1273 * inventory. 1106 * inventory.
1274 */ 1107 */
1275 if(op->env!=NULL) { 1108 if (env)
1276 if(op->nrof) 1109 {
1277 sub_weight(op->env, op->weight*op->nrof); 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1278 else 1111 if (object *pl = visible_to ())
1279 sub_weight(op->env, op->weight+op->carrying); 1112 esrv_del_item (pl->contr, count);
1113 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1280 1114
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1115 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 1116
1289 if(op->above!=NULL) 1117 object *pl = in_player ();
1290 op->above->below=op->below;
1291 else
1292 op->env->inv=op->below;
1293 1118
1294 if(op->below!=NULL)
1295 op->below->above=op->above;
1296
1297 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1120 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1121 * 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 */ 1122 */
1123 map = env->map;
1124 x = env->x;
1125 y = env->y;
1333 1126
1127 // make sure cmov optimisation is applicable
1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1130
1131 above = 0;
1132 below = 0;
1133 env = 0;
1134
1135 if (pl && pl->is_player ())
1136 {
1137 if (expect_false (pl->contr->combat_ob == this))
1138 {
1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1140 pl->contr->combat_ob = 0;
1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1142 }
1143
1144 if (expect_false (pl->contr->ranged_ob == this))
1145 {
1146 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->ranged_ob = 0;
1148 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1149 }
1150
1151 pl->contr->queue_stats_update ();
1152
1153 if (expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1155 }
1156 }
1157 else if (map)
1158 {
1159 map->dirty = true;
1160 mapspace &ms = this->ms ();
1161
1162 if (object *pl = ms.player ())
1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1168
1169 // leaving a spot always closes any open container on the ground
1170 if (container && !container->env)
1171 // this causes spurious floorbox updates, but it ensures
1172 // that the CLOSE event is being sent.
1173 close_container ();
1174
1175 --map->players;
1176 map->touch ();
1177 }
1178 else if (pl->container_ () == this)
1179 {
1180 // removing a container should close it
1181 close_container ();
1182 }
1183 else
1184 esrv_del_item (pl->contr, count);
1185 }
1186
1334 /* link the object above us */ 1187 /* link the object above us */
1335 if (op->above) 1188 // re-link, make sure compiler can easily use cmove
1336 op->above->below=op->below; 1189 *(above ? &above->below : &ms.top) = below;
1337 else 1190 *(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 1191
1359 if (op->map->in_memory == MAP_SAVING) 1192 above = 0;
1360 return; 1193 below = 0;
1361 1194
1362 tag = op->count; 1195 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 1196
1369 if(tmp->type==PLAYER && tmp!=op) { 1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1200 {
1201 if (pl->container_ () == this)
1370 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1372 * appropriately. 1204 * appropriately.
1373 */ 1205 */
1374 if (tmp->container==op) { 1206 pl->close_container ();
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1207
1376 tmp->container=NULL; 1208 //TODO: the floorbox prev/next might need updating
1209 //esrv_del_item (pl->contr, count);
1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1213 }
1214
1215 if (check_walk_off)
1216 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1217 {
1218 above = tmp->above;
1219
1220 /* No point updating the players look faces if he is the object
1221 * being removed.
1222 */
1223
1224 /* See if object moving off should effect something */
1225 if ((move_type & tmp->move_off)
1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1227 move_apply (tmp, this, 0);
1228 }
1229
1230 if (affects_los ())
1231 update_all_los (map, x, y);
1377 } 1232 }
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} 1233}
1414 1234
1415/* 1235/*
1416 * merge_ob(op,top): 1236 * merge_ob(op,top):
1417 * 1237 *
1418 * This function goes through all objects below and including top, and 1238 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1239 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1240 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1241 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1242 */
1423 1243object *
1424object *merge_ob(object *op, object *top) { 1244merge_ob (object *op, object *top)
1245{
1425 if(!op->nrof) 1246 if (!op->nrof)
1426 return 0; 1247 return 0;
1427 if(top==NULL) 1248
1249 if (!top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1252
1429 for(;top!=NULL;top=top->below) { 1253 for (; top; top = top->below)
1430 if(top==op) 1254 if (object::can_merge (op, top))
1431 continue;
1432 if (CAN_MERGE(op,top))
1433 { 1255 {
1434 top->nrof+=op->nrof; 1256 top->nrof += op->nrof;
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1257
1436 op->weight = 0; /* Don't want any adjustements now */ 1258 if (object *pl = top->visible_to ())
1437 remove_ob(op); 1259 esrv_update_item (UPD_NROF, pl, top);
1438 free_object(op); 1260
1261 op->weight = 0; // cancel the addition above
1262 op->carrying = 0; // must be 0 already
1263
1264 op->destroy ();
1265
1439 return top; 1266 return top;
1440 } 1267 }
1441 } 1268
1442 return NULL; 1269 return 0;
1443} 1270}
1444 1271
1272void
1273object::expand_tail ()
1274{
1275 if (more)
1276 return;
1277
1278 object *prev = this;
1279
1280 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1281 {
1282 object *op = at->instance ();
1283
1284 op->name = name;
1285 op->name_pl = name_pl;
1286 op->title = title;
1287
1288 op->head = this;
1289 prev->more = op;
1290
1291 prev = op;
1292 }
1293}
1294
1445/* 1295/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1447 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1448 */ 1298 */
1299object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1301{
1451 if (op->head) 1302 op->remove ();
1452 op=op->head; 1303
1453 for (tmp=op;tmp;tmp=tmp->more){ 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1305 {
1454 tmp->x=x+tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1455 tmp->y=y+tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1456 } 1308 }
1309
1457 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1458} 1311}
1459 1312
1460/* 1313/*
1461 * insert_ob_in_map (op, map, originator, flag): 1314 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1315 * 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 1325 * Passing 0 for flag gives proper default values, so flag really only needs
1473 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1474 * 1327 *
1475 * Return value: 1328 * Return value:
1476 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1478 * just 'op' otherwise 1331 * just 'op' otherwise
1479 */ 1332 */
1480 1333object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1335{
1483 object *tmp, *top, *floor=NULL; 1336 op->remove ();
1484 sint16 x,y;
1485 1337
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1338 if (m == &freed_map)//D TODO: remove soon
1487 LOG (llevError, "Trying to insert freed object!\n"); 1339 {//D
1488 return NULL; 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1489 } 1341 }//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 1342
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 1343 /* 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 1344 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1345 * need extra work
1549 */ 1346 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1347 maptile *newmap = m;
1551 x = op->x; 1348 if (!xy_normalise (newmap, op->x, op->y))
1552 y = op->y; 1349 {
1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 return 0;
1352 }
1553 1353
1354 if (object *more = op->more)
1355 if (!insert_ob_in_map (more, m, originator, flag))
1356 return 0;
1357
1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1361
1362 mapspace &ms = op->ms ();
1363
1554 /* this has to be done after we translate the coordinates. 1364 /* this has to be done after we translate the coordinates.
