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Comparing deliantra/server/common/object.C (file contents):
Revision 1.15 by root, Mon Sep 4 13:55:54 2006 UTC vs.
Revision 1.368 by root, Wed Dec 5 19:03:26 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 1.15 2006/09/04 13:55:54 root 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>
42int nrofallocobjects = 0;
43 32
44object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
45object *active_objects; /* List of active objects that need to be processed */
46 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
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
47short freearr_x[SIZEOFFREE]= 51int freearr_x[SIZEOFFREE] = {
48 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 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,
49 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 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};
50short freearr_y[SIZEOFFREE]= 57int freearr_y[SIZEOFFREE] = {
51 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 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,
52 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
53int maxfree[SIZEOFFREE]= 62};
54 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
55 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
56int freedir[SIZEOFFREE]= { 63int freedir[SIZEOFFREE] = {
57 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 64 0,
58 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
59 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 (ecb_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}
60 234
61/* 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
62static int compare_ob_value_lists_one(const object * wants, const object * has) { 237compare_ob_value_lists_one (const object *wants, const object *has)
63 key_value * wants_field; 238{
64
65 /* 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
66 * 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
67 * different structure or at least keep the lists sorted... 241 * different structure or at least keep the lists sorted...
68 */ 242 */
69 243
70 /* For each field in wants, */ 244 /* For each field in wants, */
71 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)
72 key_value * has_field; 246 if (has->kv.get (kv->key) != kv->value)
73 247 return false;
74 /* Look for a field in has with the same key. */ 248
75 has_field = get_ob_key_link(has, wants_field->key);
76
77 if (has_field == NULL) {
78 /* No field with that name. */
79 return FALSE;
80 }
81
82 /* Found the matching field. */
83 if (has_field->value != wants_field->value) {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90
91 /* If we get here, every field in wants has a matching field in has. */ 249 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 250 return true;
93} 251}
94 252
95/* 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
96static int compare_ob_value_lists(const object * ob1, const object * ob2) { 255compare_ob_value_lists (const object *ob1, const object *ob2)
256{
97 /* 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,
98 * so we need to run the comparison *twice*. :( 258 * so we need to run the comparison *twice*. :(
99 */ 259 */
100 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);
101} 262}
102 263
103/* 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
104 * they can be merged together. 265 * they can be merged together.
105 * 266 *
106 * 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
107 * replaces - this is mostly for clarity - a decent compiler should hopefully 268 * replaces - this is mostly for clarity - a decent compiler should hopefully
108 * reduce this to the same efficiency. 269 * reduce this to the same efficiency.
109 * 270 *
110 * Check nrof variable *before* calling CAN_MERGE() 271 * Check nrof variable *before* calling can_merge()
111 * 272 *
112 * Improvements made with merge: Better checking on potion, and also 273 * Improvements made with merge: Better checking on potion, and also
113 * check weight 274 * check weight
114 */ 275 */
115 276bool object::can_merge_slow (object *ob1, object *ob2)
116int CAN_MERGE(object *ob1, object *ob2) { 277{
117
118 /* A couple quicksanity checks */ 278 /* A couple quick sanity checks */
119 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 279 if (ob1 == ob2
280 || ob1->type != ob2->type
281 || ob1->value != ob2->value
282 || ob1->name != ob2->name
283 || ob1->custom_name != ob2->custom_name
284 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
285 return 0;
120 286
121 if (ob1->speed != ob2->speed) return 0; 287 /* Do not merge objects if nrof would overflow, assume nrof
288 * is always 0 .. 2**31-1 */
289 if (ob1->nrof > 0x7fffffff - ob2->nrof)
290 return 0;
291
292 /* If the objects have been identified, set the BEEN_APPLIED flag.
293 * This is to the comparison of the flags below will be OK. We
294 * just can't ignore the been applied or identified flags, as they
295 * are not equal - just if it has been identified, the been_applied
296 * flags lose any meaning.
297 */
298 if (ob1->flag [FLAG_IDENTIFIED])
299 ob1->set_flag (FLAG_BEEN_APPLIED);
300
301 if (ob2->flag [FLAG_IDENTIFIED])
302 ob2->set_flag (FLAG_BEEN_APPLIED);
303
304 if (ob1->arch->archname != ob2->arch->archname
305 || ob1->name != ob2->name
306 || ob1->title != ob2->title
307 || ob1->msg != ob2->msg
308 || ob1->weight != ob2->weight
309 || ob1->attacktype != ob2->attacktype
310 || ob1->magic != ob2->magic
311 || ob1->slaying != ob2->slaying
312 || ob1->skill != ob2->skill
313 || ob1->value != ob2->value
314 || ob1->animation_id != ob2->animation_id
315 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
316 || ob1->client_type != ob2->client_type
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)
327 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
328 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
329 return 0;
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
357 /* Don't merge objects that are applied. With the new 'body' code,
358 * it is possible for most any character to have more than one of
359 * some items equipped, and we don't want those to merge.
360 */
361 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
362 return 0;
363
122 /* Note sure why the following is the case - either the object has to 364 /* Not sure why the following is the case - either the object has to
123 * be animated or have a very low speed. Is this an attempted monster 365 * be animated or have a very low speed. Is this an attempted monster
124 * check? 366 * check?
125 */ 367 */
126 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 368 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
369 return 0;
370
371 switch (ob1->type)
372 {
373 case SCROLL:
374 if (ob1->level != ob2->level)
375 return 0;
376 break;
377 }
378
379 if (!ob1->kv.empty () || !ob2->kv.empty ())
380 {
381 /* At least one of these has key_values. */
382 if (ob1->kv.empty () != ob2->kv.empty ())
383 return 0; /* One has fields, but the other one doesn't. */
384
385 if (!compare_ob_value_lists (ob1, ob2))
127 return 0; 386 return 0;
387 }
128 388
129 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 389 if (ob1->self || ob2->self)
130 * value could not be stored in a sint32 (which unfortunately sometimes is
131 * used to store nrof).
132 */
133 if (ob1->nrof+ob2->nrof >= 1UL<<31)
134 return 0;
135
136 /* This is really a spellbook check - really, we should
137 * check all objects in the inventory.
138 */
139 if (ob1->inv || ob2->inv) {
140 /* if one object has inventory but the other doesn't, not equiv */
141 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
142
143 /* Now check to see if the two inventory objects could merge */
144 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
145
146 /* inventory ok - still need to check rest of this object to see
147 * if it is valid.
148 */
149 } 390 {
391 ob1->optimise ();
392 ob2->optimise ();
150 393
151 /* If the objects have been identified, set the BEEN_APPLIED flag. 394 if (ob1->self || ob2->self)
152 * This is to the comparison of the flags below will be OK. We
153 * just can't ignore the been applied or identified flags, as they
154 * are not equal - just if it has been identified, the been_applied
155 * flags lose any meaning.
156 */
157 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
158 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
159
160 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
161 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
162
163
164 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
165 * being locked in inventory should prevent merging.
166 * 0x4 in flags3 is CLIENT_SENT
167 */
168 if ((ob1->arch != ob2->arch) ||
169 (ob1->flags[0] != ob2->flags[0]) ||
170 (ob1->flags[1] != ob2->flags[1]) ||
171 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
172 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
173 (ob1->name != ob2->name) ||
174 (ob1->title != ob2->title) ||
175 (ob1->msg != ob2->msg) ||
176 (ob1->weight != ob2->weight) ||
177 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
178 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
179 (ob1->attacktype != ob2->attacktype) ||
180 (ob1->magic != ob2->magic) ||
181 (ob1->slaying != ob2->slaying) ||
182 (ob1->skill != ob2->skill) ||
183 (ob1->value != ob2->value) ||
184 (ob1->animation_id != ob2->animation_id) ||
185 (ob1->client_type != ob2->client_type) ||
186 (ob1->materialname != ob2->materialname) ||
187 (ob1->lore != ob2->lore) ||
188 (ob1->subtype != ob2->subtype) ||
189 (ob1->move_type != ob2->move_type) ||
190 (ob1->move_block != ob2->move_block) ||
191 (ob1->move_allow != ob2->move_allow) ||
192 (ob1->move_on != ob2->move_on) ||
193 (ob1->move_off != ob2->move_off) ||
194 (ob1->move_slow != ob2->move_slow) ||
195 (ob1->move_slow_penalty != ob2->move_slow_penalty)
196 ) 395 {
396 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
397 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
398
399 if (k1 != k2)
197 return 0; 400 return 0;
198 401
199 /* Don't merge objects that are applied. With the new 'body' code, 402 if (k1 == 0)
200 * it is possible for most any character to have more than one of
201 * some items equipped, and we don't want those to merge.
202 */
203 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
204 return 0;
205
206 switch (ob1->type) {
207 case SCROLL:
208 if (ob1->level != ob2->level) return 0;
209 break;
210
211 }
212 if (ob1->key_values != NULL || ob2->key_values != NULL) {
213 /* At least one of these has key_values. */
214 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
215 /* One has fields, but the other one doesn't. */
216 return 0; 403 return 1;
217 } else if (!compare_ob_value_lists(ob1, ob2)) { 404
405 if (!cfperl_can_merge (ob1, ob2))
218 return 0; 406 return 0;
219 } 407 }
220 } 408 }
221 409
222 /* Everything passes, must be OK. */ 410 /* Everything passes, must be OK. */
223 return 1; 411 return 1;
224} 412}
225 413
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
226/* 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/*
227 * sum_weight() is a recursive function which calculates the weight 487 * this is a recursive function which calculates the weight
228 * 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
229 * containers are carrying, and sums it up. 489 * containers are carrying, and sums it up.
230 */ 490 */
231signed long sum_weight(object *op) { 491void
232 signed long sum; 492object::update_weight ()
233 object *inv; 493{
234 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 494 weight_t sum = 0;
235 if (inv->inv) 495
236 sum_weight(inv); 496 for (object *op = inv; op; op = op->below)
237 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 ());
238 } 501 }
239 if (op->type == CONTAINER && op->stats.Str) 502
240 sum = (sum * (100 - op->stats.Str))/100; 503 if (sum != carrying)
241 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
242 op->carrying = sum; 509 carrying = sum;
243 return sum;
244}
245 510
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
246/** 517/*
247 * Return the outermost environment object for a given object. 518 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
248 */ 519 */
249 520char *
250object *object_get_env_recursive (object *op) {
251 while (op->env != NULL)
252 op = op->env;
253 return op;
254}
255
256/*
257 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
258 * a better check. We basically keeping traversing up until we can't
259 * or find a player.
260 */
261
262object *is_player_inv (object *op) {
263 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
264 if (op->env==op)
265 op->env = NULL;
266 return op;
267}
268
269/*
270 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
271 * Some error messages.
272 * The result of the dump is stored in the static global errmsg array.
273 */
274
275void dump_object2(object *op) {
276errmsg[0] = 0;
277return;
278 //TODO//D#d#
279#if 0
280 char *cp;
281/* object *tmp;*/
282
283 if(op->arch!=NULL) {
284 strcat(errmsg,"arch ");
285 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
286 strcat(errmsg,"\n");
287 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
288 strcat(errmsg,cp);
289#if 0
290 /* Don't dump player diffs - they are too long, mostly meaningless, and
291 * will overflow the buffer.
292 * Changed so that we don't dump inventory either. This may
293 * also overflow the buffer.
294 */
295 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297 for (tmp=op->inv; tmp; tmp=tmp->below)
298 dump_object2(tmp);
299#endif
300 strcat(errmsg,"end\n");
301 } else {
302 strcat(errmsg,"Object ");
303 if (op->name==NULL) strcat(errmsg, "(null)");
304 else strcat(errmsg,op->name);
305 strcat(errmsg,"\n");
306#if 0
307 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
308 strcat(errmsg,cp);
309 for (tmp=op->inv; tmp; tmp=tmp->below)
310 dump_object2(tmp);
311#endif
312 strcat(errmsg,"end\n");
313 }
314#endif
315}
316
317/*
318 * Dumps an object. Returns output in the static global errmsg array.
319 */
320
321void dump_object(object *op) { 521dump_object (object *op)
322 if(op==NULL) { 522{
323 strcpy(errmsg,"[NULL pointer]"); 523 if (!op)
324 return; 524 return strdup ("[NULLOBJ]");
325 }
326 errmsg[0]='\0';
327 dump_object2(op);
328}
329 525
330void dump_all_objects(void) { 526 object_freezer freezer;
331 object *op; 527 op->write (freezer);
332 for(op=objects;op!=NULL;op=op->next) { 528 return freezer.as_string ();
333 dump_object(op);
334 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
335 }
336} 529}
337 530
338/* 531char *
339 * get_nearest_part(multi-object, object 2) returns the part of the 532object::as_string ()
340 * multi-object 1 which is closest to the second object. 533{
341 * If it's not a multi-object, it is returned. 534 return dump_object (this);
342 */
343
344object *get_nearest_part(object *op, const object *pl) {
345 object *tmp,*closest;
346 int last_dist,i;
347 if(op->more==NULL)
348 return op;
349 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
350 if((i=distance(tmp,pl))<last_dist)
351 closest=tmp,last_dist=i;
352 return closest;
353} 535}
354 536
355/* 537/*
356 * 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.
357 */ 540 */
358 541object *
359object *find_object(tag_t i) { 542find_object (tag_t i)
360 object *op; 543{
361 for(op=objects;op!=NULL;op=op->next) 544 for_all_objects (op)
362 if(op->count==i) 545 if (op->count == i)
363 break;
364 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;
365} 564}
366 565
367/* 566/*
368 * 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.
