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Comparing deliantra/server/common/object.C (file contents):
Revision 1.4 by root, Sat Aug 26 23:36:30 2006 UTC vs.
Revision 1.349 by root, Sun May 8 11:44:43 2011 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.4 2006/08/26 23:36:30 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 31
53object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
57short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55};
60short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 61};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
69 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
95static void
96write_uuid (uval64 skip, bool sync)
97{
98 CALL_BEGIN (2);
99 CALL_ARG_SV (newSVval64 (skip));
100 CALL_ARG_SV (boolSV (sync));
101 CALL_CALL ("cf::write_uuid", G_DISCARD);
102 CALL_END;
103}
104
105static void
106read_uuid ()
107{
108 char filename[MAX_BUF];
109
110 sprintf (filename, "%s/uuid", settings.localdir);
111
112 seq_next_save = 0;
113
114 FILE *fp;
115
116 if (!(fp = fopen (filename, "r")))
117 {
118 if (errno == ENOENT)
119 {
120 LOG (llevInfo, "RESET uid to 1\n");
121 UUID::cur.seq = 0;
122 write_uuid (UUID_GAP, true);
123 return;
124 }
125
126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
127 _exit (1);
128 }
129
130 char buf [UUID::MAX_LEN];
131 buf[0] = 0;
132 fgets (buf, sizeof (buf), fp);
133
134 if (!UUID::cur.parse (buf))
135 {
136 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
137 _exit (1);
138 }
139
140 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
141
142 write_uuid (UUID_GAP, true);
143 fclose (fp);
144}
145
146UUID
147UUID::gen ()
148{
149 UUID uid;
150
151 uid.seq = ++cur.seq;
152
153 if (expect_false (cur.seq >= seq_next_save))
154 {
155 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
156 write_uuid (UUID_GAP, false);
157 }
158
159
160 return uid;
161}
162
163void
164UUID::init ()
165{
166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
232}
70 233
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
235static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 236compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 237{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
78 */ 241 */
79 242
80 /* For each field in wants, */ 243 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
82 key_value * has_field; 245 if (has->kv.get (kv->key) != kv->value)
83 246 return false;
84 /* Look for a field in has with the same key. */ 247
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 249 return true;
103} 250}
104 251
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 252/* Returns TRUE if ob1 has the same key_values as ob2. */
253static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 254compare_ob_value_lists (const object *ob1, const object *ob2)
255{
107 /* However, there may be fields in has which aren't partnered in wants, 256 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 257 * so we need to run the comparison *twice*. :(
109 */ 258 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 259 return compare_ob_value_lists_one (ob1, ob2)
260 && compare_ob_value_lists_one (ob2, ob1);
111} 261}
112 262
113/* Function examines the 2 objects given to it, and returns true if 263/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 264 * they can be merged together.
115 * 265 *
116 * Note that this function appears a lot longer than the macro it 266 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 267 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 268 * reduce this to the same efficiency.
119 * 269 *
120 * Check nrof variable *before* calling CAN_MERGE() 270 * Check nrof variable *before* calling can_merge()
121 * 271 *
122 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
123 * check weight 273 * check weight
124 */ 274 */
125 275bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 276{
127
128 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 278 if (ob1 == ob2
279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
284 return 0;
130 285
131 if (ob1->speed != ob2->speed) return 0; 286 /* Do not merge objects if nrof would overflow, assume nrof
287 * is always 0 .. 2**31-1 */
288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
289 return 0;
290
291 /* If the objects have been identified, set the BEEN_APPLIED flag.
292 * This is to the comparison of the flags below will be OK. We
293 * just can't ignore the been applied or identified flags, as they
294 * are not equal - just if it has been identified, the been_applied
295 * flags lose any meaning.
296 */
297 if (ob1->flag [FLAG_IDENTIFIED])
298 ob1->set_flag (FLAG_BEEN_APPLIED);
299
300 if (ob2->flag [FLAG_IDENTIFIED])
301 ob2->set_flag (FLAG_BEEN_APPLIED);
302
303 if (ob1->arch->archname != ob2->arch->archname
304 || ob1->name != ob2->name
305 || ob1->title != ob2->title
306 || ob1->msg != ob2->msg
307 || ob1->weight != ob2->weight
308 || ob1->attacktype != ob2->attacktype
309 || ob1->magic != ob2->magic
310 || ob1->slaying != ob2->slaying
311 || ob1->skill != ob2->skill
312 || ob1->value != ob2->value
313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
315 || ob1->client_type != ob2->client_type
316 || ob1->material != ob2->material
317 || ob1->lore != ob2->lore
318 || ob1->subtype != ob2->subtype
319 || ob1->move_type != ob2->move_type
320 || ob1->move_block != ob2->move_block
321 || ob1->move_allow != ob2->move_allow
322 || ob1->move_on != ob2->move_on
323 || ob1->move_off != ob2->move_off
324 || ob1->move_slow != ob2->move_slow
325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
328 return 0;
329
330 if ((ob1->flag ^ ob2->flag)
331 .reset (FLAG_INV_LOCKED)
332 .reset (FLAG_REMOVED)
333 .any ())
334 return 0;
335
336 /* This is really a spellbook check - we should in general
337 * not merge objects with real inventories, as splitting them
338 * is hard.
339 */
340 if (ob1->inv || ob2->inv)
341 {
342 if (!(ob1->inv && ob2->inv))
343 return 0; /* inventories differ in length */
344
345 if (ob1->inv->below || ob2->inv->below)
346 return 0; /* more than one object in inv */
347
348 if (!object::can_merge (ob1->inv, ob2->inv))
349 return 0; /* inventory objects differ */
350
351 /* inventory ok - still need to check rest of this object to see
352 * if it is valid.
353 */
354 }
355
356 /* Don't merge objects that are applied. With the new 'body' code,
357 * it is possible for most any character to have more than one of
358 * some items equipped, and we don't want those to merge.
359 */
360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 return 0;
362
132 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
134 * check? 365 * check?
135 */ 366 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
137 return 0;
138
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 368 return 0;
208 369
209 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) { 370 switch (ob1->type)
371 {
217 case SCROLL: 372 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 373 if (ob1->level != ob2->level)
374 return 0;
219 break; 375 break;
376 }
220 377
378 if (!ob1->kv.empty () || !ob2->kv.empty ())
221 } 379 {
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 381 if (ob1->kv.empty () != ob2->kv.empty ())
225 /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
383
384 if (!compare_ob_value_lists (ob1, ob2))
385 return 0;
386 }
387
388 if (ob1->self || ob2->self)
389 {
390 ob1->optimise ();
391 ob2->optimise ();
392
393 if (ob1->self || ob2->self)
394 {
395 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
396 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
397
398 if (k1 != k2)
226 return 0; 399 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 400
401 if (k1 == 0)
402 return 1;
403
404 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 405 return 0;
229 } 406 }
230 } 407 }
231 408
232 /* Everything passes, must be OK. */ 409 /* Everything passes, must be OK. */
233 return 1; 410 return 1;
234} 411}
235 412
413// find player who can see this object
414object *
415object::visible_to () const
416{
417 if (client_visible () && !flag [FLAG_REMOVED])
418 {
419 // see if we are in a container of sorts
420 if (env)
421 {
422 // the player inventory itself is always visible
423 if (env->is_player ())
424 return env;
425
426 // else a player could have our env open
427 object *envest = env->outer_env_or_self ();
428
429 // the player itself is always on a map, so we will find him here
430 // even if our inv is in a player.
431 if (envest->is_on_map ())
432 if (object *pl = envest->ms ().player ())
433 if (pl->container_ () == env)
434 return pl;
435 }
436 else
437 {
438 // maybe there is a player standing on the same mapspace
439 // this will catch the case where "this" is a player
440 if (object *pl = ms ().player ())
441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
443 return pl;
444 }
445 }
446
447 return 0;
448}
449
450// adjust weight per container type ("of holding")
451static uint32
452weight_adjust_for (object *op, uint32 weight)
453{
454 return op->type == CONTAINER
455 ? weight - weight * op->stats.Str / 100
456 : weight;
457}
458
236/* 459/*
460 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying.
462 */
463static void
464adjust_weight (object *op, sint32 sub, sint32 add)
465{
466 while (op)
467 {
468 sint32 ocarrying = op->carrying;
469
470 op->carrying -= weight_adjust_for (op, sub);
471 op->carrying += weight_adjust_for (op, add);
472
473 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op);
476
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env;
481 }
482}
483
484/*
237 * sum_weight() is a recursive function which calculates the weight 485 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 486 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 487 * containers are carrying, and sums it up.
240 */ 488 */
241signed long sum_weight(object *op) { 489void
242 signed long sum; 490object::update_weight ()
243 object *inv; 491{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 492 sint32 sum = 0;
245 if (inv->inv) 493
246 sum_weight(inv); 494 for (object *op = inv; op; op = op->below)
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 495 {
496 op->update_weight ();
497
498 sum += weight_adjust_for (this, op->total_weight ());
248 } 499 }
249 if (op->type == CONTAINER && op->stats.Str) 500
250 sum = (sum * (100 - op->stats.Str))/100; 501 if (sum != carrying)
251 if(op->carrying != sum) 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
252 op->carrying = sum; 507 carrying = sum;
253 return sum;
254}
255 508
509 if (object *pl = visible_to ())
510 if (pl != this) // player is handled lazily
511 esrv_update_item (UPD_WEIGHT, pl, this);
512 }
513}
514
256/** 515/*
257 * Return the outermost environment object for a given object. 516 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 517 */
259 518char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 519dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 520{
340 char *cp; 521 if (!op)
522 return strdup ("[NULLOBJ]");
341 523
342 if(op==NULL) 524 object_freezer freezer;
343 { 525 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 526 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368} 527}
369 528
370/* 529char *
371 * This is really verbose...Can be triggered by the P key while in DM mode. 530object::as_string ()
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 531{
373 */ 532 return dump_object (this);
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381}
382
383/*
384 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388
389object *get_nearest_part(object *op, const object *pl) {
390 object *tmp,*closest;
391 int last_dist,i;
392 if(op->more==NULL)
393 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395 if((i=distance(tmp,pl))<last_dist)
396 closest=tmp,last_dist=i;
397 return closest;
398} 533}
399 534
400/* 535/*
401 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
537 * VERRRY slow.
402 */ 538 */
403 539object *
404object *find_object(tag_t i) { 540find_object (tag_t i)
405 object *op; 541{
406 for(op=objects;op!=NULL;op=op->next) 542 for_all_objects (op)
407 if(op->count==i) 543 if (op->count == i)
408 break;
409 return op; 544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
410} 562}
411 563
412/* 564/*
413 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
416 */ 568 */
417 569object *
418object *find_object_name(const char *str) { 570find_object_name (const char *str)
419 const char *name=add_string(str); 571{
420 object *op; 572 shstr_cmp str_ (str);
421 for(op=objects;op!=NULL;op=op->next) 573
422 if(op->name==name) 574 if (str_)
423 break; 575 for_all_objects (op)
424 free_string(name); 576 if (op->name == str_)
577 return op;
578
425 return op; 579 return 0;
426} 580}
427
428void free_all_object_data(void) {
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{
470 if (!op) return;
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477}
478
479
480 581
481/* 582/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 584 * skill and experience objects.