1555 */ 1365 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1366 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1368 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1369 {
1560 remove_ob(tmp); 1370 // TODO: we actually want to update tmp, not op,
1561 free_object(tmp); 1371 // but some caller surely breaks when we return tmp
1562 } 1372 // from here :/
1563 } 1373 op->nrof += tmp->nrof;
1374 tmp->destroy ();
1375 }
1564 1376
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1378 op->clr_flag (FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 1379
1380 if (!op->flag [FLAG_ALIVE])
1381 op->clr_flag (FLAG_NO_STEAL);
1382
1570 if (flag & INS_BELOW_ORIGINATOR) { 1383 if (flag & INS_BELOW_ORIGINATOR)
1384 {
1571 if (originator->map != op->map || originator->x != op->x || 1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1386 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1388 abort ();
1575 } 1389 }
1390
1391 if (!originator->is_on_map ())
1392 {
1393 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1394 op->debug_desc (), originator->debug_desc ());
1395 abort ();
1396 }
1397
1576 op->above = originator; 1398 op->above = originator;
1577 op->below = originator->below; 1399 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; 1400 originator->below = op;
1582 } else { 1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1403 }
1404 else
1405 {
1406 object *floor = 0;
1407 object *top = ms.top;
1408
1583 /* If there are other objects, then */ 1409 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1410 if (top)
1585 object *last=NULL; 1411 {
1586 /* 1412 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1413 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1414 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1415 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1417 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1418 * 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 1419 * 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 1420 * 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 1421 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1422 * that flying non pickable objects are spell objects.
1597 */ 1423 */
1424 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1425 {
1426 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1427 floor = tmp;
1598 1428
1599 while (top != NULL) { 1429 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 { 1430 {
1606 /* We insert above top, so we want this object below this */ 1431 /* We insert above top, so we want this object below this */
1607 top=top->below; 1432 top = tmp->below;
1608 break; 1433 break;
1609 } 1434 }
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 1435
1436 top = tmp;
1437 }
1438
1616 /* We let update_position deal with figuring out what the space 1439 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1440 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1441 * makes things faster, and effectively the same result.
1619 */ 1442 */
1620 1443
1621 /* Have object 'fall below' other objects that block view. 1444 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1445 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1446 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1447 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1448 * stacking is a bit odd.
1626 */ 1449 */
1627 if (!(flag & INS_ON_TOP) && 1450 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1451 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1452 && (op->face && !faces [op->face].visibility))
1453 {
1454 object *last;
1455
1630 for (last=top; last != floor; last=last->below) 1456 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1458 break;
1459
1632 /* Check to see if we found the object that blocks view, 1460 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1461 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1462 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1463 * set top to the object below us.
1636 */ 1464 */
1637 if (last && last->below && last != floor) top=last->below; 1465 if (last && last->below && last != floor)
1466 top = last->below;
1467 }
1468 } /* If objects on this space */
1469
1470 if (flag & INS_ABOVE_FLOOR_ONLY)
1471 top = floor;
1472
1473 // insert object above top, or bottom-most if top = 0
1474 if (!top)
1475 {
1476 op->below = 0;
1477 op->above = ms.bot;
1478 ms.bot = op;
1479
1480 *(op->above ? &op->above->below : &ms.top) = op;
1481 }
1482 else
1483 {
1484 op->above = top->above;
1485 top->above = op;
1486
1487 op->below = top;
1488 *(op->above ? &op->above->below : &ms.top) = op;
1489 }
1638 } 1490 }
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 1491
1644 /* Top is the object that our object (op) is going to get inserted above. 1492 if (op->is_player ())
1645 */ 1493 {
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; 1494 op->contr->do_los = 1;
1665 1495 ++op->map->players;
1666 /* If we have a floor, we know the player, if any, will be above 1496 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 } 1497 }
1674 1498
1499 op->map->dirty = true;
1500
1501 if (object *pl = ms.player ())
1502 //TODO: the floorbox prev/next might need updating
1503 //esrv_send_item (pl, op);
1504 //TODO: update floorbox to preserve ordering
1505 if (pl->contr->ns)
1506 pl->contr->ns->floorbox_update ();
1507
1675 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1509 * 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 1510 * 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 1511 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1512 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1515 * of effect may be sufficient.
1683 */ 1516 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1685 update_all_los(op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1686 1522
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1690 1525
1526 INVOKE_OBJECT (INSERT, op);
1691 1527
1692 /* Don't know if moving this to the end will break anything. However, 1528 /* 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. 1529 * we want to have floorbox_update called before calling this.
1694 * 1530 *
1695 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1532 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1534 * update_object().
1699 */ 1535 */
1700 1536
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1537 /* 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) { 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1539 {
1704 if (check_move_on(op, originator)) 1540 if (check_move_on (op, originator, flag))
1705 return NULL; 1541 return 0;
1706 1542
1707 /* If we are a multi part object, lets work our way through the check 1543 /* If we are a multi part object, let's work our way through the check
1708 * walk on's. 1544 * walk on's.