369 * Used only by the patch command, but not all that useful. 568 * Used only by the patch command, but not all that useful.
370 * Enables features like "patch <name-of-other-player> food 999" 569 * Enables features like "patch <name-of-other-player> food 999"
371 */ 570 */
372 571object *
373object *find_object_name(const char *str) { 572find_object_name (const char *str)
374 const char *name = shstr::find (str); 573{
375 object *op; 574 shstr_cmp str_ (str);
376 for(op=objects;op!=NULL;op=op->next) 575
576 if (str_)
577 for_all_objects (op)
377 if(&op->name == name) 578 if (op->name == str_)
378 break; 579 return op;
379 580
380 return op; 581 return 0;
381}
382
383void free_all_object_data ()
384{
385 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
386}
387
388/*
389 * Returns the object which this object marks as being the owner.
390 * A id-scheme is used to avoid pointing to objects which have been
391 * freed and are now reused. If this is detected, the owner is
392 * set to NULL, and NULL is returned.
393 * Changed 2004-02-12 - if the player is setting at the play again
394 * prompt, he is removed, and we don't want to treat him as an owner of
395 * anything, so check removed flag. I don't expect that this should break
396 * anything - once an object is removed, it is basically dead anyways.
397 */
398
399object *get_owner(object *op) {
400 if(op->owner==NULL)
401 return NULL;
402
403 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
404 op->owner->count==op->ownercount)
405 return op->owner;
406
407 op->owner=NULL;
408 op->ownercount=0;
409 return NULL;
410}
411
412void clear_owner(object *op)
413{
414 if (!op) return;
415
416 if (op->owner && op->ownercount == op->owner->count)
417 op->owner->refcount--;
418
419 op->owner = NULL;
420 op->ownercount = 0;
421} 582}
422 583
423/* 584/*
424 * 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
425 * skill and experience objects. 586 * skill and experience objects.
587 * ACTUALLY NO! investigate! TODO
426 */ 588 */
427void set_owner (object *op, object *owner) 589void
590object::set_owner (object *owner)
428{ 591{
429 if(owner==NULL||op==NULL) 592 // allow objects which own objects
593 if (owner)
594 while (owner->owner)
595 owner = owner->owner;
596
597 if (flag [FLAG_FREED])
598 {
599 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
430 return; 600 return;
431
432 /* next line added to allow objects which own objects */
433 /* Add a check for ownercounts in here, as I got into an endless loop
434 * with the fireball owning a poison cloud which then owned the
435 * fireball. I believe that was caused by one of the objects getting
436 * freed and then another object replacing it. Since the ownercounts
437 * didn't match, this check is valid and I believe that cause is valid.
438 */
439 while (owner->owner && owner!=owner->owner &&
440 owner->ownercount==owner->owner->count) owner=owner->owner;
441
442 /* IF the owner still has an owner, we did not resolve to a final owner.
443 * so lets not add to that.
444 */
445 if (owner->owner) return;
446
447 op->owner=owner;
448
449 op->ownercount=owner->count;
450 owner->refcount++;
451
452}
453
454/* Set the owner to clone's current owner and set the skill and experience
455 * objects to clone's objects (typically those objects that where the owner's
456 * current skill and experience objects at the time when clone's owner was
457 * set - not the owner's current skill and experience objects).
458 *
459 * Use this function if player created an object (e.g. fire bullet, swarm
460 * spell), and this object creates further objects whose kills should be
461 * accounted for the player's original skill, even if player has changed
462 * skills meanwhile.
463 */
464void copy_owner (object *op, object *clone)
465{
466 object *owner = get_owner (clone);
467 if (owner == NULL) {
468 /* players don't have owners - they own themselves. Update
469 * as appropriate.
470 */
471 if (clone->type == PLAYER) owner=clone;
472 else return;
473 }
474 set_owner(op, owner);
475
476}
477
478/* Zero the key_values on op, decrementing the shared-string
479 * refcounts and freeing the links.
480 */
481static void free_key_values(object * op)
482{
483 for (key_value *i = op->key_values; i != 0; )
484 { 601 }
485 key_value *next = i->next;
486 delete i;
487 i = next;
488 }
489
490 op->key_values = 0;
491}
492 602
493void object::clear () 603 this->owner = owner;
494{
495 attachable_base::clear ();
496
497 free_key_values (this);
498
499 name = 0;
500 name_pl = 0;
501 title = 0;
502 race = 0;
503 slaying = 0;
504 skill = 0;
505 msg = 0;
506 lore = 0;
507 custom_name = 0;
508 materialname = 0;
509
510 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
511
512 SET_FLAG (this, FLAG_REMOVED);
513} 604}
514 605
515void object::clone (object *destination)
516{
517 *(object_copy *)destination = *(object_copy *)this;
518 *(object_pod *)destination = *(object_pod *)this;
519
520 if (self || cb)
521 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
522}
523
524/* 606/*
525 * clear_object() frees everything allocated by an object, and also
526 * clears all variables and flags to default settings.
527 */
528
529void clear_object (object *op)
530{
531 op->clear ();
532
533 op->contr = NULL;
534 op->below = NULL;
535 op->above = NULL;
536 op->inv = NULL;
537 op->container=NULL;
538 op->env=NULL;
539 op->more=NULL;
540 op->head=NULL;
541 op->map=NULL;
542 op->refcount=0;
543 op->active_next = NULL;
544 op->active_prev = NULL;
545 /* What is not cleared is next, prev, and count */
546
547 op->expmul = 1.0;
548 op->face = blank_face;
549 op->attacked_by_count = -1;
550
551 if (settings.casting_time)
552 op->casting_time = -1;
553}
554
555/*
556 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
557 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
558 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
559 * 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,
560 * 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
561 * will point at garbage. 612 * will point at garbage.
562 */ 613 */
563 614void
564void copy_object (object *op2, object *op) 615object::copy_to (object *dst)
565{ 616{
566 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
567 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
568 619
569 op2->clone (op); 620 // maybe move to object_copy?
621 dst->kv = kv;
570 622
571 if (is_freed) SET_FLAG (op, FLAG_FREED); 623 dst->flag [FLAG_REMOVED] = true;
572 if (is_removed) SET_FLAG (op, FLAG_REMOVED); 624 dst->activate ();
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
576
577 /* Copy over key_values, if any. */
578 if (op2->key_values != NULL)
579 {
580 key_value *tail = NULL;
581 key_value *i;
582
583 op->key_values = NULL;
584
585 for (i = op2->key_values; i != NULL; i = i->next)
586 {
587 key_value *new_link = new key_value;
588
589 new_link->next = NULL;
590 new_link->key = i->key;
591 new_link->value = i->value;
592
593 /* Try and be clever here, too. */
594 if (op->key_values == NULL)
595 {
596 op->key_values = new_link;
597 tail = new_link;
598 }
599 else
600 {
601 tail->next = new_link;
602 tail = new_link;
603 }
604 }
605 }
606
607 update_ob_speed (op);
608} 625}
609 626
610/* 627void
611 * get_object() grabs an object from the list of unused objects, makes 628object::instantiate ()
612 * sure it is initialised, and returns it. 629{
613 * If there are no free objects, expand_objects() is called to get more. 630 if (!uuid.seq) // HACK
631 uuid = UUID::gen ();
632
633 // TODO: unclean state changes, should not be done in copy_to AND instantiate
634 if (flag [FLAG_RANDOM_SPEED] && speed)
635 speed_left = - speed - rndm (); // TODO animation
636 else
637 speed_left = -1.;
638
639 /* copy the body_info to the body_used - this is only really
640 * need for monsters, but doesn't hurt to do it for everything.
641 * by doing so, when a monster is created, it has good starting
642 * values for the body_used info, so when items are created
643 * for it, they can be properly equipped.
614 */ 644 */
645 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
646 slot[i].used = slot[i].info;
615 647
616object *get_object () 648 attachable::instantiate ();
617{ 649}
618 object *op = new object;
619 650
620 op->count = ++ob_count; 651object *
652object::clone ()
653{
654 object *neu = create ();
655 copy_to (neu);
621 656
622 op->active_next = 0; 657 // TODO: unclean state changes, should not be done in clone AND instantiate
623 op->active_prev = 0; 658 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
659 neu->speed_left = - neu->speed - rndm (); // TODO animation
624 660
625 op->next = objects; 661 neu->map = map; // not copied by copy_to
626 op->prev = 0;
627
628 if (objects)
629 objects->prev = op;
630
631 objects = op;
632
633 SET_FLAG (op, FLAG_REMOVED);
634
635 op->expmul = 1.0;
636 op->face = blank_face;
637 op->attacked_by_count = -1;
638
639 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);
640} 674}
641 675
642/* 676/*
643 * 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
644 * 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
645 * 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.
646 */ 680 */
647 681void
648void update_turn_face(object *op) { 682update_turn_face (object *op)
649 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 683{
684 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
650 return; 685 return;
651 SET_ANIMATION(op, op->direction); 686
652 update_object(op,UP_OBJ_FACE); 687 op->update_anim_frame (op->direction);
653} 688}
654 689
655/* 690/*
656 * 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
657 * 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.
658 * 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.
659 */ 694 */
695void
696object::set_speed (float speed)
697{
698 this->speed = speed;
660 699
661void update_ob_speed(object *op) { 700 if (has_active_speed ())
662 extern int arch_init; 701 activate ();
663
664 /* No reason putting the archetypes objects on the speed list,
665 * since they never really need to be updated.
666 */
667
668 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
669 LOG(llevError,"Object %s is freed but has speed.\n", &op->name);
670#ifdef MANY_CORES
671 abort();
672#else
673 op->speed = 0;
674#endif
675 }
676 if (arch_init) {
677 return;
678 }
679 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
680 /* If already on active list, don't do anything */
681 if (op->active_next || op->active_prev || op==active_objects)
682 return;
683
684 /* process_events() expects us to insert the object at the beginning
685 * of the list. */
686 op->active_next = active_objects;
687 if (op->active_next!=NULL)
688 op->active_next->active_prev = op;
689 active_objects = op;
690 }
691 else { 702 else
692 /* If not on the active list, nothing needs to be done */ 703 deactivate ();
693 if (!op->active_next && !op->active_prev && op!=active_objects)
694 return;
695
696 if (op->active_prev==NULL) {
697 active_objects = op->active_next;
698 if (op->active_next!=NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else {
702 op->active_prev->active_next = op->active_next;
703 if (op->active_next)
704 op->active_next->active_prev = op->active_prev;
705 }
706 op->active_next = NULL;
707 op->active_prev = NULL;
708 }
709} 704}
710 705
711/* This function removes object 'op' from the list of active
712 * objects.
713 * This should only be used for style maps or other such
714 * reference maps where you don't want an object that isn't
715 * in play chewing up cpu time getting processed.
716 * The reverse of this is to call update_ob_speed, which
717 * will do the right thing based on the speed of the object.
718 */
719void remove_from_active_list(object *op)
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!op->active_next && !op->active_prev && op!=active_objects)
723 return;
724
725 if (op->active_prev==NULL) {
726 active_objects = op->active_next;
727 if (op->active_next!=NULL)
728 op->active_next->active_prev = NULL;
729 }
730 else {
731 op->active_prev->active_next = op->active_next;
732 if (op->active_next)
733 op->active_next->active_prev = op->active_prev;
734 }
735 op->active_next = NULL;
736 op->active_prev = NULL;
737}
738
739/* 706/*
740 * update_object() updates the array which represents the map. 707 * update_object() updates the map.
741 * It takes into account invisible objects (and represent squares covered 708 * It takes into account invisible objects (and represent squares covered
742 * 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
743 * invisible object, etc...) 710 * invisible object, etc...)
744 * 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
745 * 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
746 * updating that window, though, since update_object() is called _often_) 713 * updating that window, though, since update_object() is called _often_)
747 * 714 *
748 * 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.
749 * For example, if the only thing that has changed is the face (due to
750 * an animation), we don't need to call update_position until that actually
751 * comes into view of a player. OTOH, many other things, like addition/removal
752 * of walls or living creatures may need us to update the flags now.
753 * current action are: 716 * current action are:
754 * UP_OBJ_INSERT: op was inserted 717 * UP_OBJ_INSERT: op was inserted
755 * UP_OBJ_REMOVE: op was removed 718 * UP_OBJ_REMOVE: op was removed
756 * 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
757 * 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.
758 * UP_OBJ_FACE: only the objects face has changed. 721 * UP_OBJ_FACE: only the objects face has changed.
759 */ 722 */
760 723void
761void update_object(object *op, int action) { 724update_object (object *op, int action)
762 int update_now=0, flags; 725{
763 MoveType move_on, move_off, move_block, move_slow; 726 if (!op)
764 727 {
765 if (op == NULL) {
766 /* this should never happen */ 728 /* this should never happen */
767 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
768 return; 730 return;
769 }
770 731 }
771 if(op->env!=NULL) { 732
733 if (!op->is_on_map ())
734 {
772 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
773 * to do in this case. 736 * to do in this case.
774 */ 737 */
775 return; 738 return;
776 }
777
778 /* If the map is saving, don't do anything as everything is
779 * going to get freed anyways.