484 */ 585 * ACTUALLY NO! investigate! TODO
485void set_owner (object *op, object *owner)
486{
487 if(owner==NULL||op==NULL)
488 return;
489
490 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid.
496 */
497 while (owner->owner && owner!=owner->owner &&
498 owner->ownercount==owner->owner->count) owner=owner->owner;
499
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */ 586 */
529 if (clone->type == PLAYER) owner=clone; 587void
530 else return; 588object::set_owner (object *owner)
531 } 589{
532 set_owner(op, owner); 590 // allow objects which own objects
591 if (owner)
592 while (owner->owner)
593 owner = owner->owner;
533 594
534} 595 if (flag [FLAG_FREED])
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553}
554
555/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links.
557 */
558static void free_key_values(object * op) {
559 key_value * i;
560 key_value * next = NULL;
561 596 {
562 if (op->key_values == NULL) return; 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
598 return;
563 599 }
564 for (i = op->key_values; i != NULL; i = next) {
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL;
575}
576 600
577 601 this->owner = owner;
578/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650} 602}
651 603
652/* 604/*
653 * copy object first frees everything allocated by the second object, 605 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 606 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 607 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 608 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 609 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 610 * will point at garbage.
659 */ 611 */
612void
613object::copy_to (object *dst)
614{
615 dst->remove ();
616 *(object_copy *)dst = *this;
660 617
661void copy_object(object *op2, object *op) { 618 // maybe move to object_copy?
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619 dst->kv = kv;
663 event *evt, *evt2, *evt_new;
664 620
665 op->clear (); 621 dst->flag [FLAG_REMOVED] = true;
622 dst->activate ();
623}
666 624
667 /* Decrement the refcounts, but don't bother zeroing the fields; 625void
668 they'll be overwritten by memcpy. */ 626object::instantiate ()
669 if(op->name!=NULL) free_string(op->name); 627{
670 if(op->name_pl!=NULL) free_string(op->name_pl); 628 if (!uuid.seq) // HACK
671 if(op->title!=NULL) free_string(op->title); 629 uuid = UUID::gen ();
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 630
680 /* Basically, same code as from clear_object() */ 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
681 for (evt = op->events; evt; evt=evt2) { 632 if (flag [FLAG_RANDOM_SPEED] && speed)
682 evt2 = evt->next; 633 speed_left = - speed - rndm (); // TODO animation
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
712
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) {
736 key_value * tail = NULL;
737 key_value * i;
738
739 op->key_values = NULL;
740
741 for (i = op2->key_values; i != NULL; i = i->next) {
742 key_value * new_link = (key_value *) malloc(sizeof(key_value));
743
744 new_link->next = NULL;
745 new_link->key = add_refcount(i->key);
746 if (i->value)
747 new_link->value = add_refcount(i->value);
748 else 634 else
749 new_link->value = NULL; 635 speed_left = -1.;
750 636
751 /* Try and be clever here, too. */ 637 /* copy the body_info to the body_used - this is only really
752 if (op->key_values == NULL) { 638 * need for monsters, but doesn't hurt to do it for everything.
753 op->key_values = new_link; 639 * by doing so, when a monster is created, it has good starting
754 tail = new_link; 640 * values for the body_used info, so when items are created
755 } else { 641 * for it, they can be properly equipped.
756 tail->next = new_link;
757 tail = new_link;
758 }
759 }
760 }
761
762 update_ob_speed(op);
763}
764
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */ 642 */
816 op = realloc(op, sizeof(object)); 643 for (int i = NUM_BODY_LOCATIONS; i--; )
817 SET_FLAG(op, FLAG_REMOVED); 644 slot[i].used = slot[i].info;
818 SET_FLAG(op, FLAG_FREED);
819#endif
820 645
821 if(!QUERY_FLAG(op,FLAG_FREED)) { 646 attachable::instantiate ();
822 LOG(llevError,"Fatal: Getting busy object.\n"); 647}
823 } 648
824 free_objects=op->next; 649object *
825 if(free_objects!=NULL) 650object::clone ()
826 free_objects->prev=NULL; 651{
827 op->count= ++ob_count; 652 object *neu = create ();
828 op->name=NULL; 653 copy_to (neu);
829 op->name_pl=NULL; 654
830 op->title=NULL; 655 // TODO: unclean state changes, should not be done in clone AND instantiate
831 op->race=NULL; 656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
832 op->slaying=NULL; 657 neu->speed_left = - neu->speed - rndm (); // TODO animation
833 op->skill = NULL; 658
834 op->lore=NULL; 659 neu->map = map; // not copied by copy_to
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 660 return neu;
848} 661}
849 662
850/* 663/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 664 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 665 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
854 */ 667 */
855 668void
856void update_turn_face(object *op) { 669update_turn_face (object *op)
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 670{
858 return; 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
672 return;
673
859 SET_ANIMATION(op, op->direction); 674 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
861} 676}
862 677
863/* 678/*
864 * Updates the speed of an object. If the speed changes from 0 to another 679 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 680 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
867 */ 682 */
683void
684object::set_speed (float speed)
685{
686 this->speed = speed;
868 687
869void update_ob_speed(object *op) { 688 if (has_active_speed ())
870 extern int arch_init; 689 activate ();
871
872 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
878#ifdef MANY_CORES
879 abort();
880#else
881 op->speed = 0;
882#endif
883 }
884 if (arch_init) {
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return;
891
892 /* process_events() expects us to insert the object at the beginning
893 * of the list. */
894 op->active_next = active_objects;
895 if (op->active_next!=NULL)
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 690 else
900 /* If not on the active list, nothing needs to be done */ 691 deactivate ();
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917} 692}
918 693
919/* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927void remove_from_active_list(object *op)
928{
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945}
946
947/* 694/*
948 * update_object() updates the array which represents the map. 695 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 696 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 697 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 698 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 699 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of 700 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 701 * updating that window, though, since update_object() is called _often_)
955 * 702 *
956 * action is a hint of what the caller believes need to be done. 703 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 704 * current action are:
962 * UP_OBJ_INSERT: op was inserted 705 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 706 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 707 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 708 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 709 * UP_OBJ_FACE: only the objects face has changed.
967 */ 710 */
968 711void
969void update_object(object *op, int action) { 712update_object (object *op, int action)
970 int update_now=0, flags; 713{
971 MoveType move_on, move_off, move_block, move_slow; 714 if (!op)
972 715 {
973 if (op == NULL) {
974 /* this should never happen */ 716 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 717 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
976 return; 718 return;
977 }
978 719 }
979 if(op->env!=NULL) { 720
721 if (!op->is_on_map ())
722 {
980 /* Animation is currently handled by client, so nothing 723 /* Animation is currently handled by client, so nothing
981 * to do in this case. 724 * to do in this case.
982 */
983 return;
984 }
985
986 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways.
988 */ 725 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 726 return;
990 727 }
728
991 /* make sure the object is within map boundaries */ 729 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 730 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 731 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 732 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 733#ifdef MANY_CORES
996 abort(); 734 abort ();
997#endif 735#endif
998 return; 736 return;
999 }
1000 737 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 738
739 mapspace &m = op->ms ();
740
741 if (!(m.flags_ & P_UPTODATE))
742 m.update_up (); // nothing to do except copy up
1008 if (action == UP_OBJ_INSERT) { 743 else if (action == UP_OBJ_INSERT)
744 {
745#if 0
746 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1; 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
1011 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
1013 update_now=1; 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
1014 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 753 || (m.move_on | op->move_on ) != m.move_on
1016 update_now=1; 754 || (m.move_off | op->move_off ) != m.move_off
1017 755 || (m.move_slow | op->move_slow) != m.move_slow
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 757 * have move_allow right now.
1025 */ 758 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 760 m.invalidate ();
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 761#else
762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
763 m.invalidate ();
764#endif
1029 } 765 }
1030 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 768 * that is being removed.
1033 */ 769 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 771 m.invalidate ();
1036 } else if (action == UP_OBJ_FACE) { 772 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 773 m.update_up (); // nothing to do for that case, except copy up
1038 }
1039 else { 774 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 776
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 777 if (op->more)
1049 update_object(op->more, action); 778 update_object (op->more, action);
1050} 779}
1051 780
781object::object ()
782{
783 this->set_flag (FLAG_REMOVED);
1052 784
1053/* 785 //expmul = 1.0; declared const for the time being
1054 * free_object() frees everything allocated by an object, removes 786 face = blank_face;
1055 * it from the list of used objects, and puts it on the list of 787 material = MATERIAL_NULL;
1056 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for
1058 * this function to succeed.
1059 *
1060 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground.
1062 */
1063
1064void free_object(object *ob) {
1065 free_object2(ob, 0);
1066} 788}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 789
1070 ob->clear (); 790object::~object ()
791{
792 unlink ();
1071 793
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 794 kv.clear ();
1073 LOG(llevDebug,"Free object called with non removed object\n"); 795}
1074 dump_object(ob); 796
1075#ifdef MANY_CORES 797void object::link ()
1076 abort(); 798{
1077#endif 799 assert (!index);//D
800 uuid = UUID::gen ();
801
802 refcnt_inc ();
803 objects.insert (this);
804
805 ++create_count;
806
807}
808
809void object::unlink ()
810{
811 if (!index)
812 return;
813
814 ++destroy_count;
815
816 objects.erase (this);
817 refcnt_dec ();
818}
819
820void
821object::activate ()
822{
823 /* If already on active list, don't do anything */
824 if (active)
825 return;
826
827 if (has_active_speed ())
1078 } 828 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 829 if (flag [FLAG_FREED])
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1081 remove_friendly_object(ob); 831
832 actives.insert (this);
833 }
834}
835
836void
837object::activate_recursive ()
838{
839 activate ();
840
841 for (object *op = inv; op; op = op->below)
842 op->activate_recursive ();
843}
844
845/* This function removes object 'op' from the list of active
846 * objects.
847 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object.
852 */
853void
854object::deactivate ()
855{
856 /* If not on the active list, nothing needs to be done */
857 if (!active)
858 return;
859
860 actives.erase (this);
861}
862
863void
864object::deactivate_recursive ()
865{
866 for (object *op = inv; op; op = op->below)
867 op->deactivate_recursive ();
868
869 deactivate ();
870}
871
872void
873object::set_flag_inv (int flag, int value)
874{
875 for (object *op = inv; op; op = op->below)
1082 } 876 {
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 877 op->flag [flag] = value;
1084 dump_object(ob); 878 op->set_flag_inv (flag, value);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 } 879 }
1088 if(ob->more!=NULL) { 880}
1089 free_object2(ob->more, free_inventory); 881
1090 ob->more=NULL; 882/*
1091 } 883 * Remove and free all objects in the inventory of the given object.
1092 if (ob->inv) { 884 * object.c ?