1709 */ 1545 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1712 return NULL; 1548 return 0;
1713 } 1549 }
1550
1714 return op; 1551 return op;
1715} 1552}
1716 1553
1717/* this function inserts an object in the map, but if it 1554/* 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. 1555 * 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. 1556 * op is the object to insert it under: supplies x and the map.
1720 */ 1557 */
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558void
1722 object *tmp; 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1723 object *tmp1; 1560{
1724
1725 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1726 1562
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1563 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1564 if (tmp->arch->archname == archname) /* same archetype */
1729 remove_ob(tmp); 1565 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1566
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1735 1568
1736 1569 tmp->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1738 insert_ob_in_map(tmp1,op->map,op,0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1739} 1573}
1740 1574
1741/* 1575object *
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1576object::insert_at (object *where, object *originator, int flags)
1743 * is returned contains nr objects, and the remaining parts contains 1577{
1744 * the rest (or is removed and freed if that number is 0). 1578 if (where->env)
1745 * On failure, NULL is returned, and the reason put into the 1579 return where->env->insert (this);
1746 * global static errmsg array. 1580 else
1747 */ 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1748 1583
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1584// check whether we can put this into the map, respect max_volume, max_items
1750 object *newob; 1585bool
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1586object::can_drop_at (maptile *m, int x, int y, object *originator)
1587{
1588 mapspace &ms = m->at (x, y);
1752 1589
1753 if(orig_ob->nrof<nr) { 1590 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 1591
1592 if (!items // testing !items ensures we can drop at least one item
1593 || (items < m->max_items
1594 && ms.volume () < m->max_volume))
1776 return newob; 1595 return true;
1777}
1778 1596
1597 if (originator)
1598 originator->failmsgf (
1599 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1600 query_name ()
1601 );
1602
1603 return false;
1604}
1605
1779/* 1606/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1608 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1783 * 1610 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1611 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1612 */
1786 1613bool
1787object *decrease_ob_nr (object *op, uint32 i) 1614object::decrease (sint32 nr)
1788{ 1615{
1789 object *tmp; 1616 if (!nr)
1790 player *pl; 1617 return true;
1791 1618
1792 if (i == 0) /* objects with op->nrof require this check */ 1619 nr = min (nr, nrof);
1620
1621 if (nrof > nr)
1622 {
1623 weight_t oweight = total_weight ();
1624
1625 nrof -= nr;
1626
1627 if (object *pl = visible_to ())
1628 esrv_update_item (UPD_NROF, pl, this);
1629
1630 adjust_weight (env, oweight, total_weight ());
1631
1632 return true;
1633 }
1634 else
1635 {
1636 destroy ();
1637 return false;
1638 }
1639}
1640
1641/*
1642 * split(ob,nr) splits up ob into two parts. The part which
1643 * is returned contains nr objects, and the remaining parts contains
1644 * the rest (or is removed and returned if that number is 0).
1645 * On failure, NULL is returned.
1646 */
1647object *
1648object::split (sint32 nr)
1649{
1650 int have = number_of ();
1651
1652 if (have < nr)
1653 return 0;
1654 else if (have == nr)
1655 {
1656 remove ();
1657 return this;
1658 }
1659 else
1660 {
1661 decrease (nr);
1662
1663 object *op = deep_clone ();
1664 op->nrof = nr;
1793 return op; 1665 return op;
1794
1795 if (i > op->nrof)
1796 i = op->nrof;
1797
1798 if (QUERY_FLAG (op, FLAG_REMOVED))
1799 { 1666 }
1800 op->nrof -= i; 1667}
1668
1669object *
1670insert_ob_in_ob (object *op, object *where)
1671{
1672 if (!where)
1801 } 1673 {
1802 else if (op->env != NULL) 1674 char *dump = dump_object (op);
1803 { 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1804 /* is this object in the players inventory, or sub container 1676 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; 1677 return op;
1857 } else { 1678 }
1858 free_object (op); 1679
1859 return NULL; 1680 if (where->head_ () != where)
1860 } 1681 {
1861} 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1862 1683 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 } 1684 }
1876}
1877 1685
1686 return where->insert (op);
1687}
1688
1878/* 1689/*
1879 * insert_ob_in_ob(op,environment): 1690 * env->insert (op)
1880 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1881 * inside the object environment. 1692 * inside the object environment.
1882 * 1693 *
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 1694 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1890 */ 1696 */
1891 1697object *
1892object *insert_ob_in_ob(object *op,object *where) { 1698object::insert (object *op)
1893 object *tmp, *otmp; 1699{
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) { 1700 if (op->more)
1701 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1702 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1703 return op;
1914 } 1704 }
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1705
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1706 op->remove ();
1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1917 if(op->nrof) { 1710 if (op->nrof)
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1712 if (object::can_merge (tmp, op))
1713 {
1920 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1715 (client prefers the original object) */
1716
1717 // carrying must be 0 for mergable objects
1718 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1719
1922 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1721
1924 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1925 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1926 add_weight (where, op->weight*op->nrof); 1724
1927 SET_FLAG(op, FLAG_REMOVED); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1928 free_object(op); /* free the inserted object */ 1726
1727 op->destroy ();
1929 op = tmp; 1728 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1729 goto inserted;
1931 CLEAR_FLAG(op, FLAG_REMOVED);
1932 break;
1933 } 1730 }
1934 1731
1935 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1936 * We add the weight - this object could have just been removed 1733 op->map = 0;
1937 * (if it was possible to merge). calling remove_ob will subtract 1734 op->x = 0;
1938 * the weight, so we need to add it in again, since we actually do 1735 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 1736
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; 1737 op->above = 0;
1954 op->below=NULL; 1738 op->below = inv;
1955 op->x=0,op->y=0; 1739 op->env = this;
1956 op->ox=0,op->oy=0;
1957 1740
1741 if (inv)
1742 inv->above = op;
1743
1744 inv = op;
1745
1746 op->flag [FLAG_REMOVED] = 0;
1747
1748 if (object *pl = op->visible_to ())
1749 esrv_send_item (pl, op);
1750
1751 adjust_weight (this, 0, op->total_weight ());
1752
1753inserted:
1958 /* reset the light list and los of the players on the map */ 1754 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1755 if (op->glow_radius && is_on_map ())
1960 { 1756 {
1961#ifdef DEBUG_LIGHTS 1757 update_stats ();
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1758 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 } 1759 }
1760 else if (is_player ())
1761 // if this is a player's inventory, update stats
1762 contr->queue_stats_update ();
1967 1763
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1764 INVOKE_OBJECT (INSERT, this);
1969 * It sure simplifies this function... 1765
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; 1766 return op;
1979} 1767}
1980 1768
1981/* 1769/*
1982 * Checks if any objects has a move_type that matches objects 1770 * Checks if any objects has a move_type that matches objects
1996 * 1784 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1785 * 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 1786 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1787 * on top.
