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Comparing deliantra/server/common/object.C (file contents):
Revision 1.11 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.254 by root, Sun Aug 31 01:17:11 2008 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 1.11 2006/09/03 00:18:40 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your 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 GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
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> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#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;
37
38objectvec objects;
39activevec actives;
40
57short freearr_x[SIZEOFFREE]= 41short 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, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 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}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
60short freearr_y[SIZEOFFREE]= 47short 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, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
63int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
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, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
66int freedir[SIZEOFFREE]= { 59int 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, 60 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}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 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};
69 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
70 139
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 143{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* 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 145 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
78 */ 147 */
79 148
80 /* For each field in wants, */ 149 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
83 152 return false;
84 /* Look for a field in has with the same key. */ 153
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. */ 154 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 155 return true;
103} 156}
104 157
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
107 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
109 */ 164 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
111} 167}
112 168
113/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 170 * they can be merged together.
115 * 171 *
116 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
119 * 175 *
120 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
121 * 177 *
122 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
123 * check weight 179 * check weight
124 */ 180 */
125 181bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 182{
127
128 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
189 return 0;
130 190
131 if (ob1->speed != ob2->speed) return 0; 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 return 0;
195
196 /* If the objects have been identified, set the BEEN_APPLIED flag.
197 * This is to the comparison of the flags below will be OK. We
198 * just can't ignore the been applied or identified flags, as they
199 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning.
201 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
204
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
207
208 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name
210 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg
212 || ob1->weight != ob2->weight
213 || ob1->attacktype != ob2->attacktype
214 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
220 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname
222 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0;
234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
242 /* This is really a spellbook check - we should in general
243 * not merge objects with real inventories, as splitting them
244 * is hard.
245 */
246 if (ob1->inv || ob2->inv)
247 {
248 if (!(ob1->inv && ob2->inv))
249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
256
257 /* inventory ok - still need to check rest of this object to see
258 * if it is valid.
259 */
260 }
261
262 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge.
265 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
267 return 0;
268
132 /* Note sure why the following is the case - either the object has to 269 /* 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 270 * be animated or have a very low speed. Is this an attempted monster
134 * check? 271 * check?
135 */ 272 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
274 return 0;
275
276 switch (ob1->type)
277 {
278 case SCROLL:
279 if (ob1->level != ob2->level)
280 return 0;
281 break;
282 }
283
284 if (ob1->key_values || ob2->key_values)
285 {
286 /* At least one of these has key_values. */
287 if ((!ob1->key_values) != (!ob2->key_values))
288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 291 return 0;
292 }
138 293
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 294 if (ob1->self || ob2->self)
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 } 295 {
296 ob1->optimise ();
297 ob2->optimise ();
160 298
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 299 if (ob1->self || ob2->self)
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 ) 300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
207 return 0; 305 return 0;
208 306
209 /* Don't merge objects that are applied. With the new 'body' code, 307 if (k1 == 0)