885 */
886void
887object::destroy_inv (bool drop_to_ground)
888{
889 // need to check first, because the checks below might segfault
890 // as we might be on an invalid mapspace and crossfire code
891 // is too buggy to ensure that the inventory is empty.
892 // corollary: if you create arrows etc. with stuff in its inventory,
893 // cf will crash below with off-map x and y
894 if (!inv)
895 return;
896
1093 /* Only if the space blocks everything do we not process - 897 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 898 * if some form of movement is allowed, let objects
1095 * drop on that space. 899 * drop on that space.
1096 */ 900 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 901 if (!drop_to_ground
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 902 || !map
1099 { 903 || !map->linkable ()
1100 op=ob->inv; 904 || map->no_drop
1101 while(op!=NULL) { 905 || ms ().move_block == MOVE_ALL)
1102 tmp=op->below; 906 {
1103 remove_ob(op); 907 while (inv)
1104 free_object2(op, free_inventory); 908 inv->destroy ();
1105 op=tmp;
1106 } 909 }
1107 } 910 else
1108 else { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
1109 op=ob->inv; 912 while (inv)
1110 while(op!=NULL) { 913 {
1111 tmp=op->below; 914 object *op = inv;
1112 remove_ob(op); 915
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 916 if (op->flag [FLAG_STARTEQUIP]
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 917 || op->flag [FLAG_NO_DROP]
1115 free_object(op); 918 || op->type == RUNE
1116 else { 919 || op->type == TRAP
1117 op->x=ob->x; 920 || op->flag [FLAG_IS_A_TEMPLATE]
1118 op->y=ob->y; 921 || op->flag [FLAG_DESTROY_ON_DEATH])
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 922 op->destroy ();
1120 } 923 else
1121 op=tmp; 924 map->insert (op, x, y);
925 }
1122 } 926 }
1123 } 927}
1124 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128 928
1129 SET_FLAG(ob, FLAG_FREED); 929/*
1130 ob->count = 0; 930 * Remove and free all objects in the inventory of the given object.
1131 931 * Unlike destroy_inv, this assumes the *this is destroyed as well
1132 /* Remove this object from the list of used objects */ 932 * well, so we can (and have to!) take shortcuts.
1133 if(ob->prev==NULL) { 933 */
1134 objects=ob->next; 934void
1135 if(objects!=NULL) 935object::destroy_inv_fast ()
1136 objects->prev=NULL; 936{
1137 } 937 while (object *op = inv)
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154 938 {
1155 /* Why aren't events freed? */ 939 // remove from object the fast way
1156 free_key_values(ob); 940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
1157 944
1158#if 0 /* MEMORY_DEBUG*/ 945 // then destroy
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 946 op->destroy ();
1160 * presumes the freed_object will stick around for at least a little 947 }
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 948}
1181 949
1182/* 950void
1183 * count_free() returns the number of objects on the list of free objects. 951object::freelist_free (int count)
1184 */ 952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
1185 957
1186int count_free(void) { 958 sfree ((char *)freelist, sizeof (object));
1187 int i=0; 959
1188 object *tmp=free_objects; 960 freelist = next;
1189 while(tmp!=NULL) 961 --free_count;
1190 tmp=tmp->next, i++; 962 }
963}
964
965object *
966object::create ()
967{
968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
990 op->link ();
991
1191 return i; 992 return op;
1192} 993}
1193 994
1194/* 995void
1195 * count_used() returns the number of objects on the list of used objects. 996object::do_delete ()
1196 */ 997{
998 uint32_t count = this->count;
1197 999
1198int count_used(void) { 1000 this->~object ();
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205 1001
1206/* 1002 freelist_item *li = (freelist_item *)this;
1207 * count_active() returns the number of objects on the list of active objects. 1003 li->next = freelist;
1208 */ 1004 li->count = count;
1209 1005
1210int count_active(void) { 1006 freelist = li;
1211 int i=0; 1007 ++free_count;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1008}
1217 1009
1218/* 1010static struct freed_map : maptile
1219 * sub_weight() recursively (outwards) subtracts a number from the 1011{
1220 * weight of an object (and what is carried by it's environment(s)). 1012 freed_map ()
1221 */ 1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1222 1019
1223void sub_weight (object *op, signed long weight) { 1020 state = MAP_ACTIVE;
1224 while (op != NULL) {
1225 if (op->type == CONTAINER) {
1226 weight=(signed long)(weight*(100-op->stats.Str)/100);
1227 }
1228 op->carrying-=weight;
1229 op = op->env;
1230 } 1021 }
1231}
1232 1022
1233/* remove_ob(op): 1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void
1030object::do_destroy ()
1031{
1032 if (flag [FLAG_IS_LINKED])
1033 remove_link ();
1034
1035 if (flag [FLAG_FRIENDLY])
1036 remove_friendly_object (this);
1037
1038 remove ();
1039
1040 attachable::do_destroy ();
1041
1042 deactivate ();
1043 unlink ();
1044
1045 flag [FLAG_FREED] = 1;
1046
1047 // hack to ensure that freed objects still have a valid map
1048 map = &freed_map;
1049 x = 1;
1050 y = 1;
1051
1052 if (more)
1053 {
1054 more->destroy ();
1055 more = 0;
1056 }
1057
1058 head = 0;
1059
1060 // clear those pointers that likely might cause circular references
1061 owner = 0;
1062 enemy = 0;
1063 attacked_by = 0;
1064 current_weapon = 0;
1065}
1066
1067void
1068object::destroy ()
1069{
1070 if (destroyed ())
1071 return;
1072
1073 if (!is_head () && !head->destroyed ())
1074 {
1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1076 head->destroy ();
1077 return;
1078 }
1079
1080 destroy_inv_fast ();
1081
1082 if (is_head ())
1083 if (sound_destroy)
1084 play_sound (sound_destroy);
1085 else if (flag [FLAG_MONSTER])
1086 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1087
1088 attachable::destroy ();
1089}
1090
1091/* op->remove ():
1234 * This function removes the object op from the linked list of objects 1092 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 1093 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 1094 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 1095 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1096 * the previous environment.
1239 * Beware: This function is called from the editor as well!
1240 */
1241
1242void remove_ob(object *op) {
1243 object *tmp,*last=NULL;
1244 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1252 dump_object(op);
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */ 1097 */
1265 abort(); 1098void
1266 } 1099object::do_remove ()
1267 if(op->more!=NULL) 1100{
1268 remove_ob(op->more); 1101 if (flag [FLAG_REMOVED])
1102 return;
1269 1103
1270 SET_FLAG(op, FLAG_REMOVED); 1104 INVOKE_OBJECT (REMOVE, this);
1271 1105
1106 flag [FLAG_REMOVED] = true;
1107
1108 if (more)
1109 more->remove ();
1110
1272 /* 1111 /*
1273 * In this case, the object to be removed is in someones 1112 * In this case, the object to be removed is in someones
1274 * inventory. 1113 * inventory.
1275 */ 1114 */
1276 if(op->env!=NULL) { 1115 if (env)
1277 if(op->nrof) 1116 {
1278 sub_weight(op->env, op->weight*op->nrof); 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1279 else 1118 if (object *pl = visible_to ())
1280 sub_weight(op->env, op->weight+op->carrying); 1119 esrv_del_item (pl->contr, count);
1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1281 1121
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1122 adjust_weight (env, total_weight (), 0);
1283 * made to players inventory. If set, avoiding the call
1284 * to save cpu time.
1285 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp);
1289 1123
1290 if(op->above!=NULL) 1124 object *pl = in_player ();
1291 op->above->below=op->below;
1292 else
1293 op->env->inv=op->below;
1294 1125
1295 if(op->below!=NULL)
1296 op->below->above=op->above;
1297
1298 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1301 */
1302 op->x=op->env->x,op->y=op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */ 1129 */
1130 map = env->map;
1131 x = env->x;
1132 y = env->y;
1334 1133
1134 // make sure cmov optimisation is applicable
1135 *(above ? &above->below : &env->inv) = below;
1136 *(below ? &below->above : &above ) = above; // &above is just a dummy
1137
1138 above = 0;
1139 below = 0;
1140 env = 0;
1141
1142 if (pl && pl->is_player ())
1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1163 }
1164 else if (map)
1165 {
1166 map->dirty = true;
1167 mapspace &ms = this->ms ();
1168
1169 if (object *pl = ms.player ())
1170 {
1171 if (is_player ())
1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1176 // leaving a spot always closes any open container on the ground
1177 if (container && !container->env)
1178 // this causes spurious floorbox updates, but it ensures
1179 // that the CLOSE event is being sent.
1180 close_container ();
1181
1182 --map->players;
1183 map->touch ();
1184 }
1185 else if (pl->container_ () == this)
1186 {
1187 // removing a container should close it
1188 close_container ();
1189 }
1190 else
1191 esrv_del_item (pl->contr, count);
1192 }
1193
1335 /* link the object above us */ 1194 /* link the object above us */
1336 if (op->above) 1195 // re-link, make sure compiler can easily use cmove
1337 op->above->below=op->below; 1196 *(above ? &above->below : &ms.top) = below;
1338 else 1197 *(below ? &below->above : &ms.bot) = above;
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1340
1341 /* Relink the object below us, if there is one */
1342 if(op->below) {
1343 op->below->above=op->above;
1344 } else {
1345 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is
1347 * evident
1348 */
1349 if(GET_MAP_OB(m,x,y)!=op) {
1350 dump_object(op);
1351 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);
1352 dump_object(GET_MAP_OB(m,x,y));
1353 LOG(llevError,"%s\n",errmsg);
1354 }
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1356 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1198
1360 if (op->map->in_memory == MAP_SAVING) 1199 above = 0;
1361 return; 1200 below = 0;
1362 1201
1363 tag = op->count; 1202 ms.invalidate ();
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1366 /* No point updating the players look faces if he is the object
1367 * being removed.
1368 */
1369 1203
1370 if(tmp->type==PLAYER && tmp!=op) { 1204 int check_walk_off = !flag [FLAG_NO_APPLY];
1205
1206 if (object *pl = ms.player ())
1207 {
1208 if (pl->container_ () == this)
1371 /* If a container that the player is currently using somehow gets 1209 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1210 * removed (most likely destroyed), update the player view
1373 * appropriately. 1211 * appropriately.
1374 */ 1212 */
1375 if (tmp->container==op) { 1213 pl->close_container ();
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1214
1377 tmp->container=NULL; 1215 //TODO: the floorbox prev/next might need updating
1216 //esrv_del_item (pl->contr, count);
1217 //TODO: update floorbox to preserve ordering
1218 if (pl->contr->ns)
1219 pl->contr->ns->floorbox_update ();
1220 }
1221
1222 if (check_walk_off)
1223 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1224 {
1225 above = tmp->above;
1226
1227 /* No point updating the players look faces if he is the object
1228 * being removed.