2000 */ 1788 */
2001 1789int
2002int check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
2003{ 1791{
2004 object *tmp; 1792 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; 1793 return 0;
1794
1795 object *tmp;
1796 maptile *m = op->map;
1797 int x = op->x, y = op->y;
1798
1799 mapspace &ms = m->at (x, y);
1800
1801 ms.update ();
1802
1803 MoveType move_on = ms.move_on;
1804 MoveType move_slow = ms.move_slow;
1805 MoveType move_block = ms.move_block;
1806
1807 /* if nothing on this space will slow op down or be applied,
1808 * no need to do checking below. have to make sure move_type
1809 * is set, as lots of objects don't have it set - we treat that
1810 * as walking.
1811 */
1812 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1813 return 0;
1814
1815 /* This is basically inverse logic of that below - basically,
1816 * if the object can avoid the move on or slow move, they do so,
1817 * but can't do it if the alternate movement they are using is
1818 * blocked. Logic on this seems confusing, but does seem correct.
1819 */
1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1821 return 0;
1822
1823 /* The objects have to be checked from top to bottom.
1824 * Hence, we first go to the top:
1825 */
1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1827 {
1828 next = tmp->below;
1829
1830 if (tmp == op)
1831 continue; /* Can't apply yourself */
1832
1833 /* Check to see if one of the movement types should be slowed down.
1834 * Second check makes sure that the movement types not being slowed
1835 * (~slow_move) is not blocked on this space - just because the
1836 * space doesn't slow down swimming (for example), if you can't actually
1837 * swim on that space, can't use it to avoid the penalty.
1838 */
1839 if (!op->flag [FLAG_WIZPASS])
1840 {
1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1843 {
1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1845
1846 if (op->is_player ())
1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1849 diff /= 4.0;
1850
1851 op->speed_left -= diff;
1852 }
1853 }
1854
1855 /* Basically same logic as above, except now for actual apply. */
1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1858 {
1859 if ((flags & INS_NO_AUTO_EXIT)
1860 && (tmp->type == EXIT || tmp->type == TELEPORTER
1861 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1862 continue;
1863
1864 move_apply (tmp, op, originator);
1865
1866 if (op->destroyed ())
1867 return 1;
1868
1869 /* what the person/creature stepped onto has moved the object
1870 * someplace new. Don't process any further - if we did,
1871 * have a feeling strange problems would result.
1872 */
1873 if (op->map != m || op->x != x || op->y != y)
1874 return 0;
1875 }
1876 }
1877
1878 return 0;
2091} 1879}
2092 1880
2093/* 1881/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2097 */ 1885 */
2098 1886object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1887present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1888{
2101 if(m==NULL || out_of_map(m,x,y)) { 1889 if (!m || out_of_map (m, x, y))
1890 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1892 return NULL;
2104 } 1893 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1894
2106 if(tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
2107 return tmp; 1897 return tmp;
1898
2108 return NULL; 1899 return NULL;
2109} 1900}
2110 1901
2111/* 1902/*
2112 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2115 */ 1906 */
2116 1907object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1908present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1909{
2119 if(out_of_map(m,x,y)) { 1910 if (out_of_map (m, x, y))
1911 {
2120 LOG(llevError,"Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1913 return NULL;
2122 } 1914 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1917 if (tmp->type == type)
2125 return tmp; 1918 return tmp;
1919
2126 return NULL; 1920 return NULL;
2127} 1921}
2128 1922
2129/* 1923/*
2130 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2133 */ 1927 */
2134 1928object *
2135object *present_in_ob(unsigned char type, const object *op) { 1929present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1930{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1932 if (tmp->type == type)
2139 return tmp; 1933 return tmp;
1934
2140 return NULL; 1935 return NULL;
2141} 1936}
2142 1937
2143/* 1938/*
2144 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1947 * 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 1948 * 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 1949 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1950 * to be unique.
2156 */ 1951 */
2157 1952object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1953present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1954{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1957 return tmp;
2164 } 1958
2165 return NULL; 1959 return 0;
2166} 1960}
2167 1961
2168/* 1962/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2172 */ 1966 */
2173 1967object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1968present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1969{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2177 if( tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
2178 return tmp; 1972 return tmp;
1973
2179 return NULL; 1974 return NULL;
2180} 1975}
2181 1976
2182/* 1977/*
2183 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2184 */ 1979 */
1980void
2185void flag_inv(object*op, int flag){ 1981flag_inv (object *op, int flag)
2186 object *tmp; 1982{
2187 if(op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2189 SET_FLAG(tmp, flag); 1984 {
1985 tmp->set_flag (flag);
2190 flag_inv(tmp,flag); 1986 flag_inv (tmp, flag);
2191 } 1987 }
1988}
1989
2192}/* 1990/*
2193 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
2194 */ 1992 */
1993void
2195void unflag_inv(object*op, int flag){ 1994unflag_inv (object *op, int flag)
2196 object *tmp; 1995{
2197 if(op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2199 CLEAR_FLAG(tmp, flag); 1997 {
1998 tmp->clr_flag (flag);
2200 unflag_inv(tmp,flag); 1999 unflag_inv (tmp, flag);
2201 } 2000 }
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} 2001}
2215 2002
2216/* 2003/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2004 * 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 2005 * a spot at the given map and coordinates which will be able to contain
2220 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
2221 * It returns a random choice among the alternatives found. 2008 * 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 2009 * 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 2010 * 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) 2011 * 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 2012 * Note: This function does correctly handle tiled maps, but does not
2229 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
2230 * necessary, so the caller shouldn't need to do any special work. 2014 * 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 2015 * 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 2016 * 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 2017 * 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 2018 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2019 * customized, changed states, etc.