780 */
781 if (!op->map || op->map->in_memory == MAP_SAVING) return;
782 739 }
740
783 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
784 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)
785 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
786 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
787#ifdef MANY_CORES 745#ifdef MANY_CORES
788 abort(); 746 abort ();
789#endif 747#endif
790 return; 748 return;
791 }
792 749 }
793 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
794 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
795 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
796 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
797 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
798 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
799 750
751 mapspace &m = op->ms ();
752
753 if (!(m.flags_ & P_UPTODATE))
754 m.update_up (); // nothing to do except copy up
800 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757#if 0
758 // this is likely overkill, TODO: revisit (schmorp)
801 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 759 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
802 update_now=1; 760 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
803 761 || (op->is_player () && !(m.flags_ & P_PLAYER))
804 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
805 update_now=1; 763 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
806 764 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
807 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (m.move_on | op->move_on ) != m.move_on
808 update_now=1;
809
810 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
811 update_now=1;
812
813 if ((move_on | op->move_on) != move_on) update_now=1;
814 if ((move_off | op->move_off) != move_off) update_now=1; 766 || (m.move_off | op->move_off ) != m.move_off
767 || (m.move_slow | op->move_slow) != m.move_slow
815 /* 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
816 * to have move_allow right now. 769 * have move_allow right now.
817 */ 770 */
818 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 771 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
819 update_now=1; 772 m.invalidate ();
820 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
821 } 777 }
822 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 780 * that is being removed.
825 */ 781 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now=1; 783 m.invalidate ();
828 } else if (action == UP_OBJ_FACE) { 784 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ 785 m.update_up (); // nothing to do for that case, except copy up
830 }
831 else { 786 else
832 LOG(llevError,"update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
833 }
834 788
835 if (update_now) {
836 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
837 update_position(op->map, op->x, op->y);
838 }
839
840 if(op->more!=NULL) 789 if (op->more)
841 update_object(op->more, action); 790 update_object (op->more, action);
842} 791}
843 792
793object::object ()
794{
795 this->set_flag (FLAG_REMOVED);
844 796
845/* 797 //expmul = 1.0; declared const for the time being
846 * free_object() frees everything allocated by an object, removes 798 face = blank_face;
847 * it from the list of used objects, and puts it on the list of 799 material = MATERIAL_NULL;
848 * free objects. The IS_FREED() flag is set in the object. 800}
849 * The object must have been removed by remove_ob() first for 801
850 * this function to succeed. 802object::~object ()
803{
804 unlink ();
805
806 kv.clear ();
807}
808
809void object::link ()
810{
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 ())
840 {
841 if (flag [FLAG_FREED])
842 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
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.
851 * 864 */
852 * If free_inventory is set, free inventory as well. Else drop items in 865void
853 * inventory to the ground. 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)
888 {
889 op->flag [flag] = value;
890 op->set_flag_inv (flag, value);
891 }
892}
893
894/*
895 * Remove and free all objects in the inventory of the given object.
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
909 /* Only if the space blocks everything do we not process -
910 * if some form of movement is allowed, let objects
911 * drop on that space.
854 */ 912 */
913 if (!drop_to_ground
914 || !map
915 || !map->linkable ()
916 || map->no_drop
917 || ms ().move_block == MOVE_ALL)
918 {
919 while (inv)
920 inv->destroy ();
921 }
922 else
923 { /* Put objects in inventory onto this space */
924 while (inv)
925 {
926 object *op = inv;
855 927
856void 928 if (op->flag [FLAG_STARTEQUIP]
857free_object (object * ob) 929 || op->flag [FLAG_NO_DROP]
858{ 930 || op->type == RUNE
859 free_object2 (ob, 0); 931 || op->type == TRAP
932 || op->flag [FLAG_IS_A_TEMPLATE]
933 || op->flag [FLAG_DESTROY_ON_DEATH])
934 op->destroy ();
935 else
936 map->insert (op, x, y);
937 }
938 }
860} 939}
861 940
941/*
942 * Remove and free all objects in the inventory of the given object.
943 * Unlike destroy_inv, this assumes the *this is destroyed as well
944 * well, so we can (and have to!) take shortcuts.
945 */
862void 946void
863free_object2 (object * ob, int free_inventory) 947object::destroy_inv_fast ()
864{ 948{
949 while (object *op = inv)
950 {
951 // remove from object the fast way
952 op->flag [FLAG_REMOVED] = true;
953 op->env = 0;
954 if ((inv = inv->below))
955 inv->above = 0;
956
957 // then destroy
958 op->destroy ();
959 }
960}
961
962void
963object::freelist_free (int count)
964{
965 while (count-- && freelist)
966 {
967 freelist_item *next = freelist->next;
968 // count is being "destroyed"
969
970 sfree ((char *)freelist, sizeof (object));
971
972 freelist = next;
973 --free_count;
974 }
975}
976
977object *
978object::create ()
979{
865 object *tmp, *op; 980 object *op;
866 981
867 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 982 if (freelist)
868 {
869 LOG (llevDebug, "Free object called with non removed object\n");
870 dump_object (ob);
871#ifdef MANY_CORES
872 abort ();
873#endif
874 } 983 {
984 freelist_item li = *freelist;
985 memset (freelist, 0, sizeof (object));
875 986
876 if (QUERY_FLAG (ob, FLAG_FRIENDLY)) 987 op = new (freelist) object;
988 op->count = li.count;
989
990 freelist = li.next;
991 --free_count;
877 { 992 }
878 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 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
1004 return op;
1005}
1006
1007void
1008object::do_delete ()
1009{
1010 uint32_t count = this->count;
1011
1012 this->~object ();
1013
1014 freelist_item *li = (freelist_item *)this;
1015 li->next = freelist;
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])
879 remove_friendly_object (ob); 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)
880 } 1046 {
881 1047 more->destroy ();
882 if (QUERY_FLAG (ob, FLAG_FREED)) 1048 more = 0;
883 { 1049 }
884 dump_object (ob); 1050
885 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 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 ())
1064 return;
1065
1066 if (!is_head () && !head->destroyed ())
1067 {
1068 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1069 head->destroy ();
886 return; 1070 return;
887 } 1071 }
888 1072
889 if (ob->more != NULL) 1073 destroy_inv_fast ();
890 {
891 free_object2 (ob->more, free_inventory);
892 ob->more = NULL;
893 }
894 1074
895 if (ob->inv) 1075 if (is_head ())
896 { 1076 if (sound_destroy)
897 /* Only if the space blocks everything do we not process - 1077 play_sound (sound_destroy);
898 * if some form of movemnt is allowed, let objects 1078 else if (flag [FLAG_MONSTER])
899 * drop on that space. 1079 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
900 */
901 if (free_inventory || ob->map == NULL
902 || ob->map->in_memory != MAP_IN_MEMORY
903 || (GET_MAP_MOVE_BLOCK (ob->map, ob->x, ob->y) == MOVE_ALL))
904 {
905 op = ob->inv;
906 1080
907 while (op != NULL) 1081 attachable::destroy ();
908 {
909 tmp = op->below;
910 remove_ob (op);
911 free_object2 (op, free_inventory);
912 op = tmp;
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 op = ob->inv;
918
919 while (op != NULL)
920 {
921 tmp = op->below;
922 remove_ob (op);
923
924 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
925 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE
926 || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
927 free_object (op);
928 else
929 {
930 op->x = ob->x;
931 op->y = ob->y;
932 insert_ob_in_map (op, ob->map, NULL, 0); /* Insert in same map as the envir */
933 }
934
935 op = tmp;
936 }
937 }
938 }
939
940 /* Remove object from the active list */
941 ob->speed = 0;
942 update_ob_speed (ob);
943
944 SET_FLAG (ob, FLAG_FREED);
945 ob->count = 0;
946
947 /* Remove this object from the list of used objects */
948 if (ob->prev == NULL)
949 {
950 objects = ob->next;
951
952 if (objects != NULL)
953 objects->prev = NULL;
954 }
955 else
956 {
957 ob->prev->next = ob->next;
958
959 if (ob->next != NULL)
960 ob->next->prev = ob->prev;
961 }
962
963 free_key_values (ob);
964
965 /* Now link it with the free_objects list: */
966 ob->prev = 0;
967 ob->next = 0;
968
969 delete ob;
970} 1082}
971 1083
972/* 1084/* op->remove ():
973 * sub_weight() recursively (outwards) subtracts a number from the
974 * weight of an object (and what is carried by it's environment(s)).
975 */
976
977void sub_weight (object *op, signed long weight) {
978 while (op != NULL) {
979 if (op->type == CONTAINER) {
980 weight=(signed long)(weight*(100-op->stats.Str)/100);
981 }
982 op->carrying-=weight;
983 op = op->env;
984 }
985}
986
987/* remove_ob(op):
988 * 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
989 * 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
990 * object will have no environment. If the object previously had an 1087 * object will have no environment. If the object previously had an
991 * environment, the x and y coordinates will be updated to 1088 * environment, the x and y coordinates will be updated to
992 * the previous environment. 1089 * the previous environment.
993 * Beware: This function is called from the editor as well!
994 */ 1090 */
1091void
1092object::do_remove ()
1093{
1094 if (flag [FLAG_REMOVED])
1095 return;
995 1096
996void remove_ob(object *op) { 1097 INVOKE_OBJECT (REMOVE, this);
997 object *tmp,*last=NULL;
998 object *otmp;
999 tag_t tag;
1000 int check_walk_off;
1001 mapstruct *m;
1002 sint16 x,y;
1003
1004 1098
1005 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1099 flag [FLAG_REMOVED] = true;
1006 dump_object(op);
1007 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1008 1100
1009 /* Changed it to always dump core in this case. As has been learned 1101 if (more)
1010 * in the past, trying to recover from errors almost always 1102 more->remove ();
1011 * make things worse, and this is a real error here - something
1012 * that should not happen.
1013 * Yes, if this was a mission critical app, trying to do something
1014 * to recover may make sense, but that is because failure of the app
1015 * may have other disastrous problems. Cf runs out of a script
1016 * so is easily enough restarted without any real problems.
1017 * MSW 2001-07-01
1018 */
1019 abort();
1020 }
1021 if(op->more!=NULL)
1022 remove_ob(op->more);
1023 1103
1024 SET_FLAG(op, FLAG_REMOVED); 1104 /*
1025
1026 /*
1027 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1028 * inventory. 1106 * inventory.
1029 */ 1107 */
1030 if(op->env!=NULL) { 1108 if (env)
1031 if(op->nrof) 1109 {
1032 sub_weight(op->env, op->weight*op->nrof); 1110 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1033 else 1111 if (object *pl = visible_to ())
1034 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
1035 1114
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1115 adjust_weight (env, total_weight (), 0);
1037 * made to players inventory. If set, avoiding the call
1038 * to save cpu time.
1039 */
1040 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1041 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1042 fix_player(otmp);
1043 1116
1044 if(op->above!=NULL) 1117 object *pl = in_player ();
1045 op->above->below=op->below;
1046 else
1047 op->env->inv=op->below;
1048 1118
1049 if(op->below!=NULL)
1050 op->below->above=op->above;
1051
1052 /* we set up values so that it could be inserted into 1119 /* we set up values so that it could be inserted into
1053 * 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
1054 * to the caller to decide what we want to do. 1121 * to the caller to decide what we want to do.
1055 */ 1122 */
1056 op->x=op->env->x,op->y=op->env->y; 1123 map = env->map;
1057 op->map=op->env->map; 1124 x = env->x;
1058 op->above=NULL,op->below=NULL; 1125 y = env->y;
1059 op->env=NULL;
1060 return;
1061 }
1062 1126
1063 /* If we get here, we are removing it from a map */ 1127 // make sure cmov optimisation is applicable
1064 if (op->map == NULL) return; 1128 *(above ? &above->below : &env->inv) = below;
1129 *(below ? &below->above : &above ) = above; // &above is just a dummy
1065 1130
1066 x = op->x; 1131 above = 0;
1067 y = op->y; 1132 below = 0;
1068 m = get_map_from_coord(op->map, &x, &y); 1133 env = 0;
1069 1134
1070 if (!m) { 1135 if (pl && pl->is_player ())
1071 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1072 op->map->path, op->x, op->y);
1073 /* in old days, we used to set x and y to 0 and continue.
1074 * it seems if we get into this case, something is probablye
1075 * screwed up and should be fixed.
1076 */ 1136 {
1077 abort(); 1137 if (ecb_expect_false (pl->contr->combat_ob == this))
1078 }
1079 if (op->map != m) {
1080 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1081 op->map->path, m->path, op->x, op->y, x, y);
1082 }
1083
1084 /* Re did the following section of code - it looks like it had
1085 * lots of logic for things we no longer care about
1086 */
1087
1088 /* link the object above us */
1089 if (op->above)
1090 op->above->below=op->below;
1091 else
1092 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1093
1094 /* Relink the object below us, if there is one */
1095 if(op->below) {
1096 op->below->above=op->above;
1097 } else {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1101 */ 1138 {
1102 if(GET_MAP_OB(m,x,y)!=op) { 1139 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1103 dump_object(op); 1140 pl->contr->combat_ob = 0;
1104 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); 1141 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1105 dump_object(GET_MAP_OB(m,x,y)); 1142 }
1106 LOG(llevError,"%s\n",errmsg); 1143
1144 if (ecb_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 (ecb_expect_false (glow_radius) && pl->is_on_map ())
1154 update_all_los (pl->map, pl->x, pl->y);
1107 } 1155 }
1108 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1156 }
1157 else if (map)
1109 } 1158 {
1110 op->above=NULL; 1159 map->dirty = true;
1111 op->below=NULL; 1160 mapspace &ms = this->ms ();
1112 1161
1113 if (op->map->in_memory == MAP_SAVING) 1162 if (object *pl = ms.player ())
1114 return;
1115
1116 tag = op->count;
1117 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1118 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1119 /* No point updating the players look faces if he is the object
1120 * being removed.