1229 */
1230
1231 /* See if object moving off should effect something */
1232 if ((move_type & tmp->move_off)
1233 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1234 move_apply (tmp, this, 0);
1235 }
1236
1237 if (affects_los ())
1238 update_all_los (map, x, y);
1378 } 1239 }
1379 tmp->contr->socket.update_look=1;
1380 }
1381 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1384
1385 move_apply(tmp, op, NULL);
1386 if (was_destroyed (op, tag)) {
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393
1394 if(tmp->above == tmp)
1395 tmp->above = NULL;
1396 last=tmp;
1397 }
1398 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else
1409 update_object(last, UP_OBJ_REMOVE);
1410
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1412 update_all_los(op->map, op->x, op->y);
1413
1414} 1240}
1415 1241
1416/* 1242/*
1417 * merge_ob(op,top): 1243 * merge_ob(op,top):
1418 * 1244 *
1419 * This function goes through all objects below and including top, and 1245 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1246 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1247 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1248 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1249 */
1424 1250object *
1425object *merge_ob(object *op, object *top) { 1251merge_ob (object *op, object *top)
1252{
1426 if(!op->nrof) 1253 if (!op->nrof)
1427 return 0; 1254 return 0;
1428 if(top==NULL) 1255
1256 if (!top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1257 for (top = op; top && top->above; top = top->above)
1258 ;
1259
1430 for(;top!=NULL;top=top->below) { 1260 for (; top; top = top->below)
1431 if(top==op) 1261 if (object::can_merge (op, top))
1432 continue;
1433 if (CAN_MERGE(op,top))
1434 { 1262 {
1435 top->nrof+=op->nrof; 1263 top->nrof += op->nrof;
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1264
1437 op->weight = 0; /* Don't want any adjustements now */ 1265 if (object *pl = top->visible_to ())
1438 remove_ob(op); 1266 esrv_update_item (UPD_NROF, pl, top);
1439 free_object(op); 1267
1268 op->weight = 0; // cancel the addition above
1269 op->carrying = 0; // must be 0 already
1270
1271 op->destroy ();
1272
1440 return top; 1273 return top;
1441 } 1274 }
1442 } 1275
1443 return NULL; 1276 return 0;
1444} 1277}
1445 1278
1279void
1280object::expand_tail ()
1281{
1282 if (more)
1283 return;
1284
1285 object *prev = this;
1286
1287 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1288 {
1289 object *op = at->instance ();
1290
1291 op->name = name;
1292 op->name_pl = name_pl;
1293 op->title = title;
1294
1295 op->head = this;
1296 prev->more = op;
1297
1298 prev = op;
1299 }
1300}
1301
1446/* 1302/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1303 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1448 * job preparing multi-part monsters 1304 * job preparing multi-part monsters.
1449 */ 1305 */
1306object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1307insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1308{
1452 if (op->head) 1309 op->remove ();
1453 op=op->head; 1310
1454 for (tmp=op;tmp;tmp=tmp->more){ 1311 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1312 {
1455 tmp->x=x+tmp->arch->clone.x; 1313 tmp->x = x + tmp->arch->x;
1456 tmp->y=y+tmp->arch->clone.y; 1314 tmp->y = y + tmp->arch->y;
1457 } 1315 }
1316
1458 return insert_ob_in_map (op, m, originator, flag); 1317 return insert_ob_in_map (op, m, originator, flag);
1459} 1318}
1460 1319
1461/* 1320/*
1462 * insert_ob_in_map (op, map, originator, flag): 1321 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1322 * This function inserts the object in the two-way linked list
1473 * Passing 0 for flag gives proper default values, so flag really only needs 1332 * Passing 0 for flag gives proper default values, so flag really only needs
1474 * to be set if special handling is needed. 1333 * to be set if special handling is needed.
1475 * 1334 *
1476 * Return value: 1335 * Return value:
1477 * new object if 'op' was merged with other object 1336 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1337 * NULL if there was an error (destroyed, blocked etc.)
1479 * just 'op' otherwise 1338 * just 'op' otherwise
1480 */ 1339 */
1481 1340object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1341insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1342{
1484 object *tmp, *top, *floor=NULL; 1343 op->remove ();
1485 sint16 x,y;
1486 1344
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1345 if (m == &freed_map)//D TODO: remove soon
1488 LOG (llevError, "Trying to insert freed object!\n"); 1346 {//D
1489 return NULL; 1347 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1490 } 1348 }//D
1491 if(m==NULL) {
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1494 return op;
1495 }
1496 if(out_of_map(m,op->x,op->y)) {
1497 dump_object(op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1499#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted.
1503 */
1504 abort();
1505#endif
1506 return op;
1507 }
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1509 dump_object(op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op;
1512 }
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */
1515 1349
1516 object *more = op->more;
1517
1518 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it.
1522 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y);
1528 } else if (!more->map) {
1529 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent.
1531 */
1532 more->map = m;
1533 }
1534
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1536 if ( ! op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL;
1539 }
1540 }
1541 CLEAR_FLAG(op,FLAG_REMOVED);
1542
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1350 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1351 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1352 * need extra work
1550 */ 1353 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1354 maptile *newmap = m;
1552 x = op->x; 1355 if (!xy_normalise (newmap, op->x, op->y))
1553 y = op->y; 1356 {
1357 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1358 return 0;
1359 }
1554 1360
1361 if (object *more = op->more)
1362 if (!insert_ob_in_map (more, m, originator, flag))
1363 return 0;
1364
1365 op->flag [FLAG_REMOVED] = false;
1366 op->env = 0;
1367 op->map = newmap;
1368
1369 mapspace &ms = op->ms ();
1370
1555 /* this has to be done after we translate the coordinates. 1371 /* this has to be done after we translate the coordinates.
1556 */ 1372 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1373 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1375 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1376 {
1561 remove_ob(tmp); 1377 // TODO: we actually want to update tmp, not op,
1562 free_object(tmp); 1378 // but some caller surely breaks when we return tmp
1563 } 1379 // from here :/
1564 } 1380 op->nrof += tmp->nrof;
1381 tmp->destroy ();
1382 }
1565 1383
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1384 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1385 op->clr_flag (FLAG_INV_LOCKED);
1568 if (!QUERY_FLAG(op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL);
1570 1386
1387 if (!op->flag [FLAG_ALIVE])
1388 op->clr_flag (FLAG_NO_STEAL);
1389
1571 if (flag & INS_BELOW_ORIGINATOR) { 1390 if (flag & INS_BELOW_ORIGINATOR)
1391 {
1572 if (originator->map != op->map || originator->x != op->x || 1392 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1393 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1394 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1395 abort ();
1576 } 1396 }
1397
1398 if (!originator->is_on_map ())
1399 {
1400 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1401 op->debug_desc (), originator->debug_desc ());
1402 abort ();
1403 }
1404
1577 op->above = originator; 1405 op->above = originator;
1578 op->below = originator->below; 1406 op->below = originator->below;
1579 if (op->below) op->below->above = op;
1580 else SET_MAP_OB(op->map, op->x, op->y, op);
1581 /* since *below* originator, no need to update top */
1582 originator->below = op; 1407 originator->below = op;
1583 } else { 1408
1409 *(op->below ? &op->below->above : &ms.bot) = op;
1410 }
1411 else
1412 {
1413 object *floor = 0;
1414 object *top = ms.top;
1415
1584 /* If there are other objects, then */ 1416 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1417 if (top)
1586 object *last=NULL; 1418 {
1587 /* 1419 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1420 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1421 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1422 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1424 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1425 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1426 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1427 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1428 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1429 * that flying non pickable objects are spell objects.
1598 */ 1430 */
1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1432 {
1433 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1434 floor = tmp;
1599 1435
1600 while (top != NULL) { 1436 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1437 {
1607 /* We insert above top, so we want this object below this */ 1438 /* We insert above top, so we want this object below this */
1608 top=top->below; 1439 top = tmp->below;
1609 break; 1440 break;
1610 } 1441 }
1611 last = top;
1612 top = top->above;
1613 }
1614 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last;
1616 1442
1443 top = tmp;
1444 }
1445
1617 /* We let update_position deal with figuring out what the space 1446 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1447 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1448 * makes things faster, and effectively the same result.
1620 */ 1449 */
1621 1450
1622 /* Have object 'fall below' other objects that block view. 1451 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1452 * Unless those objects are exits.
1624 * If INS_ON_TOP is used, don't do this processing 1453 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1454 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1455 * stacking is a bit odd.
1627 */ 1456 */
1628 if (!(flag & INS_ON_TOP) && 1457 if (!(flag & INS_ON_TOP)
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1458 && ms.flags () & P_BLOCKSVIEW
1630 (op->face && !op->face->visibility)) { 1459 && (op->face && !faces [op->face].visibility))
1460 {
1461 object *last;
1462
1631 for (last=top; last != floor; last=last->below) 1463 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1464 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1465 break;
1466
1633 /* Check to see if we found the object that blocks view, 1467 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1468 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1469 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1470 * set top to the object below us.
1637 */ 1471 */
1638 if (last && last->below && last != floor) top=last->below; 1472 if (last && last->below && last != floor)
1473 top = last->below;
1474 }
1475 } /* If objects on this space */
1476
1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1479
1480 // insert object above top, or bottom-most if top = 0
1481 if (!top)
1482 {
1483 op->below = 0;
1484 op->above = ms.bot;
1485 ms.bot = op;
1486
1487 *(op->above ? &op->above->below : &ms.top) = op;
1488 }
1489 else
1490 {
1491 op->above = top->above;
1492 top->above = op;
1493
1494 op->below = top;
1495 *(op->above ? &op->above->below : &ms.top) = op;
1496 }
1639 } 1497 }
1640 } /* If objects on this space */
1641 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y);
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1644 1498
1645 /* Top is the object that our object (op) is going to get inserted above. 1499 if (op->is_player ())
1646 */ 1500 {
1647
1648 /* First object on this space */
1649 if (!top) {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y);
1651 if (op->above) op->above->below = op;
1652 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */
1655 op->above = top->above;
1656 if (op->above) op->above->below = op;
1657 op->below = top;
1658 top->above = op;
1659 }
1660 if (op->above==NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */
1663
1664 if(op->type==PLAYER)
1665 op->contr->do_los=1; 1501 op->contr->do_los = 1;
1666 1502 ++op->map->players;
1667 /* If we have a floor, we know the player, if any, will be above 1503 op->map->touch ();
1668 * it, so save a few ticks and start from there.
1669 */
1670 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1672 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1;
1674 } 1504 }
1675 1505
1506 op->map->dirty = true;
1507
1508 if (object *pl = ms.player ())
1509 //TODO: the floorbox prev/next might need updating
1510 //esrv_send_item (pl, op);
1511 //TODO: update floorbox to preserve ordering
1512 if (pl->contr->ns)
1513 pl->contr->ns->floorbox_update ();
1514
1676 /* If this object glows, it may affect lighting conditions that are 1515 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1516 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1517 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1518 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1519 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1520 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1521 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1522 * of effect may be sufficient.