2236 */ 2020 */
2237 2021int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2239 int i,index=0, flag; 2023{
2240 static int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
2241 2026
2242 for(i=start;i<stop;i++) { 2027 for (int i = start; i < stop; i++)
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2028 {
2244 if(!flag) 2029 mapxy pos (m, x, y); pos.move (i);
2030
2031 if (!pos.normalise ())
2032 continue;
2033
2034 mapspace &ms = *pos;
2035
2036 if (ms.flags () & P_IS_ALIVE)
2037 continue;
2038
2039 /* However, often
2040 * ob doesn't have any move type (when used to place exits)
2041 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2042 */
2043 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2044 {
2245 altern[index++]=i; 2045 altern [index++] = i;
2046 continue;
2047 }
2246 2048
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2049 /* 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. 2050 * 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 - 2051 * 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 2052 * 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 2053 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2254 */ 2056 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2256 stop=maxfree[i]; 2059 stop = maxfree[i];
2257 } 2060 continue;
2258 if(!index) return -1; 2061 }
2259 return altern[RANDOM()%index];
2260}
2261 2062
2063 /* Note it is intentional that we check ob - the movement type of the
2064 * head of the object should correspond for the entire object.
2065 */
2066 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2067 continue;
2068
2069 if (ob->blocked (pos.m, pos.x, pos.y))
2070 continue;
2071
2072 altern [index++] = i;
2073 }
2074
2075 if (!index)
2076 return -1;
2077
2078 return altern [rndm (index)];
2079}
2080
2262/* 2081/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2084 * 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. 2085 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2086 */
2268 2087int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2088find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2089{
2271 for(i=0;i<SIZEOFFREE;i++) { 2090 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2273 return i; 2092 return i;
2274 } 2093
2275 return -1; 2094 return -1;
2276} 2095}
2277 2096
2278/* 2097/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2101 */
2102static void
2282static void permute(int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2283{ 2104{
2284 int i, j, tmp, len; 2105 arr += begin;
2106 end -= begin;
2285 2107
2286 len = end-begin; 2108 while (--end)
2287 for(i = begin; i < end; i++) 2109 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} 2110}
2296 2111
2297/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2113 * 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 2114 * 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 2115 * 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 2116 * 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. 2117 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2118 */
2119void
2304void get_search_arr(int *search_arr) 2120get_search_arr (int *search_arr)
2305{ 2121{
2306 int i; 2122 int i;
2307 2123
2308 for(i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2125 search_arr[i] = i;
2311 }
2312 2126
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2130}
2317 2131
2318/* 2132/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2133 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2134 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * 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 2140 * 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 2141 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2142 * there is capable of.
2329 */ 2143 */
2330 2144int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2145find_dir (maptile *m, int x, int y, object *exclude)
2146{
2332 int i,max=SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2333 sint16 nx, ny;
2334 object *tmp;
2335 mapstruct *mp;
2336 MoveType blocked, move_type; 2148 MoveType move_type;
2337 2149
2338 if (exclude && exclude->head) { 2150 if (exclude && exclude->head_ () != exclude)
2151 {
2339 exclude = exclude->head; 2152 exclude = exclude->head;
2340 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2341 } else { 2154 }
2155 else
2156 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2157 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2158 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 } 2159 }
2370 } 2160
2161 for (int i = 1; i < max; i++)
2371 } 2162 {
2163 mapxy pos (m, x, y);
2164 pos.move (i);
2165
2166 if (!pos.normalise ())
2167 max = maxfree[i];
2168 else
2169 {
2170 mapspace &ms = *pos;
2171
2172 if ((move_type & ms.move_block) == move_type)
2173 max = maxfree [i];
2174 else if (ms.flags () & P_IS_ALIVE)
2175 {
2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2179 return freedir [i];
2180 }
2181 }
2182 }
2183
2372 return 0; 2184 return 0;
2373} 2185}
2374 2186
2375/* 2187/*
2376 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2189 * distance between the two given objects.
2378 */ 2190 */
2379 2191int
2380int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2381 int i; 2193{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2194 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} 2195}
2386 2196
2387/* 2197/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * 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 2199 * for running into direct [dx, dy].
2390 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2391 */ 2201 */
2392 2202int
2393int find_dir_2(int x, int y) { 2203find_dir_2 (int x, int y)
2204{
2205#if 1 // new algorithm
2206 // this works by putting x, y into 16 sectors, which
2207 // are not equal sized, but are a better approximation
2208 // then the old algorithm, and then using a mapping
2209 // table to map it into a direction value.