1121 */ 1163 {
1164 if (is_player ())
1165 {
1166 if (!flag [FLAG_WIZPASS])
1167 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1122 1168
1123 if(tmp->type==PLAYER && tmp!=op) { 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
1187 /* link the object above us */
1188 // re-link, make sure compiler can easily use cmove
1189 *(above ? &above->below : &ms.top) = below;
1190 *(below ? &below->above : &ms.bot) = above;
1191
1192 above = 0;
1193 below = 0;
1194
1195 ms.invalidate ();
1196
1197 int check_walk_off = !flag [FLAG_NO_APPLY];
1198
1199 if (object *pl = ms.player ())
1200 {
1201 if (pl->container_ () == this)
1124 /* If a container that the player is currently using somehow gets 1202 /* If a container that the player is currently using somehow gets
1125 * removed (most likely destroyed), update the player view 1203 * removed (most likely destroyed), update the player view
1126 * appropriately. 1204 * appropriately.
1127 */ 1205 */
1128 if (tmp->container==op) { 1206 pl->close_container ();
1129 CLEAR_FLAG(op, FLAG_APPLIED); 1207
1130 tmp->container=NULL; 1208 //TODO: the floorbox prev/next might need updating
1131 } 1209 //esrv_del_item (pl->contr, count);
1132 tmp->contr->socket.update_look=1; 1210 //TODO: update floorbox to preserve ordering
1211 if (pl->contr->ns)
1212 pl->contr->ns->floorbox_update ();
1133 } 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
1134 /* See if player moving off should effect something */ 1224 /* See if object moving off should effect something */
1135 if (check_walk_off && ((op->move_type & tmp->move_off) && 1225 if ((move_type & tmp->move_off)
1136 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1226 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1137
1138 move_apply(tmp, op, NULL); 1227 move_apply (tmp, this, 0);
1139 if (was_destroyed (op, tag)) {
1140 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1141 "leaving object\n", &tmp->name, &tmp->arch->name);
1142 } 1228 }
1143 }
1144 1229
1145 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1230 if (affects_los ())
1146
1147 if(tmp->above == tmp)
1148 tmp->above = NULL;
1149 last=tmp;
1150 }
1151 /* last == NULL of there are no objects on this space */
1152 if (last==NULL) {
1153 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1154 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1155 * those out anyways, and if there are any flags set right now, they won't
1156 * be correct anyways.
1157 */
1158 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1159 update_position(op->map, op->x, op->y);
1160 }
1161 else
1162 update_object(last, UP_OBJ_REMOVE);
1163
1164 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1165 update_all_los(op->map, op->x, op->y); 1231 update_all_los (map, x, y);
1166 1232 }
1167} 1233}
1168 1234
1169/* 1235/*
1170 * merge_ob(op,top): 1236 * merge_ob(op,top):
1171 * 1237 *
1172 * This function goes through all objects below and including top, and 1238 * This function goes through all objects below and including top, and
1173 * merges op to the first matching object. 1239 * merges op to the first matching object.
1174 * If top is NULL, it is calculated. 1240 * If top is NULL, it is calculated.
1175 * 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
1176 */ 1242 */
1177 1243object *
1178object *merge_ob(object *op, object *top) { 1244merge_ob (object *op, object *top)
1245{
1179 if(!op->nrof) 1246 if (!op->nrof)
1180 return 0; 1247 return 0;
1181 if(top==NULL) 1248
1249 if (!top)
1182 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1250 for (top = op; top && top->above; top = top->above)
1251 ;
1252
1183 for(;top!=NULL;top=top->below) { 1253 for (; top; top = top->below)
1184 if(top==op) 1254 if (object::can_merge (op, top))
1185 continue;
1186 if (CAN_MERGE(op,top))
1187 { 1255 {
1188 top->nrof+=op->nrof; 1256 top->nrof += op->nrof;
1189/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1257
1190 op->weight = 0; /* Don't want any adjustements now */ 1258 if (object *pl = top->visible_to ())
1191 remove_ob(op); 1259 esrv_update_item (UPD_NROF, pl, top);
1192 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
1193 return top; 1266 return top;
1194 } 1267 }
1195 } 1268
1196 return NULL; 1269 return 0;
1197} 1270}
1198 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
1199/* 1295/*
1200 * 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
1201 * job preparing multi-part monsters 1297 * job preparing multi-part monsters.
1202 */ 1298 */
1299object *
1203object *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)
1204 object* tmp; 1301{
1205 if (op->head) 1302 op->remove ();
1206 op=op->head; 1303
1207 for (tmp=op;tmp;tmp=tmp->more){ 1304 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1305 {
1208 tmp->x=x+tmp->arch->clone.x; 1306 tmp->x = x + tmp->arch->x;
1209 tmp->y=y+tmp->arch->clone.y; 1307 tmp->y = y + tmp->arch->y;
1210 } 1308 }
1309
1211 return insert_ob_in_map (op, m, originator, flag); 1310 return insert_ob_in_map (op, m, originator, flag);
1212} 1311}
1213 1312
1214/* 1313/*
1215 * insert_ob_in_map (op, map, originator, flag): 1314 * insert_ob_in_map (op, map, originator, flag):
1216 * This function inserts the object in the two-way linked list 1315 * This function inserts the object in the two-way linked list
1226 * 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
1227 * to be set if special handling is needed. 1326 * to be set if special handling is needed.
1228 * 1327 *
1229 * Return value: 1328 * Return value:
1230 * new object if 'op' was merged with other object 1329 * new object if 'op' was merged with other object
1231 * NULL if 'op' was destroyed 1330 * NULL if there was an error (destroyed, blocked etc.)
1232 * just 'op' otherwise 1331 * just 'op' otherwise
1233 */ 1332 */
1234 1333object *
1235object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1335{
1237 object *tmp, *top, *floor=NULL; 1336 op->remove ();
1238 sint16 x,y;
1239 1337
1240 if (QUERY_FLAG (op, FLAG_FREED)) { 1338 if (m == &freed_map)//D TODO: remove soon
1241 LOG (llevError, "Trying to insert freed object!\n"); 1339 {//D
1242 return NULL; 1340 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1341 }//D
1342
1343 /* Ideally, the caller figures this out. However, it complicates a lot
1344 * of areas of callers (eg, anything that uses find_free_spot would now
1345 * need extra work
1346 */
1347 maptile *newmap = m;
1348 if (!xy_normalise (newmap, op->x, op->y))
1243 } 1349 {
1244 if(m==NULL) { 1350 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1245 dump_object(op);
1246 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1247 return op; 1351 return 0;
1248 } 1352 }
1249 if(out_of_map(m,op->x,op->y)) { 1353
1250 dump_object(op); 1354 if (object *more = op->more)
1251 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1355 if (!insert_ob_in_map (more, m, originator, flag))
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort();
1258#endif
1259 return op; 1356 return 0;
1260 }
1261 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1262 dump_object(op);
1263 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1264 return op;
1265 }
1266 if(op->more!=NULL) {
1267 /* The part may be on a different map. */
1268 1357
1269 object *more = op->more; 1358 op->flag [FLAG_REMOVED] = false;
1359 op->env = 0;
1360 op->map = newmap;
1270 1361
1271 /* We really need the caller to normalize coordinates - if 1362 mapspace &ms = op->ms ();
1272 * we set the map, that doesn't work if the location is within 1363
1273 * a map and this is straddling an edge. So only if coordinate 1364 /* this has to be done after we translate the coordinates.
1274 * is clear wrong do we normalize it. 1365 */
1366 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (object::can_merge (op, tmp))
1275 */ 1369 {
1276 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1370 // TODO: we actually want to update tmp, not op,
1277 more->map = get_map_from_coord(m, &more->x, &more->y); 1371 // but some caller surely breaks when we return tmp
1278 } else if (!more->map) { 1372 // from here :/
1279 /* For backwards compatibility - when not dealing with tiled maps, 1373 op->nrof += tmp->nrof;
1280 * more->map should always point to the parent. 1374 tmp->destroy ();
1281 */
1282 more->map = m;
1283 } 1375 }
1284 1376
1285 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1377 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1286 if ( ! op->head) 1378 op->clr_flag (FLAG_INV_LOCKED);
1287 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1379
1288 return NULL; 1380 if (!op->flag [FLAG_ALIVE])
1381 op->clr_flag (FLAG_NO_STEAL);
1382
1383 if (flag & INS_BELOW_ORIGINATOR)
1384 {
1385 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1386 {
1387 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1388 abort ();
1289 } 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
1398 op->above = originator;
1399 op->below = originator->below;
1400 originator->below = op;
1401
1402 *(op->below ? &op->below->above : &ms.bot) = op;
1403 }
1404 else
1290 } 1405 {
1291 CLEAR_FLAG(op,FLAG_REMOVED); 1406 object *floor = 0;
1407 object *top = ms.top;
1292 1408
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1409 /* If there are other objects, then */
1294 * of areas of callers (eg, anything that uses find_free_spot would now 1410 if (top)
1295 * need extra work 1411 {
1296 */ 1412 /*
1297 op->map=get_map_from_coord(m, &op->x, &op->y); 1413 * If there are multiple objects on this space, we do some trickier handling.
1298 x = op->x; 1414 * We've already dealt with merging if appropriate.
1299 y = op->y; 1415 * Generally, we want to put the new object on top. But if
1416 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1417 * floor, we want to insert above that and no further.
1418 * Also, if there are spell objects on this space, we stop processing
1419 * once we get to them. This reduces the need to traverse over all of
1420 * them when adding another one - this saves quite a bit of cpu time
1421 * when lots of spells are cast in one area. Currently, it is presumed
1422 * that flying non pickable objects are spell objects.
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;
1300 1428
1301 /* this has to be done after we translate the coordinates. 1429 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1302 */ 1430 {
1303 if(op->nrof && !(flag & INS_NO_MERGE)) { 1431 /* We insert above top, so we want this object below this */
1304 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1432 top = tmp->below;
1305 if (CAN_MERGE(op,tmp)) { 1433 break;
1306 op->nrof+=tmp->nrof; 1434 }
1307 remove_ob(tmp); 1435
1308 free_object(tmp); 1436 top = tmp;
1309 } 1437 }
1310 }
1311 1438
1312 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1439 /* We let update_position deal with figuring out what the space
1313 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1440 * looks like instead of lots of conditions here.
1314 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1441 * makes things faster, and effectively the same result.
1315 CLEAR_FLAG(op, FLAG_NO_STEAL); 1442 */
1316 1443
1317 if (flag & INS_BELOW_ORIGINATOR) { 1444 /* Have object 'fall below' other objects that block view.
1318 if (originator->map != op->map || originator->x != op->x || 1445 * Unless those objects are exits.
1319 originator->y != op->y) { 1446 * If INS_ON_TOP is used, don't do this processing
1320 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1447 * Need to find the object that in fact blocks view, otherwise
1321 abort(); 1448 * stacking is a bit odd.
1449 */
1450 if (!(flag & INS_ON_TOP)
1451 && ms.flags () & P_BLOCKSVIEW
1452 && (op->face && !faces [op->face].visibility))
1453 {
1454 object *last;
1455
1456 for (last = top; last != floor; last = last->below)
1457 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1458 break;
1459
1460 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we
1463 * set top to the object below us.
1464 */
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;
1322 } 1481 }
1323 op->above = originator;
1324 op->below = originator->below;
1325 if (op->below) op->below->above = op;
1326 else SET_MAP_OB(op->map, op->x, op->y, op);
1327 /* since *below* originator, no need to update top */
1328 originator->below = op;
1329 } else { 1482 else
1330 /* If there are other objects, then */
1331 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1332 object *last=NULL;
1333 /*
1334 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if
1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1338 * floor, we want to insert above that and no further.
1339 * Also, if there are spell objects on this space, we stop processing
1340 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects.
1344 */
1345
1346 while (top != NULL) {
1347 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1348 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1349 if (QUERY_FLAG(top, FLAG_NO_PICK)
1350 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1351 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1352 {
1353 /* We insert above top, so we want this object below this */
1354 top=top->below;
1355 break;
1356 }
1357 last = top;
1358 top = top->above;
1359 }
1360 /* Don't want top to be NULL, so set it to the last valid object */
1361 top = last;
1362
1363 /* We let update_position deal with figuring out what the space
1364 * looks like instead of lots of conditions here.
1365 * makes things faster, and effectively the same result.
1366 */
1367
1368 /* Have object 'fall below' other objects that block view.
1369 * Unless those objects are exits, type 66
1370 * If INS_ON_TOP is used, don't do this processing
1371 * Need to find the object that in fact blocks view, otherwise
1372 * stacking is a bit odd.
1373 */
1374 if (!(flag & INS_ON_TOP) &&
1375 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1376 (op->face && !op->face->visibility)) {
1377 for (last=top; last != floor; last=last->below)
1378 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1379 /* Check to see if we found the object that blocks view,
1380 * and make sure we have a below pointer for it so that
1381 * we can get inserted below this one, which requires we
1382 * set top to the object below us.
1383 */
1384 if (last && last->below && last != floor) top=last->below;
1385 }
1386 } /* If objects on this space */
1387 if (flag & INS_MAP_LOAD)
1388 top = GET_MAP_TOP(op->map,op->x,op->y);
1389 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1390
1391 /* Top is the object that our object (op) is going to get inserted above.