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) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0; 308 return 1;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 309
310 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 311 return 0;
229 } 312 }
230 } 313 }
231 314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->type == PLAYER)
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
236/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
237 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
240 */ 396 */
241signed long sum_weight(object *op) { 397void
242 signed long sum; 398object::update_weight ()
243 object *inv; 399{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 400 sint32 sum = 0;
401
402 for (object *op = inv; op; op = op->below)
403 {
245 if (inv->inv) 404 if (op->inv)
246 sum_weight(inv); 405 op->update_weight ();
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
248 } 408 }
249 if (op->type == CONTAINER && op->stats.Str) 409
250 sum = (sum * (100 - op->stats.Str))/100; 410 sum = weight_adjust_for (this, sum);
251 if(op->carrying != sum) 411
412 if (sum != carrying)
413 {
252 op->carrying = sum; 414 carrying = sum;
253 return sum;
254}
255 415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
420}
421
256/** 422/*
257 * Return the outermost environment object for a given object. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 424 */
259 425char *
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) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 426dump_object (object *op)
332 if(op==NULL) { 427{
333 strcpy(errmsg,"[NULL pointer]"); 428 if (!op)
334 return; 429 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 430
340void dump_all_objects(void) { 431 object_freezer freezer;
341 object *op; 432 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 433 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 434}
347 435
348/* 436/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
352 */ 440 */
353 441object *
354object *get_nearest_part(object *op, const object *pl) { 442get_nearest_part (object *op, const object *pl)
443{
355 object *tmp,*closest; 444 object *tmp, *closest;
356 int last_dist,i; 445 int last_dist, i;
446
357 if(op->more==NULL) 447 if (!op->more)
358 return op; 448 return op;
449
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 454 closest = tmp, last_dist = i;
455
362 return closest; 456 return closest;
363} 457}
364 458
365/* 459/*
366 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
367 */ 462 */
368 463object *
369object *find_object(tag_t i) { 464find_object (tag_t i)
370 object *op; 465{
371 for(op=objects;op!=NULL;op=op->next) 466 for_all_objects (op)
372 if(op->count==i) 467 if (op->count == i)
373 break;
374 return op; 468 return op;
469
470 return 0;
375} 471}
376 472
377/* 473/*
378 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
381 */ 477 */
382 478object *
383object *find_object_name(const char *str) { 479find_object_name (const char *str)
384 const char *name = shstr::find (str); 480{
385 object *op; 481 shstr_cmp str_ (str);
386 for(op=objects;op!=NULL;op=op->next) 482
483 if (str_)
484 for_all_objects (op)
387 if(&op->name == name) 485 if (op->name == str_)
388 break; 486 return op;
389 487
390 return op; 488 return 0;
391} 489}
392
393void free_all_object_data(void) {
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442}
443
444
445 490
446/* 491/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
449 */ 495 */
450void set_owner (object *op, object *owner) 496void
497object::set_owner (object *owner)
451{ 498{
452 if(owner==NULL||op==NULL) 499 // allow objects which own objects
500 if (owner)
501 while (owner->owner)
502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 507 return;
508 }
454 509
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 510 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475} 511}
476 512
477/* Set the owner to clone's current owner and set the skill and experience 513int
478 * objects to clone's objects (typically those objects that where the owner's 514object::slottype () const
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{ 515{
489 object *owner = get_owner (clone); 516 if (type == SKILL)
490 if (owner == NULL) { 517 {
491 /* players don't have owners - they own themselves. Update 518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
492 * as appropriate. 519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
493 */ 553 {
494 if (clone->type == PLAYER) owner=clone; 554 current_weapon = chosen_skill = 0;
495 else return; 555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
496 } 570 {
497 set_owner(op, owner); 571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
498 575
499} 576 return true;
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 577}
518 578
519/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 580 * refcounts and freeing the links.
521 */ 581 */
582static void
522static void free_key_values(object * op) 583free_key_values (object *op)
523{ 584{
524 for (key_value *i = op->key_values; i != 0; ) 585 for (key_value *i = op->key_values; i; )
525 { 586 {
526 key_value *next = i->next; 587 key_value *next = i->next;
527 delete i; 588 delete i;
589
528 i = next; 590 i = next;
529 } 591 }
530 592
531 op->key_values = 0; 593 op->key_values = 0;
532} 594}
533 595
534/* 596/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 602 * will point at garbage.