2210 // basically, it maps these comparisons to each bit
2211 // bit #3: x < 0
2212 // bit #2: y < 0
2213 // bit #1: x > y
2214 // bit #0: x > 2y
2215
2216 static const uint8 dir[16] = {
2217 4, 5, 4, 3,
2218 2, 1, 2, 3,
2219 6, 5, 6, 7,
2220 8, 1, 8, 7,
2221 };
2222 int sector = 0;
2223
2224 // this is a bit ugly, but more likely to result in branchless code
2225 sector |= x < 0 ? 8 : 0;
2226 x = x < 0 ? -x : x; // abs
2227
2228 sector |= y < 0 ? 4 : 0;
2229 y = y < 0 ? -y : y; // abs
2230
2231 if (x > y)
2232 {
2233 sector |= 2;
2234
2235 if (x > y * 2)
2236 sector |= 1;
2237 }
2238 else
2239 {
2240 if (y > x * 2)
2241 sector |= 1;
2242 else if (!y)
2243 return 0; // x == 0 here
2244 }
2245
2246 return dir [sector];
2247#else // old algorithm
2394 int q; 2248 int q;
2395 2249
2396 if(y) 2250 if (y)
2397 q=x*100/y; 2251 q = 128 * x / y;
2398 else if (x) 2252 else if (x)
2399 q= -300*x; 2253 q = -512 * x; // to make it > 309
2400 else 2254 else
2401 return 0; 2255 return 0;
2402 2256
2403 if(y>0) { 2257 if (y > 0)
2404 if(q < -242) 2258 {
2259 if (q < -309) return 7;
2260 if (q < -52) return 6;
2261 if (q < 52) return 5;
2262 if (q < 309) return 4;
2263
2405 return 3 ; 2264 return 3;
2406 if (q < -41) 2265 }
2266 else
2267 {
2268 if (q < -309) return 3;
2269 if (q < -52) return 2;
2270 if (q < 52) return 1;
2271 if (q < 309) return 8;
2272
2407 return 2 ; 2273 return 7;
2408 if (q < 41)
2409 return 1 ;
2410 if (q < 242)
2411 return 8 ;
2412 return 7 ;
2413 } 2274 }
2414 2275#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} 2276}
2438 2277
2439/* 2278/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2281 */
2443 2282int
2444int dirdiff(int dir1, int dir2) { 2283dirdiff (int dir1, int dir2)
2445 int d; 2284{
2446 d = abs(dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2447 if(d>4) 2286
2448 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2449 return d;
2450} 2288}
2451 2289
2452/* peterm: 2290/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2291 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2456 * This basically means that if direction is 15, then it could either go 2294 * 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. 2295 * 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 2296 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2297 * functions.
2460 */ 2298 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2305 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2306 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2307 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2308 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2309 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2310 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2311 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2312 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2313 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2314 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2315 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2316 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2317 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2318 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2319 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2320 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2321 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2322 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2323 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2324 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2325 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2326 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2327 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2328 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2329 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2330 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2331 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2332 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2333 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2334 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2335 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2336 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2337 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2338 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2339 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2340 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2341 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2342 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2343 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2344 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2345 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2346 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2347 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2348 {24, 9, -1}
2349}; /* 48 */
2512 2350
2513/* Recursive routine to step back and see if we can 2351/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2352 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2353 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2354 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2355 * Modified to be map tile aware -.MSW
2518 */ 2356 */
2519 2357int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2358can_see_monsterP (maptile *m, int x, int y, int dir)
2359{
2522 sint16 dx, dy; 2360 sint16 dx, dy;
2523 int mflags; 2361 int mflags;
2524 2362
2363 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2526 2365
2527 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2528 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2529 2368
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2370
2532 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2373 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2374 * 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 2375 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2376 * at least its move type.
2538 */ 2377 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2378 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2379 return 0;
2540 2380
2541 /* yes, can see. */ 2381 /* yes, can see. */
2542 if(dir < 9) return 1; 2382 if (dir < 9)
2383 return 1;
2384
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2388}
2547 2389
2548
2549
2550/* 2390/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2391 * 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 2392 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2393 * picked up, otherwise 0.
2554 * 2394 *
2555 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2395 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556 * core dumps if they do. 2396 * core dumps if they do.
2557 * 2397 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2398 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2399 */
2560 2400int
2561int can_pick(const object *who, const object *item) { 2401can_pick (const object *who, const object *item)
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2402{
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2403 return /*who->flag [FLAG_WIZ]|| */
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2565 (who->type==PLAYER||item->weight<who->weight/3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2566} 2406}
2567 2407
2408//-GPL
2568 2409
2569/* 2410/*
2570 * create clone from object to another 2411 * create clone from object to another
2571 */ 2412 */
2572object *object_create_clone (object *asrc) { 2413object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2414object::deep_clone ()
2415{
2416 assert (("deep_clone called on non-head object", is_head ()));
2574 2417
2575 if(!asrc) return NULL; 2418 object *dst = clone ();
2576 src = asrc;
2577 if(src->head)
2578 src = src->head;
2579 2419
2580 prev = NULL; 2420 object *prev = dst;
2581 for(part = src; part; part = part->more) { 2421 for (object *part = this->more; part; part = part->more)
2582 tmp = get_object(); 2422 {
2583 copy_object(part,tmp); 2423 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; 2424 tmp->head = dst;
2591 }
2592 tmp->more = NULL;
2593 if(prev)
2594 prev->more = tmp; 2425 prev->more = tmp;
2595 prev = tmp; 2426 prev = tmp;
2596 } 2427 }
2597 /*** copy inventory ***/ 2428
2598 for(item = src->inv; item; item = item->below) { 2429 for (object *item = inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2600 }
2601 2431
2602 return dst; 2432 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 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED);
2646 fclose(tempfile);
2647 return op;
2648} 2433}
2649 2434
2650/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2436 * has the same type and subtype match.
2652 * returns NULL if no match. 2437 * returns NULL if no match.
2653 */ 2438 */
2439object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2441{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2443 if (tmp->type == type && tmp->subtype == subtype)
2444 return tmp;
2660 2445
2661 return NULL; 2446 return 0;
2662} 2447}
2663 2448
2664/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2665 * otherwise return NULL. 2450 * refcounts and freeing the links.