1392 */ 1483 {
1393
1394 /* First object on this space */
1395 if (!top) {
1396 op->above = GET_MAP_OB(op->map, op->x, op->y);
1397 if (op->above) op->above->below = op;
1398 op->below = NULL;
1399 SET_MAP_OB(op->map, op->x, op->y, op);
1400 } else { /* get inserted into the stack above top */
1401 op->above = top->above; 1484 op->above = top->above;
1402 if (op->above) op->above->below = op;
1403 op->below = top;
1404 top->above = op; 1485 top->above = op;
1486
1487 op->below = top;
1488 *(op->above ? &op->above->below : &ms.top) = op;
1405 } 1489 }
1406 if (op->above==NULL) 1490 }
1407 SET_MAP_TOP(op->map,op->x, op->y, op);
1408 } /* else not INS_BELOW_ORIGINATOR */
1409 1491
1410 if(op->type==PLAYER) 1492 if (op->is_player ())
1493 {
1411 op->contr->do_los=1; 1494 op->contr->do_los = 1;
1495 ++op->map->players;
1496 op->map->touch ();
1497 }
1412 1498
1413 /* If we have a floor, we know the player, if any, will be above 1499 op->map->dirty = true;
1414 * it, so save a few ticks and start from there.
1415 */
1416 if (!(flag & INS_MAP_LOAD))
1417 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1418 if (tmp->type == PLAYER)
1419 tmp->contr->socket.update_look=1;
1420 }
1421 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
1422 /* If this object glows, it may affect lighting conditions that are 1508 /* If this object glows, it may affect lighting conditions that are
1423 * 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
1424 * 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
1425 * on the map will get recalculated. The players could very well 1511 * on the map will get recalculated. The players could very well
1426 * 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 -
1427 * this should get redone to only look for players within range, 1513 * this should get redone to only look for players within range,
1428 * or just updating the P_NEED_UPDATE for spaces within this area 1514 * or just updating the P_UPTODATE for spaces within this area
1429 * of effect may be sufficient. 1515 * of effect may be sufficient.
1430 */ 1516 */
1431 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1517 if (op->affects_los ())
1518 {
1519 op->ms ().invalidate ();
1432 update_all_los(op->map, op->x, op->y); 1520 update_all_los (op->map, op->x, op->y);
1521 }
1433 1522
1434
1435 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1523 /* updates flags (blocked, alive, no magic, etc) for this map space */
1436 update_object(op,UP_OBJ_INSERT); 1524 update_object (op, UP_OBJ_INSERT);
1437 1525
1526 INVOKE_OBJECT (INSERT, op);
1438 1527
1439 /* 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,
1440 * we want to have update_look set above before calling this. 1529 * we want to have floorbox_update called before calling this.
1441 * 1530 *
1442 * check_move_on() must be after this because code called from 1531 * check_move_on() must be after this because code called from
1443 * check_move_on() depends on correct map flags (so functions like 1532 * check_move_on() depends on correct map flags (so functions like
1444 * blocked() and wall() work properly), and these flags are updated by 1533 * blocked() and wall() work properly), and these flags are updated by
1445 * update_object(). 1534 * update_object().
1446 */ 1535 */
1447 1536
1448 /* 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 */
1449
1450 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1538 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1539 {
1451 if (check_move_on(op, originator)) 1540 if (check_move_on (op, originator, flag))
1452 return NULL; 1541 return 0;
1453 1542
1454 /* 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
1455 * walk on's. 1544 * walk on's.
1456 */ 1545 */
1457 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1546 for (object *tmp = op->more; tmp; tmp = tmp->more)
1458 if (check_move_on (tmp, originator)) 1547 if (check_move_on (tmp, originator, flag))
1459 return NULL; 1548 return 0;
1460 } 1549 }
1550
1461 return op; 1551 return op;
1462} 1552}
1463 1553
1464/* this function inserts an object in the map, but if it 1554/* this function inserts an object in the map, but if it
1465 * 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.
1466 * 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.
1467 */ 1557 */
1468void replace_insert_ob_in_map(const char *arch_string, object *op) { 1558void
1469 object *tmp; 1559replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470 object *tmp1; 1560{
1471
1472 /* first search for itself and remove any old instances */ 1561 /* first search for itself and remove any old instances */
1473 1562
1474 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)
1475 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1564 if (tmp->arch->archname == archname) /* same archetype */
1476 remove_ob(tmp); 1565 tmp->destroy ();
1477 free_object(tmp);
1478 }
1479 }
1480 1566
1481 tmp1=arch_to_object(find_archetype(arch_string)); 1567 object *tmp = archetype::find (archname)->instance ();
1482 1568
1483 1569 tmp->x = op->x;
1484 tmp1->x = op->x; tmp1->y = op->y; 1570 tmp->y = op->y;
1571
1485 insert_ob_in_map(tmp1,op->map,op,0); 1572 insert_ob_in_map (tmp, op->map, op, 0);
1486} 1573}
1487 1574
1488/* 1575object *
1489 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1576object::insert_at (object *where, object *originator, int flags)
1490 * is returned contains nr objects, and the remaining parts contains 1577{
1491 * the rest (or is removed and freed if that number is 0). 1578 if (where->env)
1492 * On failure, NULL is returned, and the reason put into the 1579 return where->env->insert (this);
1493 * global static errmsg array. 1580 else
1494 */ 1581 return where->map->insert (this, where->x, where->y, originator, flags);
1582}
1495 1583
1496object *get_split_ob(object *orig_ob, uint32 nr) { 1584// check whether we can put this into the map, respect max_volume, max_items
1497 object *newob; 1585bool
1498 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);
1499 1589
1500 if(orig_ob->nrof<nr) { 1590 int items = ms.items ();
1501 sprintf(errmsg,"There are only %d %ss.",
1502 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1503 return NULL;
1504 }
1505 newob = object_create_clone(orig_ob);
1506 if((orig_ob->nrof-=nr)<1) {
1507 if ( ! is_removed)
1508 remove_ob(orig_ob);
1509 free_object2(orig_ob, 1);
1510 }
1511 else if ( ! is_removed) {
1512 if(orig_ob->env!=NULL)
1513 sub_weight (orig_ob->env,orig_ob->weight*nr);
1514 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1515 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1516 LOG(llevDebug,
1517 "Error, Tried to split object whose map is not in memory.\n");
1518 return NULL;
1519 }
1520 }
1521 newob->nrof=nr;
1522 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))
1523 return newob; 1595 return true;
1524}
1525 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
1526/* 1606/*
1527 * decrease_ob_nr(object, number) decreases a specified number from 1607 * decrease(object, number) decreases a specified number from
1528 * 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
1529 * is subsequently removed and freed. 1609 * is subsequently removed and freed.
1530 * 1610 *
1531 * 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
1532 */ 1612 */
1533 1613bool
1534object *decrease_ob_nr (object *op, uint32 i) 1614object::decrease (sint32 nr)
1535{ 1615{
1536 object *tmp; 1616 if (!nr)
1537 player *pl; 1617 return true;
1538 1618
1539 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;
1540 return op; 1665 return op;
1541
1542 if (i > op->nrof)
1543 i = op->nrof;
1544
1545 if (QUERY_FLAG (op, FLAG_REMOVED))
1546 { 1666 }
1547 op->nrof -= i; 1667}
1668
1669object *
1670insert_ob_in_ob (object *op, object *where)
1671{
1672 if (!where)
1548 } 1673 {
1549 else if (op->env != NULL) 1674 char *dump = dump_object (op);
1550 { 1675 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1551 /* is this object in the players inventory, or sub container 1676 free (dump);
1552 * therein?
1553 */
1554 tmp = is_player_inv (op->env);
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp) {
1562 for (pl=first_player; pl; pl=pl->next)
1563 if (pl->ob->container == op->env) break;
1564 if (pl) tmp=pl->ob;
1565 else tmp=NULL;
1566 }
1567
1568 if (i < op->nrof) {
1569 sub_weight (op->env, op->weight * i);
1570 op->nrof -= i;
1571 if (tmp) {
1572 esrv_send_item(tmp, op);
1573 }
1574 } else {
1575 remove_ob (op);
1576 op->nrof = 0;
1577 if (tmp) {
1578 esrv_del_item(tmp->contr, op->count);
1579 }
1580 }
1581 }
1582 else
1583 {
1584 object *above = op->above;
1585
1586 if (i < op->nrof) {
1587 op->nrof -= i;
1588 } else {
1589 remove_ob (op);
1590 op->nrof = 0;
1591 }
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp != NULL; tmp = tmp->above)
1594 if (tmp->type == PLAYER) {
1595 if (op->nrof)
1596 esrv_send_item(tmp, op);
1597 else
1598 esrv_del_item(tmp->contr, op->count);
1599 }
1600 }
1601
1602 if (op->nrof) {
1603 return op; 1677 return op;
1604 } else { 1678 }
1605 free_object (op); 1679
1606 return NULL; 1680 if (where->head_ () != where)
1607 } 1681 {
1608} 1682 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1609 1683 where = where->head;
1610/*
1611 * add_weight(object, weight) adds the specified weight to an object,
1612 * and also updates how much the environment(s) is/are carrying.
1613 */
1614
1615void add_weight (object *op, signed long weight) {
1616 while (op!=NULL) {
1617 if (op->type == CONTAINER) {
1618 weight=(signed long)(weight*(100-op->stats.Str)/100);
1619 }
1620 op->carrying+=weight;
1621 op=op->env;
1622 } 1684 }
1623}
1624 1685
1686 return where->insert (op);
1687}
1688
1625/* 1689/*
1626 * insert_ob_in_ob(op,environment): 1690 * env->insert (op)
1627 * This function inserts the object op in the linked list 1691 * This function inserts the object op in the linked list
1628 * inside the object environment. 1692 * inside the object environment.
1629 * 1693 *
1630 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1631 * the inventory at the last position or next to other objects of the same
1632 * type.
1633 * Frank: Now sorted by type, archetype and magic!
1634 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1695 * be != op, if items are merged. -Tero
1637 */ 1696 */
1638 1697object *
1639object *insert_ob_in_ob(object *op,object *where) { 1698object::insert (object *op)
1640 object *tmp, *otmp; 1699{
1641
1642 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1643 dump_object(op);
1644 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1645 return op;
1646 }
1647 if(where==NULL) {
1648 dump_object(op);
1649 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1650 return op;
1651 }
1652 if (where->head) {
1653 LOG(llevDebug,
1654 "Warning: Tried to insert object wrong part of multipart object.\n");
1655 where = where->head;
1656 }
1657 if (op->more) { 1700 if (op->more)
1701 {
1658 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);
1659 &op->name, op->count);
1660 return op; 1703 return op;
1661 } 1704 }
1662 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1705
1663 CLEAR_FLAG(op, FLAG_REMOVED); 1706 op->remove ();
1707
1708 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1709
1664 if(op->nrof) { 1710 if (op->nrof)
1665 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1711 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if ( CAN_MERGE(tmp,op) ) { 1712 if (object::can_merge (tmp, op))
1713 {
1667 /* return the original object and remove inserted object 1714 /* return the original object and remove inserted object
1668 (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
1669 tmp->nrof += op->nrof; 1720 tmp->nrof += op->nrof;
1670 /* Weight handling gets pretty funky. Since we are adding to 1721
1671 * tmp->nrof, we need to increase the weight. 1722 if (object *pl = tmp->visible_to ())
1672 */ 1723 esrv_update_item (UPD_NROF, pl, tmp);
1673 add_weight (where, op->weight*op->nrof); 1724
1674 SET_FLAG(op, FLAG_REMOVED); 1725 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1675 free_object(op); /* free the inserted object */ 1726
1727 op->destroy ();
1676 op = tmp; 1728 op = tmp;
1677 remove_ob (op); /* and fix old object's links */ 1729 goto inserted;
1678 CLEAR_FLAG(op, FLAG_REMOVED);
1679 break;
1680 } 1730 }
1681 1731
1682 /* I assume combined objects have no inventory 1732 op->owner = 0; // it's his/hers now. period.
1683 * We add the weight - this object could have just been removed 1733 op->map = 0;
1684 * (if it was possible to merge). calling remove_ob will subtract 1734 op->x = 0;
1685 * the weight, so we need to add it in again, since we actually do 1735 op->y = 0;
1686 * the linking below
1687 */
1688 add_weight (where, op->weight*op->nrof);
1689 } else
1690 add_weight (where, (op->weight+op->carrying));
1691 1736
1692 otmp=is_player_inv(where);
1693 if (otmp&&otmp->contr!=NULL) {
1694 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1695 fix_player(otmp);
1696 }
1697
1698 op->map=NULL;
1699 op->env=where;
1700 op->above=NULL; 1737 op->above = 0;
1701 op->below=NULL; 1738 op->below = inv;
1702 op->x=0,op->y=0; 1739 op->env = this;
1703 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:
1704 /* 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 */
1705 if((op->glow_radius!=0)&&where->map) 1755 if (op->glow_radius && is_on_map ())
1706 { 1756 {
1707#ifdef DEBUG_LIGHTS 1757 update_stats ();
1708 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1758 update_all_los (map, x, y);
1709 op->name);
1710#endif /* DEBUG_LIGHTS */
1711 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1712 } 1759 }
1760 else if (is_player ())
1761 // if this is a player's inventory, update stats
1762 contr->queue_stats_update ();
1713 1763
1714 /* Client has no idea of ordering so lets not bother ordering it here. 1764 INVOKE_OBJECT (INSERT, this);
1715 * It sure simplifies this function... 1765
1716 */
1717 if (where->inv==NULL)
1718 where->inv=op;
1719 else {
1720 op->below = where->inv;
1721 op->below->above = op;
1722 where->inv = op;
1723 }
1724 return op; 1766 return op;
1725} 1767}
1726 1768
1727/* 1769/*
1728 * Checks if any objects has a move_type that matches objects 1770 * Checks if any objects has a move_type that matches objects
1742 * 1784 *
1743 * 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
1744 * 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
1745 * on top. 1787 * on top.