1684 */ 1523 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1524 if (op->affects_los ())
1525 {
1526 op->ms ().invalidate ();
1686 update_all_los(op->map, op->x, op->y); 1527 update_all_los (op->map, op->x, op->y);
1528 }
1687 1529
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1530 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1531 update_object (op, UP_OBJ_INSERT);
1691 1532
1533 INVOKE_OBJECT (INSERT, op);
1692 1534
1693 /* Don't know if moving this to the end will break anything. However, 1535 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1536 * we want to have floorbox_update called before calling this.
1695 * 1537 *
1696 * check_move_on() must be after this because code called from 1538 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1539 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1541 * update_object().
1700 */ 1542 */
1701 1543
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1545 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1546 {
1705 if (check_move_on(op, originator)) 1547 if (check_move_on (op, originator, flag))
1706 return NULL; 1548 return 0;
1707 1549
1708 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, let's work our way through the check
1709 * walk on's. 1551 * walk on's.
1710 */ 1552 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1553 for (object *tmp = op->more; tmp; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator, flag))
1713 return NULL; 1555 return 0;
1714 } 1556 }
1557
1715 return op; 1558 return op;
1716} 1559}
1717 1560
1718/* this function inserts an object in the map, but if it 1561/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1562 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1563 * op is the object to insert it under: supplies x and the map.
1721 */ 1564 */
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1565void
1723 object *tmp; 1566replace_insert_ob_in_map (shstr_tmp archname, object *op)
1724 object *tmp1; 1567{
1725
1726 /* first search for itself and remove any old instances */ 1568 /* first search for itself and remove any old instances */
1727 1569
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1570 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1571 if (tmp->arch->archname == archname) /* same archetype */
1730 remove_ob(tmp); 1572 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1573
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1574 object *tmp = archetype::find (archname)->instance ();
1736 1575
1737 1576 tmp->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1577 tmp->y = op->y;
1578
1739 insert_ob_in_map(tmp1,op->map,op,0); 1579 insert_ob_in_map (tmp, op->map, op, 0);
1740} 1580}
1741 1581
1742/* 1582object *
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1583object::insert_at (object *where, object *originator, int flags)
1744 * is returned contains nr objects, and the remaining parts contains 1584{
1745 * the rest (or is removed and freed if that number is 0). 1585 if (where->env)
1746 * On failure, NULL is returned, and the reason put into the 1586 return where->env->insert (this);
1747 * global static errmsg array. 1587 else
1748 */ 1588 return where->map->insert (this, where->x, where->y, originator, flags);
1589}
1749 1590
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1591// check whether we can put this into the map, respect max_volume, max_items
1751 object *newob; 1592bool
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1593object::can_drop_at (maptile *m, int x, int y, object *originator)
1594{
1595 mapspace &ms = m->at (x, y);
1753 1596
1754 if(orig_ob->nrof<nr) { 1597 int items = ms.items ();
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 }
1759 newob = object_create_clone(orig_ob);
1760 if((orig_ob->nrof-=nr)<1) {
1761 if ( ! is_removed)
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) {
1766 if(orig_ob->env!=NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL;
1773 }
1774 }
1775 newob->nrof=nr;
1776 1598
1599 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items
1601 && ms.volume () < m->max_volume))
1777 return newob; 1602 return true;
1778}
1779 1603
1604 if (originator && originator->is_player ())
1605 originator->contr->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1607 query_name ()
1608 );
1609
1610 return false;
1611}
1612
1780/* 1613/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1614 * decrease(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1615 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1616 * is subsequently removed and freed.
1784 * 1617 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1618 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1619 */
1787 1620bool
1788object *decrease_ob_nr (object *op, uint32 i) 1621object::decrease (sint32 nr)
1789{ 1622{
1790 object *tmp; 1623 if (!nr)
1791 player *pl; 1624 return true;
1792 1625
1793 if (i == 0) /* objects with op->nrof require this check */ 1626 nr = min (nr, nrof);
1627
1628 if (nrof > nr)
1629 {
1630 sint64 oweight = total_weight ();
1631
1632 nrof -= nr;
1633
1634 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this);
1636
1637 adjust_weight (env, oweight, total_weight ());
1638
1639 return true;
1640 }
1641 else
1642 {
1643 destroy ();
1644 return false;
1645 }
1646}
1647
1648/*
1649 * split(ob,nr) splits up ob into two parts. The part which
1650 * is returned contains nr objects, and the remaining parts contains
1651 * the rest (or is removed and returned if that number is 0).
1652 * On failure, NULL is returned.
1653 */
1654object *
1655object::split (sint32 nr)
1656{
1657 int have = number_of ();
1658
1659 if (have < nr)
1660 return 0;
1661 else if (have == nr)
1662 {
1663 remove ();
1664 return this;
1665 }
1666 else
1667 {
1668 decrease (nr);
1669
1670 object *op = deep_clone ();
1671 op->nrof = nr;
1794 return op; 1672 return op;
1795
1796 if (i > op->nrof)
1797 i = op->nrof;
1798
1799 if (QUERY_FLAG (op, FLAG_REMOVED))
1800 { 1673 }
1801 op->nrof -= i; 1674}
1675
1676object *
1677insert_ob_in_ob (object *op, object *where)
1678{
1679 if (!where)
1802 } 1680 {
1803 else if (op->env != NULL) 1681 char *dump = dump_object (op);
1804 { 1682 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1805 /* is this object in the players inventory, or sub container 1683 free (dump);
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) {
1857 return op; 1684 return op;
1858 } else { 1685 }
1859 free_object (op); 1686
1860 return NULL; 1687 if (where->head_ () != where)
1861 } 1688 {
1862} 1689 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1863 1690 where = where->head;
1864/*
1865 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying.
1867 */
1868
1869void add_weight (object *op, signed long weight) {
1870 while (op!=NULL) {
1871 if (op->type == CONTAINER) {
1872 weight=(signed long)(weight*(100-op->stats.Str)/100);
1873 }
1874 op->carrying+=weight;
1875 op=op->env;
1876 } 1691 }
1877}
1878 1692
1693 return where->insert (op);
1694}
1695
1879/* 1696/*
1880 * insert_ob_in_ob(op,environment): 1697 * env->insert (op)
1881 * This function inserts the object op in the linked list 1698 * This function inserts the object op in the linked list
1882 * inside the object environment. 1699 * inside the object environment.
1883 * 1700 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1701 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1702 * be != op, if items are merged. -Tero
1891 */ 1703 */
1892 1704object *
1893object *insert_ob_in_ob(object *op,object *where) { 1705object::insert (object *op)
1894 object *tmp, *otmp; 1706{
1895
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1897 dump_object(op);
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1707 if (op->more)
1708 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1709 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1710 return op;
1915 } 1711 }
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1712
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1713 op->remove ();
1714
1715 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1716
1918 if(op->nrof) { 1717 if (op->nrof)
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1718 for (object *tmp = inv; tmp; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1719 if (object::can_merge (tmp, op))
1720 {
1921 /* return the original object and remove inserted object 1721 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1722 (client prefers the original object) */
1723
1724 // carring must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof;
1726
1923 tmp->nrof += op->nrof; 1727 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1728
1925 * tmp->nrof, we need to increase the weight. 1729 if (object *pl = tmp->visible_to ())
1926 */ 1730 esrv_update_item (UPD_NROF, pl, tmp);
1927 add_weight (where, op->weight*op->nrof); 1731
1928 SET_FLAG(op, FLAG_REMOVED); 1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1929 free_object(op); /* free the inserted object */ 1733
1734 op->destroy ();
1930 op = tmp; 1735 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1736 goto inserted;
1932 CLEAR_FLAG(op, FLAG_REMOVED);
1933 break;
1934 } 1737 }
1935 1738
1936 /* I assume combined objects have no inventory 1739 op->owner = 0; // it's his/hers now. period.
1937 * We add the weight - this object could have just been removed 1740 op->map = 0;
1938 * (if it was possible to merge). calling remove_ob will subtract 1741 op->x = 0;
1939 * the weight, so we need to add it in again, since we actually do 1742 op->y = 0;
1940 * the linking below
1941 */
1942 add_weight (where, op->weight*op->nrof);
1943 } else
1944 add_weight (where, (op->weight+op->carrying));
1945 1743
1946 otmp=is_player_inv(where);
1947 if (otmp&&otmp->contr!=NULL) {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp);
1950 }
1951
1952 op->map=NULL;
1953 op->env=where;
1954 op->above=NULL; 1744 op->above = 0;
1955 op->below=NULL; 1745 op->below = inv;
1956 op->x=0,op->y=0; 1746 op->env = this;
1957 op->ox=0,op->oy=0;
1958 1747
1748 if (inv)
1749 inv->above = op;
1750
1751 inv = op;
1752
1753 op->flag [FLAG_REMOVED] = 0;
1754
1755 if (object *pl = op->visible_to ())
1756 esrv_send_item (pl, op);
1757
1758 adjust_weight (this, 0, op->total_weight ());
1759
1760inserted:
1959 /* reset the light list and los of the players on the map */ 1761 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1762 if (op->glow_radius && is_on_map ())
1961 { 1763 {
1962#ifdef DEBUG_LIGHTS 1764 update_stats ();
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1765 update_all_los (map, x, y);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1967 } 1766 }
1767 else if (is_player ())
1768 // if this is a player's inventory, update stats
1769 contr->queue_stats_update ();
1968 1770
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1771 INVOKE_OBJECT (INSERT, this);
1970 * It sure simplifies this function... 1772
1971 */
1972 if (where->inv==NULL)
1973 where->inv=op;
1974 else {
1975 op->below = where->inv;
1976 op->below->above = op;
1977 where->inv = op;
1978 }
1979 return op; 1773 return op;
1980} 1774}
1981 1775
1982/* 1776/*
1983 * Checks if any objects has a move_type that matches objects 1777 * Checks if any objects has a move_type that matches objects
1997 * 1791 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1792 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1793 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1794 * on top.
2001 */ 1795 */
2002 1796int
2003int check_move_on (object *op, object *originator) 1797check_move_on (object *op, object *originator, int flags)
2004{ 1798{
2005 object *tmp; 1799 if (op->flag [FLAG_NO_APPLY])
2006 tag_t tag;
2007 mapstruct *m=op->map;
2008 int x=op->x, y=op->y;
2009 MoveType move_on, move_slow, move_block;
2010
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1800 return 0;
1801
1802 object *tmp;
1803 maptile *m = op->map;
1804 int x = op->x, y = op->y;
1805
1806 mapspace &ms = m->at (x, y);
1807
1808 ms.update ();
1809
1810 MoveType move_on = ms.move_on;
1811 MoveType move_slow = ms.move_slow;
1812 MoveType move_block = ms.move_block;
1813
1814 /* if nothing on this space will slow op down or be applied,
1815 * no need to do checking below. have to make sure move_type
1816 * is set, as lots of objects don't have it set - we treat that
1817 * as walking.
1818 */
1819 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1820 return 0;
1821
1822 /* This is basically inverse logic of that below - basically,
1823 * if the object can avoid the move on or slow move, they do so,
1824 * but can't do it if the alternate movement they are using is
1825 * blocked. Logic on this seems confusing, but does seem correct.