2666 * 2451 */
2667 * key must be a passed in shared string - otherwise, this won't 2452void
2668 * do the desired thing. 2453key_values::clear ()
2669 */ 2454{
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2455 for (key_value *kvp = first; kvp; )
2671 key_value * link;
2672 2456 {
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2457 key_value *next = kvp->next;
2458 delete kvp;
2459 kvp = next;
2460 }
2461
2462 first = 0;
2463}
2464
2465shstr_tmp
2466key_values::get (shstr_tmp key) const
2467{
2468 for (key_value *kv = first; kv; kv = kv->next)
2674 if (link->key == key) { 2469 if (kv->key == key)
2470 return kv->value;
2471
2472 return shstr ();
2473}
2474
2475void
2476key_values::add (shstr_tmp key, shstr_tmp value)
2477{
2478 key_value *kv = new key_value;
2479
2480 kv->next = first;
2481 kv->key = key;
2482 kv->value = value;
2483
2484 first = kv;
2485}
2486
2487void
2488key_values::set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = first; kv; kv = kv->next)
2491 if (kv->key == key)
2492 {
2493 kv->value = value;
2675 return link; 2494 return;
2495 }
2496
2497 add (key, value);
2498}
2499
2500void
2501key_values::del (shstr_tmp key)
2502{
2503 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2504 if ((*kvp)->key == key)
2505 {
2506 key_value *kv = *kvp;
2507 *kvp = (*kvp)->next;
2508 delete kv;
2509 return;
2510 }
2511}
2512
2513void
2514key_values::reverse ()
2515{
2516 key_value *prev = 0;
2517 key_value *head = first;
2518
2519 while (head)
2520 {
2521 key_value *node = head;
2522 head = head->next;
2523 node->next = prev;
2524 prev = node;
2525 }
2526
2527 first = prev;
2528}
2529
2530key_values &
2531key_values::operator =(const key_values &kv)
2532{
2533 clear ();
2534
2535 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2536 add (kvp->key, kvp->value);
2537
2538 reverse ();
2539}
2540
2541object::depth_iterator::depth_iterator (object *container)
2542: iterator_base (container)
2543{
2544 while (item->inv)
2545 item = item->inv;
2546}
2547
2548void
2549object::depth_iterator::next ()
2550{
2551 if (item->below)
2552 {
2553 item = item->below;
2554
2555 while (item->inv)
2556 item = item->inv;
2557 }
2558 else
2559 item = item->env;
2560}
2561
2562const char *
2563object::flag_desc (char *desc, int len) const
2564{
2565 char *p = desc;
2566 bool first = true;
2567
2568 *p = 0;
2569
2570 for (int i = 0; i < NUM_FLAGS; i++)
2571 {
2572 if (len <= 10) // magic constant!
2573 {
2574 snprintf (p, len, ",...");
2575 break;
2676 } 2576 }
2677 }
2678
2679 return NULL;
2680}
2681 2577
2682/* 2578 if (flag [i])
2683 * Returns the value of op has an extra_field for key, or NULL.
2684 *
2685 * The argument doesn't need to be a shared string.
2686 *
2687 * The returned string is shared.
2688 */
2689const char * get_ob_key_value(const object * op, const char * const key) {
2690 key_value * link;
2691 const char * canonical_key;
2692
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2579 {
2701 return NULL; 2580 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2702 } 2581 len -= cnt;
2703 2582 p += cnt;
2704 /* This is copied from get_ob_key_link() above - 2583 first = false;
2705 * only 4 lines, and saves the function call overhead.
2706 */
2707 for (link = op->key_values; link != NULL; link = link->next) {
2708 if (link->key == canonical_key) {
2709 return link->value;
2710 } 2584 }
2711 } 2585 }
2586
2587 return desc;
2588}
2589
2590// return a suitable string describing an object in enough detail to find it
2591const char *
2592object::debug_desc (char *info) const
2593{
2594 char flagdesc[512];
2595 char info2[256 * 4];
2596 char *p = info;
2597
2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2599 count,
2600 uuid.c_str (),
2601 &name,
2602 title ? ",title:\"" : "",
2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2605 flag_desc (flagdesc, 512), type);
2606
2607 if (!flag[FLAG_REMOVED] && env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[3][256 * 4];
2620 static int info_idx;
2621
2622 return debug_desc (info [++info_idx % 3]);
2623}
2624
2625struct region *
2626object::region () const
2627{
2628 return map ? map->region (x, y)
2629 : region::default_region ();
2630}
2631
2632//+GPL
2633
2634void
2635object::open_container (object *new_container)
2636{
2637 if (container == new_container)
2712 return NULL; 2638 return;
2713}
2714 2639
2640 object *old_container = container;
2715 2641
2716/* 2642 if (old_container)
2717 * Updates the canonical_key in op to value.
2718 *
2719 * canonical_key is a shared string (value doesn't have to be).
2720 *
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys.
2723 *
2724 * Returns TRUE on success.
2725 */
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2727 key_value * field = NULL, *last=NULL;
2728 2643 {
2729 for (field=op->key_values; field != NULL; field=field->next) { 2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2730 if (field->key != canonical_key) { 2645 return;
2731 last = field; 2646
2732 continue; 2647#if 0
2733 } 2648 // remove the "Close old_container" object.
2734 2649 if (object *closer = old_container->inv)
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2650 if (closer->type == CLOSE_CON)
2736 if (value) 2651 closer->destroy ();
2737 field->value = add_string(value); 2652#endif
2738 else { 2653
2739 /* Basically, if the archetype has this key set, 2654 // make sure the container is available
2740 * we need to store the null value so when we save 2655 esrv_send_item (this, old_container);
2741 * it, we save the empty value so that when we load, 2656
2742 * we get this value back again. 2657 old_container->flag [FLAG_APPLIED] = false;
2743 */ 2658 container = 0;
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2659
2745 field->value = NULL; 2660 // client needs item update to make it work, client bug requires this to be separate
2746 else { 2661 esrv_update_item (UPD_FLAGS, this, old_container);
2747 /* Delete this link */ 2662
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2664 play_sound (sound_find ("chest_close"));
2750 if (last) last->next = field->next;
2751 else op->key_values = field->next;
2752 free(field);
2753 } 2665 }
2754 }
2755 return TRUE;
2756 }
2757 /* IF we get here, key doesn't exist */
2758 2666
2759 /* No field, we'll have to add it. */ 2667 if (new_container)
2760 2668 {
2761 if (!add_key) { 2669 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2762 return FALSE; 2670 return;
2763 } 2671
2764 /* There isn't any good reason to store a null 2672 // TODO: this does not seem to serve any purpose anymore?
2765 * value in the key/value list. If the archetype has 2673#if 0
2766 * this key, then we should also have it, so shouldn't 2674 // insert the "Close Container" object.