1746 */ 1788 */
1747 1789int
1748int check_move_on (object *op, object *originator) 1790check_move_on (object *op, object *originator, int flags)
1749{ 1791{
1792 if (op->flag [FLAG_NO_APPLY])
1793 return 0;
1794
1750 object *tmp; 1795 object *tmp;
1751 tag_t tag;
1752 mapstruct *m=op->map; 1796 maptile *m = op->map;
1753 int x=op->x, y=op->y; 1797 int x = op->x, y = op->y;
1754 MoveType move_on, move_slow, move_block;
1755 1798
1756 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1799 mapspace &ms = m->at (x, y);
1757 return 0;
1758 1800
1759 tag = op->count; 1801 ms.update ();
1760 1802
1761 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1803 MoveType move_on = ms.move_on;
1762 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1804 MoveType move_slow = ms.move_slow;
1763 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1805 MoveType move_block = ms.move_block;
1764 1806
1765 /* if nothing on this space will slow op down or be applied, 1807 /* if nothing on this space will slow op down or be applied,
1766 * no need to do checking below. have to make sure move_type 1808 * no need to do checking below. have to make sure move_type
1767 * is set, as lots of objects don't have it set - we treat that 1809 * is set, as lots of objects don't have it set - we treat that
1768 * as walking. 1810 * as walking.
1769 */ 1811 */
1770 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1812 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1771 return 0; 1813 return 0;
1772 1814
1773 /* This is basically inverse logic of that below - basically, 1815 /* This is basically inverse logic of that below - basically,
1774 * if the object can avoid the move on or slow move, they do so, 1816 * if the object can avoid the move on or slow move, they do so,
1775 * but can't do it if the alternate movement they are using is 1817 * but can't do it if the alternate movement they are using is
1776 * blocked. Logic on this seems confusing, but does seem correct. 1818 * blocked. Logic on this seems confusing, but does seem correct.
1777 */ 1819 */
1778 if ((op->move_type & ~move_on & ~move_block) != 0 && 1820 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1779 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1821 return 0;
1780 1822
1781 /* The objects have to be checked from top to bottom. 1823 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1824 * Hence, we first go to the top:
1783 */ 1825 */
1784 1826 for (object *next, *tmp = ms.top; tmp; tmp = next)
1785 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1786 tmp->above!=NULL; tmp=tmp->above) {
1787 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them.
1790 */
1791 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1792 } 1827 {
1793 for(;tmp!=NULL; tmp=tmp->below) { 1828 next = tmp->below;
1829
1830 if (tmp == op)
1794 if (tmp == op) continue; /* Can't apply yourself */ 1831 continue; /* Can't apply yourself */
1795 1832
1796 /* Check to see if one of the movement types should be slowed down. 1833 /* Check to see if one of the movement types should be slowed down.
1797 * Second check makes sure that the movement types not being slowed 1834 * Second check makes sure that the movement types not being slowed
1798 * (~slow_move) is not blocked on this space - just because the 1835 * (~slow_move) is not blocked on this space - just because the
1799 * space doesn't slow down swimming (for example), if you can't actually 1836 * space doesn't slow down swimming (for example), if you can't actually
1800 * swim on that space, can't use it to avoid the penalty. 1837 * swim on that space, can't use it to avoid the penalty.
1801 */ 1838 */
1802 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1839 if (!op->flag [FLAG_WIZPASS])
1840 {
1803 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1804 ((op->move_type & tmp->move_slow) &&
1805 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 1843 {
1807 float diff;
1808
1809 diff = tmp->move_slow_penalty*FABS(op->speed); 1844 float diff = tmp->move_slow_penalty * fabs (op->speed);
1810 if (op->type == PLAYER) { 1845
1846 if (op->is_player ())
1811 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1847 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1812 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1848 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1813 diff /= 4.0; 1849 diff /= 4.0;
1814 } 1850
1815 }
1816 op->speed_left -= diff; 1851 op->speed_left -= diff;
1817 } 1852 }
1818 } 1853 }
1819 1854
1820 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
1821 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1822 ((op->move_type & tmp->move_on) &&
1823 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 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;
1824 1863
1825 move_apply(tmp, op, originator); 1864 move_apply (tmp, op, originator);
1865
1826 if (was_destroyed (op, tag)) 1866 if (op->destroyed ())
1827 return 1; 1867 return 1;
1828 1868
1829 /* what the person/creature stepped onto has moved the object 1869 /* what the person/creature stepped onto has moved the object
1830 * someplace new. Don't process any further - if we did, 1870 * someplace new. Don't process any further - if we did,
1831 * have a feeling strange problems would result. 1871 * have a feeling strange problems would result.
1832 */ 1872 */
1833 if (op->map != m || op->x != x || op->y != y) return 0; 1873 if (op->map != m || op->x != x || op->y != y)
1874 return 0;
1834 } 1875 }
1835 } 1876 }
1877
1836 return 0; 1878 return 0;
1837} 1879}
1838 1880
1839/* 1881/*
1840 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1841 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1842 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1843 */ 1885 */
1844 1886object *
1845object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1887present_arch (const archetype *at, maptile *m, int x, int y)
1846 object *tmp; 1888{
1847 if(m==NULL || out_of_map(m,x,y)) { 1889 if (!m || out_of_map (m, x, y))
1890 {
1848 LOG(llevError,"Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1849 return NULL; 1892 return NULL;
1850 } 1893 }
1851 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1894
1852 if(tmp->arch == at) 1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1896 if (tmp->arch->archname == at->archname)
1853 return tmp; 1897 return tmp;
1898
1854 return NULL; 1899 return NULL;
1855} 1900}
1856 1901
1857/* 1902/*
1858 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1859 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1860 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1861 */ 1906 */
1862 1907object *
1863object *present(unsigned char type,mapstruct *m, int x,int y) { 1908present (unsigned char type, maptile *m, int x, int y)
1864 object *tmp; 1909{
1865 if(out_of_map(m,x,y)) { 1910 if (out_of_map (m, x, y))
1911 {
1866 LOG(llevError,"Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1867 return NULL; 1913 return NULL;
1868 } 1914 }
1869 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)
1870 if(tmp->type==type) 1917 if (tmp->type == type)
1871 return tmp; 1918 return tmp;
1919
1872 return NULL; 1920 return NULL;
1873} 1921}
1874 1922
1875/* 1923/*
1876 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
1877 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
1878 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1879 */ 1927 */
1880 1928object *
1881object *present_in_ob(unsigned char type, const object *op) { 1929present_in_ob (unsigned char type, const object *op)
1882 object *tmp; 1930{
1883 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 if(tmp->type==type) 1932 if (tmp->type == type)
1885 return tmp; 1933 return tmp;
1934
1886 return NULL; 1935 return NULL;
1887} 1936}
1888 1937
1889/* 1938/*
1890 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
1898 * 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
1899 * 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
1900 * 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
1901 * to be unique. 1950 * to be unique.
1902 */ 1951 */
1903 1952object *
1904object *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)
1905 object *tmp; 1954{
1906
1907 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909 return tmp; 1957 return tmp;
1910 } 1958
1911 return NULL; 1959 return 0;
1912} 1960}
1913 1961
1914/* 1962/*
1915 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
1916 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
1917 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
1918 */ 1966 */
1919 1967object *
1920object *present_arch_in_ob(const archetype *at, const object *op) { 1968present_arch_in_ob (const archetype *at, const object *op)
1921 object *tmp; 1969{
1922 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 if( tmp->arch == at) 1971 if (tmp->arch->archname == at->archname)
1924 return tmp; 1972 return tmp;
1973
1925 return NULL; 1974 return NULL;
1926} 1975}
1927 1976
1928/* 1977/*
1929 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
1930 */ 1979 */
1980void
1931void flag_inv(object*op, int flag){ 1981flag_inv (object *op, int flag)
1932 object *tmp; 1982{
1933 if(op->inv)
1934 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1983 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 SET_FLAG(tmp, flag); 1984 {
1985 tmp->set_flag (flag);
1936 flag_inv(tmp,flag); 1986 flag_inv (tmp, flag);
1937 } 1987 }
1988}
1989
1938}/* 1990/*
1939 * desactivate recursively a flag on an object inventory 1991 * deactivate recursively a flag on an object inventory
1940 */ 1992 */
1993void
1941void unflag_inv(object*op, int flag){ 1994unflag_inv (object *op, int flag)
1942 object *tmp; 1995{
1943 if(op->inv)
1944 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1996 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 CLEAR_FLAG(tmp, flag); 1997 {
1998 tmp->clr_flag (flag);
1946 unflag_inv(tmp,flag); 1999 unflag_inv (tmp, flag);
1947 } 2000 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956
1957void set_cheat(object *op) {
1958 SET_FLAG(op, FLAG_WAS_WIZ);
1959 flag_inv(op, FLAG_WAS_WIZ);
1960} 2001}
1961 2002
1962/* 2003/*
1963 * 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
1964 * 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
1966 * to search (see the freearr_x/y[] definition). 2007 * to search (see the freearr_x/y[] definition).
1967 * It returns a random choice among the alternatives found. 2008 * It returns a random choice among the alternatives found.
1968 * 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
1969 * does all 4 immediate directions). This returns the index into the 2010 * does all 4 immediate directions). This returns the index into the
1970 * 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)
1971 * Note - this only checks to see if there is space for the head of the
1972 * object - if it is a multispace object, this should be called for all
1973 * pieces.
1974 * Note2: This function does correctly handle tiled maps, but does not 2012 * Note: This function does correctly handle tiled maps, but does not
1975 * inform the caller. However, insert_ob_in_map will update as 2013 * inform the caller. However, insert_ob_in_map will update as
1976 * 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.
1977 * 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
1978 * 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
1979 * 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
1980 * 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
1981 * customized, changed states, etc. 2019 * customized, changed states, etc.
1982 */ 2020 */
1983 2021int
1984int 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)
1985 int i,index=0, flag; 2023{
1986 static int altern[SIZEOFFREE]; 2024 int altern[SIZEOFFREE];
2025 int index = 0;
1987 2026
1988 for(i=start;i<stop;i++) { 2027 for (int i = start; i < stop; i++)
1989 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2028 {
1990 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 {
1991 altern[index++]=i; 2045 altern [index++] = i;
2046 continue;
2047 }
1992 2048
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 2054 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2055 * won't look 2 spaces south of the target space.
2000 */ 2056 */
2001 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2057 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2058 {
2002 stop=maxfree[i]; 2059 stop = maxfree[i];
2003 } 2060 continue;
2004 if(!index) return -1; 2061 }
2005 return altern[RANDOM()%index];
2006}
2007 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
2008/* 2081/*
2009 * find_first_free_spot(archetype, mapstruct, x, y) works like 2082 * find_first_free_spot(archetype, maptile, x, y) works like
2010 * find_free_spot(), but it will search max number of squares. 2083 * find_free_spot(), but it will search max number of squares.
2011 * 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.
2012 * 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.
2013 */ 2086 */
2014 2087int
2015int 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)
2016 int i; 2089{
2017 for(i=0;i<SIZEOFFREE;i++) { 2090 for (int i = 0; i < SIZEOFFREE; i++)
2018 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2091 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2019 return i; 2092 return i;
2020 } 2093
2021 return -1; 2094 return -1;
2022} 2095}
2023 2096
2024/* 2097/*
2025 * The function permute(arr, begin, end) randomly reorders the array 2098 * The function permute(arr, begin, end) randomly reorders the array
2026 * arr[begin..end-1]. 2099 * arr[begin..end-1].
2100 * now uses a fisher-yates shuffle, old permute was broken
2027 */ 2101 */
2102static void
2028static void permute(int *arr, int begin, int end) 2103permute (int *arr, int begin, int end)
2029{ 2104{
2030 int i, j, tmp, len; 2105 arr += begin;
2106 end -= begin;
2031 2107
2032 len = end-begin; 2108 while (--end)
2033 for(i = begin; i < end; i++) 2109 swap (arr [end], arr [rndm (end + 1)]);
2034 {
2035 j = begin+RANDOM()%len;
2036
2037 tmp = arr[i];
2038 arr[i] = arr[j];
2039 arr[j] = tmp;
2040 }
2041} 2110}
2042 2111
2043/* new function to make monster searching more efficient, and effective! 2112/* new function to make monster searching more efficient, and effective!
2044 * This basically returns a randomized array (in the passed pointer) of 2113 * This basically returns a randomized array (in the passed pointer) of
2045 * 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
2046 * 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
2047 * 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
2048 * 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.
2049 */ 2118 */
2119void
2050void get_search_arr(int *search_arr) 2120get_search_arr (int *search_arr)
2051{ 2121{
2052 int i; 2122 int i;
2053 2123
2054 for(i = 0; i < SIZEOFFREE; i++) 2124 for (i = 0; i < SIZEOFFREE; i++)
2055 {
2056 search_arr[i] = i; 2125 search_arr[i] = i;
2057 }
2058 2126
2059 permute(search_arr, 1, SIZEOFFREE1+1); 2127 permute (search_arr, 1, SIZEOFFREE1 + 1);
2060 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2128 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2061 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2129 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2062} 2130}
2063 2131
2064/* 2132/*
2065 * 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
2066 * given map at the given coordinates for live objects. 2134 * given map at the given coordinates for live objects.