1826 */
1827 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1828 return 0;
1829
1830 /* The objects have to be checked from top to bottom.
1831 * Hence, we first go to the top:
1832 */
1833 for (object *next, *tmp = ms.top; tmp; tmp = next)
1834 {
1835 next = tmp->below;
1836
1837 if (tmp == op)
1838 continue; /* Can't apply yourself */
1839
1840 /* Check to see if one of the movement types should be slowed down.
1841 * Second check makes sure that the movement types not being slowed
1842 * (~slow_move) is not blocked on this space - just because the
1843 * space doesn't slow down swimming (for example), if you can't actually
1844 * swim on that space, can't use it to avoid the penalty.
1845 */
1846 if (!op->flag [FLAG_WIZPASS])
1847 {
1848 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1849 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1850 {
1851 float diff = tmp->move_slow_penalty * fabs (op->speed);
1852
1853 if (op->is_player ())
1854 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1855 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1856 diff /= 4.0;
1857
1858 op->speed_left -= diff;
1859 }
1860 }
1861
1862 /* Basically same logic as above, except now for actual apply. */
1863 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1864 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1865 {
1866 if ((flags & INS_NO_AUTO_EXIT)
1867 && (tmp->type == EXIT || tmp->type == TELEPORTER
1868 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1869 continue;
1870
1871 move_apply (tmp, op, originator);
1872
1873 if (op->destroyed ())
1874 return 1;
1875
1876 /* what the person/creature stepped onto has moved the object
1877 * someplace new. Don't process any further - if we did,
1878 * have a feeling strange problems would result.
1879 */
1880 if (op->map != m || op->x != x || op->y != y)
1881 return 0;
1882 }
1883 }
1884
1885 return 0;
2092} 1886}
2093 1887
2094/* 1888/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2098 */ 1892 */
2099 1893object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1894present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1895{
2102 if(m==NULL || out_of_map(m,x,y)) { 1896 if (!m || out_of_map (m, x, y))
1897 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1899 return NULL;
2105 } 1900 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1901
2107 if(tmp->arch == at) 1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1903 if (tmp->arch->archname == at->archname)
2108 return tmp; 1904 return tmp;
1905
2109 return NULL; 1906 return NULL;
2110} 1907}
2111 1908
2112/* 1909/*
2113 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2116 */ 1913 */
2117 1914object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1915present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1916{
2120 if(out_of_map(m,x,y)) { 1917 if (out_of_map (m, x, y))
1918 {
2121 LOG(llevError,"Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1920 return NULL;
2123 } 1921 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1924 if (tmp->type == type)
2126 return tmp; 1925 return tmp;
1926
2127 return NULL; 1927 return NULL;
2128} 1928}
2129 1929
2130/* 1930/*
2131 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2134 */ 1934 */
2135 1935object *
2136object *present_in_ob(unsigned char type, const object *op) { 1936present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1937{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1939 if (tmp->type == type)
2140 return tmp; 1940 return tmp;
1941
2141 return NULL; 1942 return NULL;
2142} 1943}
2143 1944
2144/* 1945/*
2145 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1954 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1955 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1956 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1957 * to be unique.
2157 */ 1958 */
2158 1959object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1960present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1961{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1964 return tmp;
2165 } 1965
2166 return NULL; 1966 return 0;
2167} 1967}
2168 1968
2169/* 1969/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2173 */ 1973 */
2174 1974object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1975present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1976{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 if( tmp->arch == at) 1978 if (tmp->arch->archname == at->archname)
2179 return tmp; 1979 return tmp;
1980
2180 return NULL; 1981 return NULL;
2181} 1982}
2182 1983
2183/* 1984/*
2184 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2185 */ 1986 */
1987void
2186void flag_inv(object*op, int flag){ 1988flag_inv (object *op, int flag)
2187 object *tmp; 1989{
2188 if(op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1990 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 SET_FLAG(tmp, flag); 1991 {
1992 tmp->set_flag (flag);
2191 flag_inv(tmp,flag); 1993 flag_inv (tmp, flag);
2192 } 1994 }
1995}
1996
2193}/* 1997/*
2194 * desactivate recursively a flag on an object inventory 1998 * deactivate recursively a flag on an object inventory
2195 */ 1999 */
2000void
2196void unflag_inv(object*op, int flag){ 2001unflag_inv (object *op, int flag)
2197 object *tmp; 2002{
2198 if(op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2003 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2200 CLEAR_FLAG(tmp, flag); 2004 {
2005 tmp->clr_flag (flag);
2201 unflag_inv(tmp,flag); 2006 unflag_inv (tmp, flag);
2202 } 2007 }
2203}
2204
2205/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function.
2210 */
2211
2212void set_cheat(object *op) {
2213 SET_FLAG(op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ);
2215} 2008}
2216 2009
2217/* 2010/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2011 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 2012 * a spot at the given map and coordinates which will be able to contain
2221 * to search (see the freearr_x/y[] definition). 2014 * to search (see the freearr_x/y[] definition).
2222 * It returns a random choice among the alternatives found. 2015 * It returns a random choice among the alternatives found.
2223 * start and stop are where to start relative to the free_arr array (1,9 2016 * start and stop are where to start relative to the free_arr array (1,9
2224 * does all 4 immediate directions). This returns the index into the 2017 * does all 4 immediate directions). This returns the index into the
2225 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2018 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2226 * Note - this only checks to see if there is space for the head of the
2227 * object - if it is a multispace object, this should be called for all
2228 * pieces.
2229 * Note2: This function does correctly handle tiled maps, but does not 2019 * Note: This function does correctly handle tiled maps, but does not
2230 * inform the caller. However, insert_ob_in_map will update as 2020 * inform the caller. However, insert_ob_in_map will update as
2231 * necessary, so the caller shouldn't need to do any special work. 2021 * necessary, so the caller shouldn't need to do any special work.
2232 * Note - updated to take an object instead of archetype - this is necessary 2022 * Note - updated to take an object instead of archetype - this is necessary
2233 * because arch_blocked (now ob_blocked) needs to know the movement type 2023 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use 2024 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 2025 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2026 * customized, changed states, etc.
2237 */ 2027 */
2238 2028int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2030{
2031 int altern[SIZEOFFREE];
2240 int i,index=0, flag; 2032 int index = 0, flag;
2241 static int altern[SIZEOFFREE];
2242 2033
2243 for(i=start;i<stop;i++) { 2034 for (int i = start; i < stop; i++)
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2035 {
2245 if(!flag) 2036 mapxy pos (m, x, y); pos.move (i);
2037
2038 if (!pos.normalise ())
2039 continue;
2040
2041 mapspace &ms = *pos;
2042
2043 if (ms.flags () & P_IS_ALIVE)
2044 continue;
2045
2046 /* However, often
2047 * ob doesn't have any move type (when used to place exits)
2048 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2049 */
2050 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2051 {
2246 altern[index++]=i; 2052 altern [index++] = i;
2053 continue;
2054 }
2247 2055
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2056 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2057 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2058 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2059 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2060 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2061 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2062 * won't look 2 spaces south of the target space.
2255 */ 2063 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2064 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2065 {
2257 stop=maxfree[i]; 2066 stop = maxfree[i];
2258 } 2067 continue;
2259 if(!index) return -1; 2068 }
2260 return altern[RANDOM()%index];
2261}
2262 2069
2070 /* Note it is intentional that we check ob - the movement type of the
2071 * head of the object should correspond for the entire object.
2072 */
2073 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2074 continue;
2075
2076 if (ob->blocked (pos.m, pos.x, pos.y))
2077 continue;
2078
2079 altern [index++] = i;
2080 }
2081
2082 if (!index)
2083 return -1;
2084
2085 return altern [rndm (index)];
2086}
2087
2263/* 2088/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2089 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2090 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2091 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2092 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2093 */
2269 2094int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2095find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2096{
2272 for(i=0;i<SIZEOFFREE;i++) { 2097 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2098 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2099 return i;
2275 } 2100
2276 return -1; 2101 return -1;
2277} 2102}
2278 2103
2279/* 2104/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2105 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2106 * arr[begin..end-1].
2107 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2108 */
2109static void
2283static void permute(int *arr, int begin, int end) 2110permute (int *arr, int begin, int end)
2284{ 2111{
2285 int i, j, tmp, len; 2112 arr += begin;
2113 end -= begin;
2286 2114
2287 len = end-begin; 2115 while (--end)
2288 for(i = begin; i < end; i++) 2116 swap (arr [end], arr [rndm (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2117}
2297 2118
2298/* new function to make monster searching more efficient, and effective! 2119/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2120 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2121 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2122 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2123 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2124 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2125 */
2126void
2305void get_search_arr(int *search_arr) 2127get_search_arr (int *search_arr)
2306{ 2128{
2307 int i; 2129 int i;
2308 2130
2309 for(i = 0; i < SIZEOFFREE; i++) 2131 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2132 search_arr[i] = i;
2312 }
2313 2133
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2134 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2135 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2136 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2137}
2318 2138
2319/* 2139/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2140 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2141 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2146 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2147 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2148 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2149 * there is capable of.
2330 */ 2150 */
2331 2151int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2152find_dir (maptile *m, int x, int y, object *exclude)
2153{
2333 int i,max=SIZEOFFREE, mflags; 2154 int max = SIZEOFFREE, mflags;
2334 sint16 nx, ny;
2335 object *tmp;
2336 mapstruct *mp;
2337 MoveType blocked, move_type; 2155 MoveType move_type;
2338 2156
2339 if (exclude && exclude->head) { 2157 if (exclude && exclude->head_ () != exclude)
2158 {
2340 exclude = exclude->head; 2159 exclude = exclude->head;
2341 move_type = exclude->move_type; 2160 move_type = exclude->move_type;
2342 } else { 2161 }
2162 else
2163 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2164 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2165 move_type = MOVE_ALL;
2345 }
2346
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i];
2351
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) {
2354 max = maxfree[i];
2355 } else {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2357
2358 if ((move_type & blocked) == move_type) {
2359 max=maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2364 break;
2365 }
2366 }
2367 if(tmp) {
2368 return freedir[i];
2369 }
2370 } 2166 }
2371 } 2167
2168 for (int i = 1; i < max; i++)
2372 } 2169 {
2170 mapxy pos (m, x, y);
2171 pos.move (i);
2172
2173 if (!pos.normalise ())
2174 max = maxfree[i];
2175 else
2176 {
2177 mapspace &ms = *pos;
2178
2179 if ((move_type & ms.move_block) == move_type)
2180 max = maxfree [i];
2181 else if (ms.flags () & P_IS_ALIVE)
2182 {
2183 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2184 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2185 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2186 return freedir [i];
2187 }
2188 }
2189 }
2190
2373 return 0; 2191 return 0;
2374} 2192}
2375 2193
2376/* 2194/*
2377 * distance(object 1, object 2) will return the square of the 2195 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2196 * distance between the two given objects.