2767 * be here. If user wants to store empty strings, 2675 if (archetype *closer = new_container->other_arch)
2768 * should pass in "" 2676 {
2769 */ 2677 object *closer = new_container->other_arch->instance ();
2770 if (value == NULL) return TRUE; 2678 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2679 new_container->insert (closer);
2680 }
2681#endif
2682
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2684
2685 // make sure the container is available, client bug requires this to be separate
2686 esrv_send_item (this, new_container);
2687
2688 new_container->flag [FLAG_APPLIED] = true;
2689 container = new_container;
2690
2691 // client needs flag change
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2771 2695 }
2772 field = (key_value *) malloc(sizeof(key_value)); 2696// else if (!old_container->env && contr && contr->ns)
2697// contr->ns->floorbox_reset ();
2698}
2699
2700//-GPL
2701
2702// prefetch some flat area around the player
2703static void
2704prefetch_surrounding_area (object *op, maptile *map, int range)
2705{
2706 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2707 op->x - range , op->y - range ,
2708 op->x + range + 1, op->y + range + 1);
2709 rect->m;
2710 ++rect)
2773 2711 {
2774 field->key = add_refcount(canonical_key); 2712 rect->m->touch ();
2775 field->value = add_string(value); 2713 rect->m->activate ();
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779 2714 }
2715}
2716
2717// prefetch a generous area around the player, also up and down
2718void
2719object::prefetch_surrounding_maps ()
2720{
2721 prefetch_surrounding_area (this, map, 40);
2722
2723 if (maptile *m = map->tile_available (TILE_DOWN))
2724 prefetch_surrounding_area (this, m, 20);
2725
2726 if (maptile *m = map->tile_available (TILE_UP))
2727 prefetch_surrounding_area (this, m, 20);
2728}
2729
2730//+GPL
2731
2732object *
2733object::force_find (shstr_tmp name)
2734{
2735 /* cycle through his inventory to look for the MARK we want to
2736 * place
2737 */
2738 for (object *tmp = inv; tmp; tmp = tmp->below)
2739 if (tmp->type == FORCE && tmp->slaying == name)
2740 return splay (tmp);
2741
2742 return 0;
2743}
2744
2745void
2746object::force_set_timer (int duration)
2747{
2748 this->duration = 1;
2749 this->speed_left = -1.f;
2750
2751 this->set_speed (duration ? 1.f / duration : 0.f);
2752}
2753
2754object *
2755object::force_add (shstr_tmp name, int duration)
2756{
2757 if (object *force = force_find (name))
2758 force->destroy ();
2759
2760 object *force = archetype::get (FORCE_NAME);
2761
2762 force->slaying = name;
2763 force->force_set_timer (duration);
2764 force->flag [FLAG_APPLIED] = true;
2765
2766 return insert (force);
2767}
2768
2769void
2770object::play_sound (faceidx sound) const
2771{
2772 if (!sound)
2780 return TRUE; 2773 return;
2781}
2782 2774
2783/* 2775 if (is_on_map ())
2784 * Updates the key in op to value. 2776 map->play_sound (sound, x, y);
2785 * 2777 else if (object *pl = in_player ())
2786 * If add_key is FALSE, this will only update existing keys, 2778 pl->contr->play_sound (sound);
2787 * and not add new ones. 2779}
2788 * In general, should be little reason FALSE is ever passed in for add_key 2780
2789 * 2781void
2790 * Returns TRUE on success. 2782object::say_msg (const char *msg) const
2791 */ 2783{
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2784 if (is_on_map ())
2793 const char * canonical_key = NULL; 2785 map->say_msg (msg, x, y);
2794 int floating_ref = FALSE; 2786 else if (object *pl = in_player ())
2795 int ret; 2787 pl->contr->play_sound (sound);
2788}
2789
2790void
2791object::make_noise ()
2792{
2793 // we do not model noise in the map, so instead put
2794 // a temporary light into the noise source
2795 // could use the map instead, but that's less reliable for our
2796 // goal, which is to make invisibility a bit harder to exploit
2797
2798 // currently only works sensibly for players
2799 if (!is_player ())
2800 return;
2801
2802 // find old force, or create new one
2803 object *force = force_find (shstr_noise_force);
2804
2805 if (force)
2806 force->speed_left = -1.f; // patch old speed up
2807 else
2796 2808 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2809 force = archetype::get (shstr_noise_force);
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2810
2799 */ 2811 force->slaying = shstr_noise_force;
2812 force->stats.food = 1;
2813 force->speed_left = -1.f;
2814
2815 force->set_speed (1.f / 4.f);
2816 force->flag [FLAG_IS_USED_UP] = true;
2817 force->flag [FLAG_APPLIED] = true;
2818
2819 insert (force);
2800 2820 }
2801 canonical_key = find_string(key); 2821}
2802 if (canonical_key == NULL) { 2822
2803 canonical_key = add_string(key); 2823void object::change_move_type (MoveType mt)
2804 floating_ref = TRUE; 2824{
2805 } 2825 if (move_type == mt)
2826 return;
2827
2828 if (is_on_map ())
2806 2829 {
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2830 // we are on the map, so handle move_on/off effects
2831 remove ();
2832 move_type = mt;
2833 map->insert (this, x, y, this);
2808 2834 }
2809 if (floating_ref) { 2835 else
2810 free_string(canonical_key); 2836 move_type = mt;
2811 } 2837}
2812 2838
2839/* object should be a player.
2840 * we return the object the player has marked with the 'mark' command
2841 * below. If no match is found (or object has changed), we return
2842 * NULL. We leave it up to the calling function to print messages if
2843 * nothing is found.
2844 */
2845object *
2846object::mark () const
2847{
2848 if (contr && contr->mark && contr->mark->env == this)
2849 return contr->mark;
2850 else
2813 return ret; 2851 return 0;
2814} 2852}
2853
2854// put marked object first in the inventory
2855// this is used by identify-like spells so players can influence
2856// the order a bit.
2857void
2858object::splay_marked ()
2859{
2860 if (object *marked = mark ())
2861 splay (marked);
2862}
2863

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