2071 * Perhaps incorrectly, but I'm making the assumption that exclude 2139 * Perhaps incorrectly, but I'm making the assumption that exclude
2072 * 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
2073 * 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
2074 * there is capable of. 2142 * there is capable of.
2075 */ 2143 */
2076 2144int
2077int find_dir(mapstruct *m, int x, int y, object *exclude) { 2145find_dir (maptile *m, int x, int y, object *exclude)
2146{
2078 int i,max=SIZEOFFREE, mflags; 2147 int max = SIZEOFFREE;
2079 sint16 nx, ny;
2080 object *tmp;
2081 mapstruct *mp;
2082 MoveType blocked, move_type; 2148 MoveType move_type;
2083 2149
2084 if (exclude && exclude->head) { 2150 if (exclude && exclude->head_ () != exclude)
2151 {
2085 exclude = exclude->head; 2152 exclude = exclude->head;
2086 move_type = exclude->move_type; 2153 move_type = exclude->move_type;
2087 } else { 2154 }
2155 else
2156 {
2088 /* 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. */
2089 move_type=MOVE_ALL; 2158 move_type = MOVE_ALL;
2159 }
2160
2161 for (int i = 1; i < max; i++)
2090 } 2162 {
2163 mapxy pos (m, x, y);
2164 pos.move (i);
2091 2165
2092 for(i=1;i<max;i++) { 2166 if (!pos.normalise ())
2093 mp = m;
2094 nx = x + freearr_x[i]; 2167 max = maxfree[i];
2095 ny = y + freearr_y[i]; 2168 else
2169 {
2170 mapspace &ms = *pos;
2096 2171
2097 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2172 if ((move_type & ms.move_block) == move_type)
2098 if (mflags & P_OUT_OF_MAP) {
2099 max = maxfree[i]; 2173 max = maxfree [i];
2100 } else {
2101 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2102
2103 if ((move_type & blocked) == move_type) {
2104 max=maxfree[i];
2105 } else if (mflags & P_IS_ALIVE) { 2174 else if (ms.flags () & P_IS_ALIVE)
2106 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2175 {
2107 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2176 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2177 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2108 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2178 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2109 break;
2110 }
2111 }
2112 if(tmp) {
2113 return freedir[i]; 2179 return freedir [i];
2114 }
2115 } 2180 }
2116 } 2181 }
2117 } 2182 }
2183
2118 return 0; 2184 return 0;
2119} 2185}
2120 2186
2121/* 2187/*
2122 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2123 * distance between the two given objects. 2189 * distance between the two given objects.
2124 */ 2190 */
2125 2191int
2126int distance(const object *ob1, const object *ob2) { 2192distance (const object *ob1, const object *ob2)
2127 int i; 2193{
2128 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);
2129 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2130 return i;
2131} 2195}
2132 2196
2133/* 2197/*
2134 * 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
2135 * an object which has subtracted the x and y coordinates of another 2199 * for running into direct [dx, dy].
2136 * object, needs to travel toward it. 2200 * (the opposite of crossfire's find_dir_2!)
2137 */ 2201 */
2138 2202int
2139int 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
2140 int q; 2248 int q;
2141 2249
2142 if(y) 2250 if (y)
2143 q=x*100/y; 2251 q = 128 * x / y;
2144 else if (x) 2252 else if (x)
2145 q= -300*x; 2253 q = -512 * x; // to make it > 309
2146 else 2254 else
2147 return 0; 2255 return 0;
2148 2256
2149 if(y>0) { 2257 if (y > 0)
2150 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
2151 return 3 ; 2264 return 3;
2152 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
2153 return 2 ; 2273 return 7;
2154 if (q < 41)
2155 return 1 ;
2156 if (q < 242)
2157 return 8 ;
2158 return 7 ;
2159 } 2274 }
2160 2275#endif
2161 if (q < -242)
2162 return 7 ;
2163 if (q < -41)
2164 return 6 ;
2165 if (q < 41)
2166 return 5 ;
2167 if (q < 242)
2168 return 4 ;
2169
2170 return 3 ;
2171}
2172
2173/*
2174 * absdir(int): Returns a number between 1 and 8, which represent
2175 * the "absolute" direction of a number (it actually takes care of
2176 * "overflow" in previous calculations of a direction).
2177 */
2178
2179int absdir(int d) {
2180 while(d<1) d+=8;
2181 while(d>8) d-=8;
2182 return d;
2183} 2276}
2184 2277
2185/* 2278/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2279 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2280 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2281 */
2189 2282int
2190int dirdiff(int dir1, int dir2) { 2283dirdiff (int dir1, int dir2)
2191 int d; 2284{
2192 d = abs(dir1 - dir2); 2285 int d = abs (dir1 - dir2);
2193 if(d>4) 2286
2194 d = 8 - d; 2287 return d > 4 ? 8 - d : d;
2195 return d;
2196} 2288}
2197 2289
2198/* peterm: 2290/* peterm:
2199 * 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.
2200 * Basically, this is a table of directions, and what directions 2292 * Basically, this is a table of directions, and what directions
2202 * 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
2203 * 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.
2204 * 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
2205 * functions. 2297 * functions.
2206 */ 2298 */
2207
2208int reduction_dir[SIZEOFFREE][3] = { 2299static const int reduction_dir[SIZEOFFREE][3] = {
2209 {0,0,0}, /* 0 */ 2300 {0, 0, 0}, /* 0 */
2210 {0,0,0}, /* 1 */ 2301 {0, 0, 0}, /* 1 */
2211 {0,0,0}, /* 2 */ 2302 {0, 0, 0}, /* 2 */
2212 {0,0,0}, /* 3 */ 2303 {0, 0, 0}, /* 3 */
2213 {0,0,0}, /* 4 */ 2304 {0, 0, 0}, /* 4 */
2214 {0,0,0}, /* 5 */ 2305 {0, 0, 0}, /* 5 */
2215 {0,0,0}, /* 6 */ 2306 {0, 0, 0}, /* 6 */
2216 {0,0,0}, /* 7 */ 2307 {0, 0, 0}, /* 7 */
2217 {0,0,0}, /* 8 */ 2308 {0, 0, 0}, /* 8 */
2218 {8,1,2}, /* 9 */ 2309 {8, 1, 2}, /* 9 */
2219 {1,2,-1}, /* 10 */ 2310 {1, 2, -1}, /* 10 */
2220 {2,10,12}, /* 11 */ 2311 {2, 10, 12}, /* 11 */
2221 {2,3,-1}, /* 12 */ 2312 {2, 3, -1}, /* 12 */
2222 {2,3,4}, /* 13 */ 2313 {2, 3, 4}, /* 13 */
2223 {3,4,-1}, /* 14 */ 2314 {3, 4, -1}, /* 14 */
2224 {4,14,16}, /* 15 */ 2315 {4, 14, 16}, /* 15 */
2225 {5,4,-1}, /* 16 */ 2316 {5, 4, -1}, /* 16 */
2226 {4,5,6}, /* 17 */ 2317 {4, 5, 6}, /* 17 */
2227 {6,5,-1}, /* 18 */ 2318 {6, 5, -1}, /* 18 */
2228 {6,20,18}, /* 19 */ 2319 {6, 20, 18}, /* 19 */
2229 {7,6,-1}, /* 20 */ 2320 {7, 6, -1}, /* 20 */
2230 {6,7,8}, /* 21 */ 2321 {6, 7, 8}, /* 21 */
2231 {7,8,-1}, /* 22 */ 2322 {7, 8, -1}, /* 22 */
2232 {8,22,24}, /* 23 */ 2323 {8, 22, 24}, /* 23 */
2233 {8,1,-1}, /* 24 */ 2324 {8, 1, -1}, /* 24 */
2234 {24,9,10}, /* 25 */ 2325 {24, 9, 10}, /* 25 */
2235 {9,10,-1}, /* 26 */ 2326 {9, 10, -1}, /* 26 */
2236 {10,11,-1}, /* 27 */ 2327 {10, 11, -1}, /* 27 */
2237 {27,11,29}, /* 28 */ 2328 {27, 11, 29}, /* 28 */
2238 {11,12,-1}, /* 29 */ 2329 {11, 12, -1}, /* 29 */
2239 {12,13,-1}, /* 30 */ 2330 {12, 13, -1}, /* 30 */
2240 {12,13,14}, /* 31 */ 2331 {12, 13, 14}, /* 31 */
2241 {13,14,-1}, /* 32 */ 2332 {13, 14, -1}, /* 32 */
2242 {14,15,-1}, /* 33 */ 2333 {14, 15, -1}, /* 33 */
2243 {33,15,35}, /* 34 */ 2334 {33, 15, 35}, /* 34 */
2244 {16,15,-1}, /* 35 */ 2335 {16, 15, -1}, /* 35 */
2245 {17,16,-1}, /* 36 */ 2336 {17, 16, -1}, /* 36 */
2246 {18,17,16}, /* 37 */ 2337 {18, 17, 16}, /* 37 */
2247 {18,17,-1}, /* 38 */ 2338 {18, 17, -1}, /* 38 */
2248 {18,19,-1}, /* 39 */ 2339 {18, 19, -1}, /* 39 */
2249 {41,19,39}, /* 40 */ 2340 {41, 19, 39}, /* 40 */
2250 {19,20,-1}, /* 41 */ 2341 {19, 20, -1}, /* 41 */
2251 {20,21,-1}, /* 42 */ 2342 {20, 21, -1}, /* 42 */
2252 {20,21,22}, /* 43 */ 2343 {20, 21, 22}, /* 43 */
2253 {21,22,-1}, /* 44 */ 2344 {21, 22, -1}, /* 44 */
2254 {23,22,-1}, /* 45 */ 2345 {23, 22, -1}, /* 45 */
2255 {45,47,23}, /* 46 */ 2346 {45, 47, 23}, /* 46 */
2256 {23,24,-1}, /* 47 */ 2347 {23, 24, -1}, /* 47 */
2257 {24,9,-1}}; /* 48 */ 2348 {24, 9, -1}
2349}; /* 48 */
2258 2350
2259/* Recursive routine to step back and see if we can 2351/* Recursive routine to step back and see if we can
2260 * find a path to that monster that we found. If not, 2352 * find a path to that monster that we found. If not,
2261 * we don't bother going toward it. Returns 1 if we 2353 * we don't bother going toward it. Returns 1 if we
2262 * can see a direct way to get it 2354 * can see a direct way to get it
2263 * Modified to be map tile aware -.MSW 2355 * Modified to be map tile aware -.MSW
2264 */ 2356 */
2265 2357int
2266
2267int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2358can_see_monsterP (maptile *m, int x, int y, int dir)
2359{
2268 sint16 dx, dy; 2360 sint16 dx, dy;
2269 int mflags; 2361 int mflags;
2270 2362
2363 if (dir < 0)
2271 if(dir<0) return 0; /* exit condition: invalid direction */ 2364 return 0; /* exit condition: invalid direction */
2272 2365
2273 dx = x + freearr_x[dir]; 2366 dx = x + DIRX (dir);
2274 dy = y + freearr_y[dir]; 2367 dy = y + DIRY (dir);
2275 2368
2276 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2369 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2277 2370
2278 /* This functional arguably was incorrect before - it was 2371 /* This functional arguably was incorrect before - it was
2279 * checking for P_WALL - that was basically seeing if 2372 * checking for P_WALL - that was basically seeing if
2280 * we could move to the monster - this is being more 2373 * we could move to the monster - this is being more
2281 * 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
2282 * 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
2283 * at least its move type. 2376 * at least its move type.
2284 */ 2377 */
2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2378 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2379 return 0;
2286 2380
2287 /* yes, can see. */ 2381 /* yes, can see. */
2288 if(dir < 9) return 1; 2382 if (dir < 9)
2383 return 1;
2384
2289 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2385 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2386 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2387 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292} 2388}
2293 2389
2294
2295
2296/* 2390/*
2297 * 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
2298 * picked up by the picker. Returnes 1 if it can be 2392 * picked up by the picker. Returnes 1 if it can be
2299 * picked up, otherwise 0. 2393 * picked up, otherwise 0.
2300 * 2394 *
2301 * 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
2302 * core dumps if they do. 2396 * core dumps if they do.