2379 */ 2197 */
2380 2198int
2381int distance(const object *ob1, const object *ob2) { 2199distance (const object *ob1, const object *ob2)
2382 int i; 2200{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2201 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2202}
2387 2203
2388/* 2204/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2205 * find_dir_2(delta-x,delta-y) will return a direction value
2390 * an object which has subtracted the x and y coordinates of another 2206 * for running into direct [dx, dy].
2391 * object, needs to travel toward it. 2207 * (the opposite of crossfire's find_dir_2!)
2392 */ 2208 */
2393 2209int
2394int find_dir_2(int x, int y) { 2210find_dir_2 (int x, int y)
2211{
2212#if 1 // new algorithm
2213 // this works by putting x, y into 16 sectors, which
2214 // are not equal sized, but are a better approximation
2215 // then the old algorithm, and then using a mapping
2216 // table to map it into a direction value.
2217 // basically, it maps these comparisons to each bit
2218 // bit #3: x < 0
2219 // bit #2: y < 0
2220 // bit #1: x > y
2221 // bit #0: x > 2y
2222
2223 static const uint8 dir[16] = {
2224 4, 5, 4, 3,
2225 2, 1, 2, 3,
2226 6, 5, 6, 7,
2227 8, 1, 8, 7,
2228 };
2229 int sector = 0;
2230
2231 // this is a bit ugly, but more likely to result in branchless code
2232 sector |= x < 0 ? 8 : 0;
2233 x = x < 0 ? -x : x; // abs
2234
2235 sector |= y < 0 ? 4 : 0;
2236 y = y < 0 ? -y : y; // abs
2237
2238 if (x > y)
2239 {
2240 sector |= 2;
2241
2242 if (x > y * 2)
2243 sector |= 1;
2244 }
2245 else
2246 {
2247 if (y > x * 2)
2248 sector |= 1;
2249 else if (!y)
2250 return 0; // x == 0 here
2251 }
2252
2253 return dir [sector];
2254#else // old algorithm
2395 int q; 2255 int q;
2396 2256
2397 if(y) 2257 if (y)
2398 q=x*100/y; 2258 q = 128 * x / y;
2399 else if (x) 2259 else if (x)
2400 q= -300*x; 2260 q = -512 * x; // to make it > 309
2401 else 2261 else
2402 return 0; 2262 return 0;
2403 2263
2404 if(y>0) { 2264 if (y > 0)
2405 if(q < -242) 2265 {
2266 if (q < -309) return 7;
2267 if (q < -52) return 6;
2268 if (q < 52) return 5;
2269 if (q < 309) return 4;
2270
2406 return 3 ; 2271 return 3;
2407 if (q < -41) 2272 }
2273 else
2274 {
2275 if (q < -309) return 3;
2276 if (q < -52) return 2;
2277 if (q < 52) return 1;
2278 if (q < 309) return 8;
2279
2408 return 2 ; 2280 return 7;
2409 if (q < 41)
2410 return 1 ;
2411 if (q < 242)
2412 return 8 ;
2413 return 7 ;
2414 } 2281 }
2415 2282#endif
2416 if (q < -242)
2417 return 7 ;
2418 if (q < -41)
2419 return 6 ;
2420 if (q < 41)
2421 return 5 ;
2422 if (q < 242)
2423 return 4 ;
2424
2425 return 3 ;
2426}
2427
2428/*
2429 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction).
2432 */
2433
2434int absdir(int d) {
2435 while(d<1) d+=8;
2436 while(d>8) d-=8;
2437 return d;
2438} 2283}
2439 2284
2440/* 2285/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2286 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2287 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2288 */
2444 2289int
2445int dirdiff(int dir1, int dir2) { 2290dirdiff (int dir1, int dir2)
2446 int d; 2291{
2447 d = abs(dir1 - dir2); 2292 int d = abs (dir1 - dir2);
2448 if(d>4) 2293
2449 d = 8 - d; 2294 return d > 4 ? 8 - d : d;
2450 return d;
2451} 2295}
2452 2296
2453/* peterm: 2297/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2298 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * Basically, this is a table of directions, and what directions 2299 * Basically, this is a table of directions, and what directions
2457 * This basically means that if direction is 15, then it could either go 2301 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2302 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2303 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2304 * functions.
2461 */ 2305 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2306static const int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2307 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2308 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2309 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2310 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2311 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2312 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2313 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2314 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2315 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2316 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2317 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2318 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2319 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2320 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2321 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2322 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2323 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2324 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2325 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2326 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2327 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2328 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2329 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2330 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2331 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2332 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2333 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2334 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2335 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2336 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2337 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2338 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2339 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2340 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2341 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2342 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2343 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2344 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2345 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2346 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2347 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2348 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2349 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2350 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2351 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2352 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2353 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2354 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2355 {24, 9, -1}
2356}; /* 48 */
2513 2357
2514/* Recursive routine to step back and see if we can 2358/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2359 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2360 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2361 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2362 * Modified to be map tile aware -.MSW
2519 */ 2363 */
2520 2364int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2365can_see_monsterP (maptile *m, int x, int y, int dir)
2366{
2523 sint16 dx, dy; 2367 sint16 dx, dy;
2524 int mflags; 2368 int mflags;
2525 2369
2370 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2371 return 0; /* exit condition: invalid direction */
2527 2372
2528 dx = x + freearr_x[dir]; 2373 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2374 dy = y + freearr_y[dir];
2530 2375
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2376 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2377
2533 /* This functional arguably was incorrect before - it was 2378 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2379 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2380 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2381 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2382 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2383 * at least its move type.
2539 */ 2384 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2385 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2386 return 0;
2541 2387
2542 /* yes, can see. */ 2388 /* yes, can see. */
2543 if(dir < 9) return 1; 2389 if (dir < 9)
2390 return 1;
2391
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2392 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2393 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2394 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2395}
2548 2396
2549
2550
2551/* 2397/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2398 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2399 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2400 * picked up, otherwise 0.
2555 * 2401 *
2556 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2402 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2557 * core dumps if they do. 2403 * core dumps if they do.
2558 * 2404 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2405 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2406 */
2561 2407int
2562int can_pick(const object *who, const object *item) { 2408can_pick (const object *who, const object *item)
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2409{
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2410 return /*who->flag [FLAG_WIZ]|| */
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2566 (who->type==PLAYER||item->weight<who->weight/3)); 2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2567} 2413}
2568 2414
2415//-GPL
2569 2416
2570/* 2417/*
2571 * create clone from object to another 2418 * create clone from object to another
2572 */ 2419 */
2573object *object_create_clone (object *asrc) { 2420object *
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2421object::deep_clone ()
2422{
2423 assert (("deep_clone called on non-head object", is_head ()));
2575 2424
2576 if(!asrc) return NULL; 2425 object *dst = clone ();
2577 src = asrc;
2578 if(src->head)
2579 src = src->head;
2580 2426
2581 prev = NULL; 2427 object *prev = dst;
2582 for(part = src; part; part = part->more) { 2428 for (object *part = this->more; part; part = part->more)
2583 tmp = get_object(); 2429 {
2584 copy_object(part,tmp); 2430 object *tmp = part->clone ();
2585 tmp->x -= src->x;
2586 tmp->y -= src->y;
2587 if(!part->head) {
2588 dst = tmp;
2589 tmp->head = NULL;
2590 } else {
2591 tmp->head = dst; 2431 tmp->head = dst;
2592 }
2593 tmp->more = NULL;
2594 if(prev)
2595 prev->more = tmp; 2432 prev->more = tmp;
2596 prev = tmp; 2433 prev = tmp;
2597 } 2434 }
2598 /*** copy inventory ***/ 2435
2599 for(item = src->inv; item; item = item->below) { 2436 for (object *item = inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2437 insert_ob_in_ob (item->deep_clone (), dst);
2601 }
2602 2438
2603 return dst; 2439 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612}
2613
2614/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */
2620
2621object* load_object_str(const char *obstr)
2622{
2623 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF];
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2627 tempfile=fopen(filename,"w");
2628 if (tempfile == NULL)
2629 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n");
2631 return NULL;
2632 };
2633 fprintf(tempfile,obstr);
2634 fclose(tempfile);
2635
2636 op=get_object();
2637
2638 tempfile=fopen(filename,"r");
2639 if (tempfile == NULL)
2640 {
2641 LOG(llevError,"Error - Unable to read object temp file\n");
2642 return NULL;
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED);
2647 fclose(tempfile);
2648 return op;
2649} 2440}
2650 2441
2651/* This returns the first object in who's inventory that 2442/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2443 * has the same type and subtype match.
2653 * returns NULL if no match. 2444 * returns NULL if no match.
2654 */ 2445 */
2446object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2447find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2448{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2449 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2450 if (tmp->type == type && tmp->subtype == subtype)
2451 return tmp;
2661 2452
2662 return NULL; 2453 return 0;
2663} 2454}
2664 2455
2665/* If ob has a field named key, return the link from the list, 2456/* Zero the key_values on op, decrementing the shared-string
2666 * otherwise return NULL. 2457 * refcounts and freeing the links.
2667 * 2458 */
2668 * key must be a passed in shared string - otherwise, this won't 2459void
2669 * do the desired thing. 2460key_values::clear ()
2670 */ 2461{
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2462 for (key_value *kvp = first; kvp; )
2672 key_value * link;
2673 2463 {
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2464 key_value *next = kvp->next;
2465 delete kvp;
2466 kvp = next;
2467 }
2468
2469 first = 0;
2470}
2471
2472shstr_tmp
2473key_values::get (shstr_tmp key) const
2474{
2475 for (key_value *kv = first; kv; kv = kv->next)
2675 if (link->key == key) { 2476 if (kv->key == key)
2477 return kv->value;
2478
2479 return shstr ();
2480}
2481
2482void
2483key_values::add (shstr_tmp key, shstr_tmp value)
2484{
2485 key_value *kv = new key_value;
2486
2487 kv->next = first;
2488 kv->key = key;
2489 kv->value = value;
2490
2491 first = kv;
2492}
2493
2494void
2495key_values::set (shstr_tmp key, shstr_tmp value)
2496{
2497 for (key_value *kv = first; kv; kv = kv->next)
2498 if (kv->key == key)
2499 {
2500 kv->value = value;
2676 return link; 2501 return;
2502 }
2503
2504 add (key, value);
2505}
2506
2507void
2508key_values::del (shstr_tmp key)
2509{
2510 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2511 if ((*kvp)->key == key)
2512 {
2513 key_value *kv = *kvp;
2514 *kvp = (*kvp)->next;
2515 delete kv;
2516 return;
2517 }
2518}
2519
2520void
2521key_values::reverse ()
2522{
2523 key_value *prev = 0;
2524 key_value *head = first;
2525
2526 while (head)
2527 {
2528 key_value *node = head;
2529 head = head->next;
2530 node->next = prev;
2531 prev = node;
2532 }
2533
2534 first = prev;
2535}
2536
2537key_values &
2538key_values::operator =(const key_values &kv)
2539{
2540 clear ();
2541
2542 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2543 add (kvp->key, kvp->value);
2544
2545 reverse ();
2546}
2547
2548object::depth_iterator::depth_iterator (object *container)
2549: iterator_base (container)
2550{
2551 while (item->inv)
2552 item = item->inv;
2553}
2554
2555void
2556object::depth_iterator::next ()
2557{
2558 if (item->below)
2559 {
2560 item = item->below;
2561
2562 while (item->inv)
2563 item = item->inv;
2564 }
2565 else
2566 item = item->env;
2567}
2568
2569const char *
2570object::flag_desc (char *desc, int len) const
2571{
2572 char *p = desc;
2573 bool first = true;
2574
2575 *p = 0;
2576
2577 for (int i = 0; i < NUM_FLAGS; i++)
2578 {
2579 if (len <= 10) // magic constant!