594 */ 603 */
595 604void
596void copy_object(object *op2, object *op) 605object::copy_to (object *dst)
597{ 606{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 607 dst->remove ();
599 608 *(object_copy *)dst = *this;
600 op->clear (); 609 dst->flag [FLAG_REMOVED] = true;
601
602 free_key_values (op);
603
604 *(object_special *)op = *(object_special *)op2;
605 op2->clone (op);
606
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0;
612 610
613 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 612 if (key_values)
613 {
615 key_value *tail = NULL; 614 key_value *tail = 0;
616 key_value *i;
617
618 op->key_values = NULL; 615 dst->key_values = 0;
619 616
620 for (i = op2->key_values; i != NULL; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
621 { 618 {
622 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
623 620
624 new_link->next = NULL; 621 new_link->next = 0;
625 new_link->key = i->key; 622 new_link->key = i->key;
626 new_link->value = i->value; 623 new_link->value = i->value;
627 624
628 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 626 if (!dst->key_values)
630 { 627 {
631 op->key_values = new_link; 628 dst->key_values = new_link;
632 tail = new_link; 629 tail = new_link;
633 } 630 }
634 else 631 else
635 { 632 {
636 tail->next = new_link; 633 tail->next = new_link;
637 tail = new_link; 634 tail = new_link;
638 } 635 }
639 } 636 }
640 } 637 }
641 638
642 update_ob_speed (op); 639 if (speed < 0)
643} 640 dst->speed_left -= rndm ();
644 641
645/* 642 dst->set_speed (dst->speed);
646 * expand_objects() allocates more objects for the list of unused objects. 643}
647 * It is called from get_object() if the unused list is empty. 644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
648 */ 657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
649 660
650void expand_objects(void) { 661 attachable::instantiate ();
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674} 662}
675 663
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 664object *
685 665object::clone ()
686 if(free_objects==NULL) 666{
687 expand_objects(); 667 object *neu = create ();
688 668 copy_to (neu);
689 op = free_objects; 669 neu->map = map; // not copied by copy_to
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 670 return neu;
720} 671}
721 672
722/* 673/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
726 */ 677 */
727 678void
728void update_turn_face(object *op) { 679update_turn_face (object *op)
680{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 682 return;
683
731 SET_ANIMATION(op, op->direction); 684 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
733} 686}
734 687
735/* 688/*
736 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
739 */ 692 */
740 693void
741void update_ob_speed(object *op) { 694object::set_speed (float speed)
742 extern int arch_init; 695{
743 696 if (flag [FLAG_FREED] && speed)
744 /* No reason putting the archetypes objects on the speed list, 697 {
745 * since they never really need to be updated.
746 */
747
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 699 speed = 0;
754#endif
755 } 700 }
756 if (arch_init) {
757 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 701
764 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
765 * of the list. */ 703
766 op->active_next = active_objects; 704 if (has_active_speed ())
767 if (op->active_next!=NULL) 705 activate ();
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 706 else
772 /* If not on the active list, nothing needs to be done */ 707 deactivate ();
773 if (!op->active_next && !op->active_prev && op!=active_objects)
774 return;
775
776 if (op->active_prev==NULL) {
777 active_objects = op->active_next;
778 if (op->active_next!=NULL)
779 op->active_next->active_prev = NULL;
780 }
781 else {
782 op->active_prev->active_next = op->active_next;
783 if (op->active_next)
784 op->active_next->active_prev = op->active_prev;
785 }
786 op->active_next = NULL;
787 op->active_prev = NULL;
788 }
789} 708}
790 709
791/* This function removes object 'op' from the list of active
792 * objects.
793 * This should only be used for style maps or other such
794 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object.
798 */
799void remove_from_active_list(object *op)
800{
801 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects)
803 return;
804
805 if (op->active_prev==NULL) {
806 active_objects = op->active_next;
807 if (op->active_next!=NULL)
808 op->active_next->active_prev = NULL;
809 }
810 else {
811 op->active_prev->active_next = op->active_next;
812 if (op->active_next)
813 op->active_next->active_prev = op->active_prev;
814 }
815 op->active_next = NULL;
816 op->active_prev = NULL;
817}
818
819/* 710/*
820 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 714 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 715 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 716 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
827 * 718 *
828 * action is a hint of what the caller believes need to be done. 719 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 720 * current action are:
834 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 724 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
839 */ 726 */
840 727void
841void update_object(object *op, int action) { 728update_object (object *op, int action)
842 int update_now=0, flags; 729{
843 MoveType move_on, move_off, move_block, move_slow; 730 if (!op)
844 731 {
845 if (op == NULL) {
846 /* this should never happen */ 732 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
848 return; 734 return;
849 }
850 735 }
851 if(op->env!=NULL) { 736
737 if (!op->is_on_map ())
738 {
852 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
853 * to do in this case. 740 * to do in this case.
854 */ 741 */
855 return; 742 return;
856 }
857
858 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways.