2303 * 2397 *
2304 * 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)
2305 */ 2399 */
2306 2400int
2307int can_pick(const object *who, const object *item) { 2401can_pick (const object *who, const object *item)
2308 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2402{
2309 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2403 return /*who->flag [FLAG_WIZ]|| */
2310 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2404 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2311 (who->type==PLAYER||item->weight<who->weight/3)); 2405 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2312} 2406}
2313 2407
2408//-GPL
2314 2409
2315/* 2410/*
2316 * create clone from object to another 2411 * create clone from object to another
2317 */ 2412 */
2318object *object_create_clone (object *asrc) { 2413object *
2319 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2414object::deep_clone ()
2415{
2416 assert (("deep_clone called on non-head object", is_head ()));
2320 2417
2321 if(!asrc) return NULL; 2418 object *dst = clone ();
2322 src = asrc;
2323 if(src->head)
2324 src = src->head;
2325 2419
2326 prev = NULL; 2420 object *prev = dst;
2327 for(part = src; part; part = part->more) { 2421 for (object *part = this->more; part; part = part->more)
2328 tmp = get_object(); 2422 {
2329 copy_object(part,tmp); 2423 object *tmp = part->clone ();
2330 tmp->x -= src->x;
2331 tmp->y -= src->y;
2332 if(!part->head) {
2333 dst = tmp;
2334 tmp->head = NULL;
2335 } else {
2336 tmp->head = dst; 2424 tmp->head = dst;
2337 }
2338 tmp->more = NULL;
2339 if(prev)
2340 prev->more = tmp; 2425 prev->more = tmp;
2341 prev = tmp; 2426 prev = tmp;
2342 } 2427 }
2343 /*** copy inventory ***/ 2428
2344 for(item = src->inv; item; item = item->below) { 2429 for (object *item = inv; item; item = item->below)
2345 (void) insert_ob_in_ob(object_create_clone(item),dst); 2430 insert_ob_in_ob (item->deep_clone (), dst);
2346 }
2347 2431
2348 return dst; 2432 return dst;
2349}
2350
2351/* return true if the object was destroyed, 0 otherwise */
2352int was_destroyed (const object *op, tag_t old_tag)
2353{
2354 /* checking for FLAG_FREED isn't necessary, but makes this function more
2355 * robust */
2356 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2357}
2358
2359/* GROS - Creates an object using a string representing its content. */
2360/* Basically, we save the content of the string to a temp file, then call */
2361/* load_object on it. I admit it is a highly inefficient way to make things, */
2362/* but it was simple to make and allows reusing the load_object function. */
2363/* Remember not to use load_object_str in a time-critical situation. */
2364/* Also remember that multiparts objects are not supported for now. */
2365
2366object* load_object_str(const char *obstr)
2367{
2368 object *op;
2369 char filename[MAX_BUF];
2370 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2371
2372 FILE *tempfile=fopen(filename,"w");
2373 if (tempfile == NULL)
2374 {
2375 LOG(llevError,"Error - Unable to access load object temp file\n");
2376 return NULL;
2377 };
2378 fprintf(tempfile,obstr);
2379 fclose(tempfile);
2380
2381 op=get_object();
2382
2383 object_thawer thawer (filename);
2384
2385 if (thawer)
2386 load_object(thawer,op,0);
2387
2388 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2389 CLEAR_FLAG(op,FLAG_REMOVED);
2390
2391 return op;
2392} 2433}
2393 2434
2394/* This returns the first object in who's inventory that 2435/* This returns the first object in who's inventory that
2395 * has the same type and subtype match. 2436 * has the same type and subtype match.
2396 * returns NULL if no match. 2437 * returns NULL if no match.
2397 */ 2438 */
2439object *
2398object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2440find_obj_by_type_subtype (const object *who, int type, int subtype)
2399{ 2441{
2400 object *tmp;
2401
2402 for (tmp=who->inv; tmp; tmp=tmp->below) 2442 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2403 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2443 if (tmp->type == type && tmp->subtype == subtype)
2444 return tmp;
2404 2445
2405 return NULL; 2446 return 0;
2406} 2447}
2407 2448
2408/* If ob has a field named key, return the link from the list, 2449/* Zero the key_values on op, decrementing the shared-string
2409 * otherwise return NULL. 2450 * refcounts and freeing the links.
2410 * 2451 */
2411 * key must be a passed in shared string - otherwise, this won't 2452void
2412 * do the desired thing. 2453key_values::clear ()
2413 */ 2454{
2414key_value * get_ob_key_link(const object * ob, const char * key) { 2455 for (key_value *kvp = first; kvp; )
2415 key_value * link;
2416 2456 {
2417 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)
2418 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;
2419 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 return *this;
2541}
2542
2543object::depth_iterator::depth_iterator (object *container)
2544: iterator_base (container)
2545{
2546 while (item->inv)
2547 item = item->inv;
2548}
2549
2550void
2551object::depth_iterator::next ()
2552{
2553 if (item->below)
2554 {
2555 item = item->below;
2556
2557 while (item->inv)
2558 item = item->inv;
2559 }
2560 else
2561 item = item->env;
2562}
2563
2564const char *
2565object::flag_desc (char *desc, int len) const
2566{
2567 char *p = desc;
2568 bool first = true;
2569
2570 *p = 0;
2571
2572 for (int i = 0; i < NUM_FLAGS; i++)
2573 {
2574 if (len <= 10) // magic constant!
2575 {
2576 snprintf (p, len, ",...");
2577 break;
2420 } 2578 }
2421 }
2422
2423 return NULL;
2424}
2425 2579
2426/* 2580 if (flag [i])
2427 * Returns the value of op has an extra_field for key, or NULL.
2428 *
2429 * The argument doesn't need to be a shared string.
2430 *
2431 * The returned string is shared.
2432 */
2433const char * get_ob_key_value(const object * op, const char * const key) {
2434 key_value * link;
2435 const char * canonical_key;
2436
2437 canonical_key = shstr::find (key);
2438
2439 if (canonical_key == NULL) {
2440 /* 1. There being a field named key on any object
2441 * implies there'd be a shared string to find.
2442 * 2. Since there isn't, no object has this field.
2443 * 3. Therefore, *this* object doesn't have this field.
2444 */ 2581 {
2445 return NULL; 2582 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2446 } 2583 len -= cnt;
2447 2584 p += cnt;
2448 /* This is copied from get_ob_key_link() above - 2585 first = false;
2449 * only 4 lines, and saves the function call overhead.
2450 */
2451 for (link = op->key_values; link != NULL; link = link->next) {
2452 if (link->key == canonical_key) {
2453 return link->value;
2454 } 2586 }
2455 } 2587 }
2588
2589 return desc;
2590}
2591
2592// return a suitable string describing an object in enough detail to find it
2593const char *
2594object::debug_desc (char *info) const
2595{
2596 char flagdesc[512];
2597 char info2[256 * 4];
2598 char *p = info;
2599
2600 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2601 count,
2602 uuid.c_str (),
2603 &name,
2604 title ? ",title:\"" : "",
2605 title ? (const char *)title : "",
2606 title ? "\"" : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634//+GPL
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2456 return NULL; 2640 return;
2457}
2458 2641
2642 object *old_container = container;
2459 2643
2460/* 2644 if (old_container)
2461 * Updates the canonical_key in op to value.
2462 *
2463 * canonical_key is a shared string (value doesn't have to be).
2464 *
2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2466 * keys.
2467 *
2468 * Returns TRUE on success.
2469 */
2470int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2471 key_value * field = NULL, *last=NULL;
2472 2645 {
2473 for (field=op->key_values; field != NULL; field=field->next) { 2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2474 if (field->key != canonical_key) { 2647 return;
2475 last = field; 2648
2476 continue; 2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 // make sure the container is available
2657 esrv_send_item (this, old_container);
2658
2659 old_container->flag [FLAG_APPLIED] = false;
2660 container = 0;
2661
2662 // client needs item update to make it work, client bug requires this to be separate
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = new_container->other_arch->instance ();
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2477 } 2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2686
2687 // make sure the container is available, client bug requires this to be separate
2688 esrv_send_item (this, new_container);
2689
2690 new_container->flag [FLAG_APPLIED] = true;
2691 container = new_container;
2692
2693 // client needs flag change
2694 esrv_update_item (UPD_FLAGS, this, new_container);
2695 esrv_send_inventory (this, new_container);
2696 play_sound (sound_find ("chest_open"));
2478 2697 }
2479 if (value) 2698// else if (!old_container->env && contr && contr->ns)
2480 field->value = value; 2699// contr->ns->floorbox_reset ();
2481 else { 2700}
2482 /* Basically, if the archetype has this key set,
2483 * we need to store the null value so when we save
2484 * it, we save the empty value so that when we load,
2485 * we get this value back again.
2486 */
2487 if (get_ob_key_link (&op->arch->clone, canonical_key))
2488 field->value = 0;
2489 else
2490 {
2491 if (last) last->next = field->next;
2492 else op->key_values = field->next;
2493 2701
2494 delete field; 2702//-GPL
2495 }
2496 }
2497 return TRUE;
2498 }
2499 /* IF we get here, key doesn't exist */
2500 2703
2501 /* No field, we'll have to add it. */ 2704// prefetch some flat area around the player
2705static void
2706prefetch_surrounding_area (object *op, maptile *map, int range)
2707{
2708 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2709 op->x - range , op->y - range ,
2710 op->x + range + 1, op->y + range + 1);
2711 rect->m;
2712 ++rect)
2502 2713 {
2503 if (!add_key) { 2714 rect->m->touch ();
2504 return FALSE; 2715 rect->m->activate ();
2505 }
2506 /* There isn't any good reason to store a null
2507 * value in the key/value list. If the archetype has
2508 * this key, then we should also have it, so shouldn't
2509 * be here. If user wants to store empty strings,
2510 * should pass in ""
2511 */
2512 if (value == NULL) return TRUE;
2513 2716 }
2514 field = new key_value; 2717}
2718
2719// prefetch a generous area around the player, also up and down
2720void
2721object::prefetch_surrounding_maps ()
2722{
2723 prefetch_surrounding_area (this, map, 40);
2724
2725 if (maptile *m = map->tile_available (TILE_DOWN))
2726 prefetch_surrounding_area (this, m, 20);
2727
2728 if (maptile *m = map->tile_available (TILE_UP))
2729 prefetch_surrounding_area (this, m, 20);
2730}
2731
2732//+GPL
2733
2734object *
2735object::force_find (shstr_tmp name)
2736{
2737 /* cycle through his inventory to look for the MARK we want to
2738 * place
2739 */
2740 for (object *tmp = inv; tmp; tmp = tmp->below)
2741 if (tmp->type == FORCE && tmp->slaying == name)
2742 return splay (tmp);
2743
2744 return 0;
2745}
2746
2747void
2748object::force_set_timer (int duration)
2749{
2750 this->duration = 1;
2751 this->speed_left = -1.f;
2752
2753 this->set_speed (duration ? 1.f / duration : 0.f);
2754}
2755
2756object *
2757object::force_add (shstr_tmp name, int duration)
2758{
2759 if (object *force = force_find (name))
2760 force->destroy ();
2761
2762 object *force = archetype::get (FORCE_NAME);
2763
2764 force->slaying = name;
2765 force->force_set_timer (duration);
2766 force->flag [FLAG_APPLIED] = true;
2767
2768 return insert (force);
2769}
2770
2771void
2772object::play_sound (faceidx sound) const
2773{
2774 if (!sound)
2775 return;
2776
2777 if (is_on_map ())
2778 map->play_sound (sound, x, y);
2779 else if (object *pl = in_player ())
2780 pl->contr->play_sound (sound);
2781}
2782
2783void
2784object::say_msg (const char *msg) const
2785{
2786 if (is_on_map ())
2787 map->say_msg (msg, x, y);
2788 else if (object *pl = in_player ())
2789 pl->contr->play_sound (sound);
2790}
2791
2792void
2793object::make_noise ()
2794{
2795 // we do not model noise in the map, so instead put
2796 // a temporary light into the noise source
2797 // could use the map instead, but that's less reliable for our
2798 // goal, which is to make invisibility a bit harder to exploit
2799
2800 // currently only works sensibly for players
2801 if (!is_player ())
2802 return;
2803
2804 // find old force, or create new one
2805 object *force = force_find (shstr_noise_force);
2806
2807 if (force)
2808 force->speed_left = -1.f; // patch old speed up
2809 else
2515 2810 {
2516 field->key = canonical_key; 2811 force = archetype::get (shstr_noise_force);
2517 field->value = value; 2812
2518 /* Usual prepend-addition. */ 2813 force->slaying = shstr_noise_force;
2519 field->next = op->key_values; 2814 force->stats.food = 1;
2520 op->key_values = field; 2815 force->speed_left = -1.f;
2816
2817 force->set_speed (1.f / 4.f);
2818 force->flag [FLAG_IS_USED_UP] = true;
2819 force->flag [FLAG_APPLIED] = true;
2820
2821 insert (force);
2521 2822 }
2823}
2824
2825void object::change_move_type (MoveType mt)
2826{
2827 if (move_type == mt)
2828 return;
2829
2830 if (is_on_map ())
2831 {
2832 // we are on the map, so handle move_on/off effects
2833 remove ();
2834 move_type = mt;
2835 map->insert (this, x, y, this);
2836 }
2837 else
2838 move_type = mt;
2839}
2840
2841/* object should be a player.
2842 * we return the object the player has marked with the 'mark' command
2843 * below. If no match is found (or object has changed), we return
2844 * NULL. We leave it up to the calling function to print messages if
2845 * nothing is found.
2846 */
2847object *
2848object::mark () const
2849{
2850 if (contr && contr->mark && contr->mark->env == this)
2851 return contr->mark;
2852 else
2522 return TRUE; 2853 return 0;
2523} 2854}
2524 2855
2525/* 2856// put marked object first in the inventory
2526 * Updates the key in op to value. 2857// this is used by identify-like spells so players can influence
2527 * 2858// the order a bit.
2528 * If add_key is FALSE, this will only update existing keys, 2859void
2529 * and not add new ones. 2860object::splay_marked ()
2530 * In general, should be little reason FALSE is ever passed in for add_key
2531 *
2532 * Returns TRUE on success.
2533 */
2534int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2535{ 2861{
2536 shstr key_ (key); 2862 if (object *marked = mark ())
2537 return set_ob_key_value_s (op, key_, value, add_key); 2863 splay (marked);
2538} 2864}
2865

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