2580 {
2581 snprintf (p, len, ",...");
2582 break;
2677 } 2583 }
2678 }
2679
2680 return NULL;
2681}
2682 2584
2683/* 2585 if (flag [i])
2684 * Returns the value of op has an extra_field for key, or NULL.
2685 *
2686 * The argument doesn't need to be a shared string.
2687 *
2688 * The returned string is shared.
2689 */
2690const char * get_ob_key_value(const object * op, const char * const key) {
2691 key_value * link;
2692 const char * canonical_key;
2693
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2586 {
2702 return NULL; 2587 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2703 } 2588 len -= cnt;
2704 2589 p += cnt;
2705 /* This is copied from get_ob_key_link() above - 2590 first = false;
2706 * only 4 lines, and saves the function call overhead.
2707 */
2708 for (link = op->key_values; link != NULL; link = link->next) {
2709 if (link->key == canonical_key) {
2710 return link->value;
2711 } 2591 }
2712 } 2592 }
2593
2594 return desc;
2595}
2596
2597// return a suitable string describing an object in enough detail to find it
2598const char *
2599object::debug_desc (char *info) const
2600{
2601 char flagdesc[512];
2602 char info2[256 * 4];
2603 char *p = info;
2604
2605 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2606 count,
2607 uuid.c_str (),
2608 &name,
2609 title ? ",title:\"" : "",
2610 title ? (const char *)title : "",
2611 title ? "\"" : "",
2612 flag_desc (flagdesc, 512), type);
2613
2614 if (!flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616
2617 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619
2620 return info;
2621}
2622
2623const char *
2624object::debug_desc () const
2625{
2626 static char info[3][256 * 4];
2627 static int info_idx;
2628
2629 return debug_desc (info [++info_idx % 3]);
2630}
2631
2632struct region *
2633object::region () const
2634{
2635 return map ? map->region (x, y)
2636 : region::default_region ();
2637}
2638
2639//+GPL
2640
2641void
2642object::open_container (object *new_container)
2643{
2644 if (container == new_container)
2713 return NULL; 2645 return;
2714}
2715 2646
2647 object *old_container = container;
2716 2648
2717/* 2649 if (old_container)
2718 * Updates the canonical_key in op to value.
2719 *
2720 * canonical_key is a shared string (value doesn't have to be).
2721 *
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys.
2724 *
2725 * Returns TRUE on success.
2726 */
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2728 key_value * field = NULL, *last=NULL;
2729 2650 {
2730 for (field=op->key_values; field != NULL; field=field->next) { 2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2731 if (field->key != canonical_key) { 2652 return;
2732 last = field; 2653
2733 continue; 2654#if 0
2734 } 2655 // remove the "Close old_container" object.
2735 2656 if (object *closer = old_container->inv)
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2657 if (closer->type == CLOSE_CON)
2737 if (value) 2658 closer->destroy ();
2738 field->value = add_string(value); 2659#endif
2739 else { 2660
2740 /* Basically, if the archetype has this key set, 2661 // make sure the container is available
2741 * we need to store the null value so when we save 2662 esrv_send_item (this, old_container);
2742 * it, we save the empty value so that when we load, 2663
2743 * we get this value back again. 2664 old_container->flag [FLAG_APPLIED] = false;
2744 */ 2665 container = 0;
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2666
2746 field->value = NULL; 2667 // client needs item update to make it work, client bug requires this to be separate
2747 else { 2668 esrv_update_item (UPD_FLAGS, this, old_container);
2748 /* Delete this link */ 2669
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2671 play_sound (sound_find ("chest_close"));
2751 if (last) last->next = field->next;
2752 else op->key_values = field->next;
2753 free(field);
2754 } 2672 }
2755 }
2756 return TRUE;
2757 }
2758 /* IF we get here, key doesn't exist */
2759 2673
2760 /* No field, we'll have to add it. */ 2674 if (new_container)
2761 2675 {
2762 if (!add_key) { 2676 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2763 return FALSE; 2677 return;
2764 } 2678
2765 /* There isn't any good reason to store a null 2679 // TODO: this does not seem to serve any purpose anymore?
2766 * value in the key/value list. If the archetype has 2680#if 0
2767 * this key, then we should also have it, so shouldn't 2681 // insert the "Close Container" object.
2768 * be here. If user wants to store empty strings, 2682 if (archetype *closer = new_container->other_arch)
2769 * should pass in "" 2683 {
2770 */ 2684 object *closer = new_container->other_arch->instance ();
2771 if (value == NULL) return TRUE; 2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2686 new_container->insert (closer);
2687 }
2688#endif
2689
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2691
2692 // make sure the container is available, client bug requires this to be separate
2693 esrv_send_item (this, new_container);
2694
2695 new_container->flag [FLAG_APPLIED] = true;
2696 container = new_container;
2697
2698 // client needs flag change
2699 esrv_update_item (UPD_FLAGS, this, new_container);
2700 esrv_send_inventory (this, new_container);
2701 play_sound (sound_find ("chest_open"));
2772 2702 }
2773 field = (key_value *) malloc(sizeof(key_value)); 2703// else if (!old_container->env && contr && contr->ns)
2704// contr->ns->floorbox_reset ();
2705}
2706
2707//-GPL
2708
2709// prefetch some flat area around the player
2710static void
2711prefetch_surrounding_area (object *op, maptile *map, int range)
2712{
2713 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2714 op->x - range , op->y - range ,
2715 op->x + range + 1, op->y + range + 1);
2716 rect->m;
2717 ++rect)
2774 2718 {
2775 field->key = add_refcount(canonical_key); 2719 rect->m->touch ();
2776 field->value = add_string(value); 2720 rect->m->activate ();
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780 2721 }
2722}
2723
2724// prefetch a generous area around the player, also up and down
2725void
2726object::prefetch_surrounding_maps ()
2727{
2728 prefetch_surrounding_area (this, map, 40);
2729
2730 if (maptile *m = map->tile_available (TILE_DOWN))
2731 prefetch_surrounding_area (this, m, 20);
2732
2733 if (maptile *m = map->tile_available (TILE_UP))
2734 prefetch_surrounding_area (this, m, 20);
2735}
2736
2737//+GPL
2738
2739object *
2740object::force_find (shstr_tmp name)
2741{
2742 /* cycle through his inventory to look for the MARK we want to
2743 * place
2744 */
2745 for (object *tmp = inv; tmp; tmp = tmp->below)
2746 if (tmp->type == FORCE && tmp->slaying == name)
2747 return splay (tmp);
2748
2749 return 0;
2750}
2751
2752void
2753object::force_set_timer (int duration)
2754{
2755 this->duration = 1;
2756 this->speed_left = -1.f;
2757
2758 this->set_speed (duration ? 1.f / duration : 0.f);
2759}
2760
2761object *
2762object::force_add (shstr_tmp name, int duration)
2763{
2764 if (object *force = force_find (name))
2765 force->destroy ();
2766
2767 object *force = archetype::get (FORCE_NAME);
2768
2769 force->slaying = name;
2770 force->force_set_timer (duration);
2771 force->flag [FLAG_APPLIED] = true;
2772
2773 return insert (force);
2774}
2775
2776void
2777object::play_sound (faceidx sound) const
2778{
2779 if (!sound)
2781 return TRUE; 2780 return;
2782}
2783 2781
2784/* 2782 if (is_on_map ())
2785 * Updates the key in op to value. 2783 map->play_sound (sound, x, y);
2786 * 2784 else if (object *pl = in_player ())
2787 * If add_key is FALSE, this will only update existing keys, 2785 pl->contr->play_sound (sound);
2788 * and not add new ones. 2786}
2789 * In general, should be little reason FALSE is ever passed in for add_key 2787
2790 * 2788void
2791 * Returns TRUE on success. 2789object::say_msg (const char *msg) const
2792 */ 2790{
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2791 if (is_on_map ())
2794 const char * canonical_key = NULL; 2792 map->say_msg (msg, x, y);
2795 int floating_ref = FALSE; 2793 else if (object *pl = in_player ())
2796 int ret; 2794 pl->contr->play_sound (sound);
2795}
2796
2797void
2798object::make_noise ()
2799{
2800 // we do not model noise in the map, so instead put
2801 // a temporary light into the noise source
2802 // could use the map instead, but that's less reliable for our
2803 // goal, which is to make invisibility a bit harder to exploit
2804
2805 // currently only works sensibly for players
2806 if (!is_player ())
2807 return;
2808
2809 // find old force, or create new one
2810 object *force = force_find (shstr_noise_force);
2811
2812 if (force)
2813 force->speed_left = -1.f; // patch old speed up
2814 else
2797 2815 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2816 force = archetype::get (shstr_noise_force);
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2817
2800 */ 2818 force->slaying = shstr_noise_force;
2819 force->stats.food = 1;
2820 force->speed_left = -1.f;
2821
2822 force->set_speed (1.f / 4.f);
2823 force->flag [FLAG_IS_USED_UP] = true;
2824 force->flag [FLAG_APPLIED] = true;
2825
2826 insert (force);
2801 2827 }
2802 canonical_key = find_string(key); 2828}
2803 if (canonical_key == NULL) { 2829
2804 canonical_key = add_string(key); 2830void object::change_move_type (MoveType mt)
2805 floating_ref = TRUE; 2831{
2806 } 2832 if (move_type == mt)
2833 return;
2834
2835 if (is_on_map ())
2807 2836 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2837 // we are on the map, so handle move_on/off effects
2838 remove ();
2839 move_type = mt;
2840 map->insert (this, x, y, this);
2809 2841 }
2810 if (floating_ref) { 2842 else
2811 free_string(canonical_key); 2843 move_type = mt;
2812 } 2844}
2813 2845
2846/* object should be a player.
2847 * we return the object the player has marked with the 'mark' command
2848 * below. If no match is found (or object has changed), we return
2849 * NULL. We leave it up to the calling function to print messages if
2850 * nothing is found.
2851 */
2852object *
2853object::mark () const
2854{
2855 if (contr && contr->mark && contr->mark->env == this)
2856 return contr->mark;
2857 else
2814 return ret; 2858 return 0;
2815} 2859}
2860
2861// put marked object first in the inventory
2862// this is used by identify-like spells so players can influence
2863// the order a bit.
2864void
2865object::splay_marked ()
2866{
2867 if (object *marked = mark ())
2868 splay (marked);
2869}
2870

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