860 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return;
862 743 }
744
863 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 747 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 749#ifdef MANY_CORES
868 abort(); 750 abort ();
869#endif 751#endif
870 return; 752 return;
871 }
872 753 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 754
755 mapspace &m = op->ms ();
756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
880 if (action == UP_OBJ_INSERT) { 759 else if (action == UP_OBJ_INSERT)
760 {
761 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 768 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 769 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 772 * have move_allow right now.
897 */ 773 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 776 m.flags_ = 0;
901 } 777 }
902 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 780 * that is being removed.
905 */ 781 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 783 m.flags_ = 0;
908 } else if (action == UP_OBJ_FACE) { 784 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 785 /* Nothing to do for that case */ ;
910 }
911 else { 786 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 788
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 789 if (op->more)
921 update_object(op->more, action); 790 update_object (op->more, action);
922} 791}
923 792
793object::object ()
794{
795 SET_FLAG (this, FLAG_REMOVED);
924 796
925/* 797 expmul = 1.0;
926 * free_object() frees everything allocated by an object, removes 798 face = blank_face;
927 * it from the list of used objects, and puts it on the list of
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935
936void free_object(object *ob) {
937 free_object2(ob, 0);
938} 799}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 800
942 ob->clear (); 801object::~object ()
802{
803 unlink ();
943 804
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 805 free_key_values (this);
945 LOG(llevDebug,"Free object called with non removed object\n"); 806}
946 dump_object(ob); 807
947#ifdef MANY_CORES 808static int object_count;
948 abort(); 809
949#endif 810void object::link ()
950 } 811{
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 812 assert (!index);//D
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 813 uuid = UUID::gen ();
953 remove_friendly_object(ob); 814 count = ++object_count;
954 } 815
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 816 refcnt_inc ();
956 dump_object(ob); 817 objects.insert (this);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 818}
819
820void object::unlink ()
821{
822 if (!index)
958 return; 823 return;
824
825 objects.erase (this);
826 refcnt_dec ();
827}
828
829void
830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed ())
837 actives.insert (this);
838}
839
840void
841object::activate_recursive ()
842{
843 activate ();
844
845 for (object *op = inv; op; op = op->below)
846 op->activate_recursive ();
847}
848
849/* This function removes object 'op' from the list of active
850 * objects.
851 * This should only be used for style maps or other such
852 * reference maps where you don't want an object that isn't
853 * in play chewing up cpu time getting processed.
854 * The reverse of this is to call update_ob_speed, which
855 * will do the right thing based on the speed of the object.
856 */
857void
858object::deactivate ()
859{
860 /* If not on the active list, nothing needs to be done */
861 if (!active)
862 return;
863
864 actives.erase (this);
865}
866
867void
868object::deactivate_recursive ()
869{
870 for (object *op = inv; op; op = op->below)
871 op->deactivate_recursive ();
872
873 deactivate ();
874}
875
876void
877object::set_flag_inv (int flag, int value)
878{
879 for (object *op = inv; op; op = op->below)
959 } 880 {
960 if(ob->more!=NULL) { 881 op->flag [flag] = value;
961 free_object2(ob->more, free_inventory); 882 op->set_flag_inv (flag, value);
962 ob->more=NULL;
963 } 883 }
964 if (ob->inv) { 884}
885
886/*
887 * Remove and free all objects in the inventory of the given object.
888 * object.c ?
889 */
890void
891object::destroy_inv (bool drop_to_ground)
892{
893 // need to check first, because the checks below might segfault
894 // as we might be on an invalid mapspace and crossfire code
895 // is too buggy to ensure that the inventory is empty.
896 // corollary: if you create arrows etc. with stuff in its inventory,
897 // cf will crash below with off-map x and y
898 if (!inv)
899 return;
900
965 /* Only if the space blocks everything do we not process - 901 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 902 * if some form of movement is allowed, let objects
967 * drop on that space. 903 * drop on that space.
968 */ 904 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 905 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 906 || !map
907 || map->in_memory != MAP_ACTIVE
908 || map->no_drop
909 || ms ().move_block == MOVE_ALL)
910 {
911 while (inv)
912 inv->destroy (true);
913 }
914 else
915 { /* Put objects in inventory onto this space */
916 while (inv)
971 { 917 {
972 op=ob->inv; 918 object *op = inv;
973 while(op!=NULL) { 919
974 tmp=op->below; 920 if (op->flag [FLAG_STARTEQUIP]
975 remove_ob(op); 921 || op->flag [FLAG_NO_DROP]
976 free_object2(op, free_inventory); 922 || op->type == RUNE
977 op=tmp; 923 || op->type == TRAP
978 } 924 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true);
927 else
928 map->insert (op, x, y);
979 } 929 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 } 930 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED);
1002 ob->count = 0;
1003
1004 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 931}
1038 932
1039/* 933object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 934{
1045 int i=0;
1046 object *tmp=free_objects; 935 object *op = new object;
1047 while(tmp!=NULL) 936 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 937 return op;
1050} 938}
1051 939
1052/* 940static struct freed_map : maptile
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056int count_used()
1057{ 941{
1058 int i=0; 942 freed_map ()
1059 object *tmp=objects; 943 {
1060 while(tmp!=NULL) 944 path = "<freed objects map>";
1061 tmp=tmp->next, i++; 945 name = "/internal/freed_objects_map";
1062 return i; 946 width = 3;
1063} 947 height = 3;
948 no_drop = 1;
949 no_reset = 1;
1064 950
1065/* 951 alloc ();
1066 * count_active() returns the number of objects on the list of active objects. 952 in_memory = MAP_ACTIVE;
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076}
1077
1078/*
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082
1083void sub_weight (object *op, signed long weight) {
1084 while (op != NULL) {
1085 if (op->type == CONTAINER) {
1086 weight=(signed long)(weight*(100-op->stats.Str)/100);
1087 }
1088 op->carrying-=weight;
1089 op = op->env;
1090 } 953 }
1091}
1092 954
1093/* remove_ob(op): 955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
985 {
986 more->destroy ();
987 more = 0;
988 }
989
990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
1000object::destroy (bool destroy_inventory)
1001{
1002 if (destroyed ())
1003 return;
1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
1012 destroy_inv (!destroy_inventory);
1013
1014 if (is_head ())
1015 if (sound_destroy)
1016 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER])
1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1019
1020 attachable::destroy ();
1021}
1022
1023/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1028 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1029 */
1101 1030void
1102void remove_ob(object *op) { 1031object::do_remove ()
1032{
1103 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1104 object *otmp; 1034 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1035
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1036 if (flag [FLAG_REMOVED])
1112 dump_object(op); 1037 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1038
1115 /* Changed it to always dump core in this case. As has been learned 1039 INVOKE_OBJECT (REMOVE, this);
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129 1040
1130 SET_FLAG(op, FLAG_REMOVED); 1041 flag [FLAG_REMOVED] = true;
1131 1042
1043 if (more)
1044 more->remove ();
1045
1132 /* 1046 /*
1133 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1134 * inventory. 1048 * inventory.
1049 */
1050 if (env)
1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do.
1135 */ 1062 */
1136 if(op->env!=NULL) { 1063 map = env->map;
1137 if(op->nrof) 1064 x = env->x;
1138 sub_weight(op->env, op->weight*op->nrof); 1065 y = env->y;
1139 else
1140 sub_weight(op->env, op->weight+op->carrying);
1141 1066
1067 // make sure cmov optimisation is applicable
1068 *(above ? &above->below : &env->inv) = below;
1069 *(below ? &below->above : &above ) = above; // &above is just a dummy
1070
1071 above = 0;
1072 below = 0;
1073 env = 0;
1074
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 1077 * to save cpu time.
1145 */ 1078 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1080 otmp->update_stats ();
1148 fix_player(otmp); 1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1149 1086
1150 if(op->above!=NULL) 1087 if (object *pl = ms.player ())
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do.
1161 */ 1088 {
1162 op->x=op->env->x,op->y=op->env->y; 1089 if (type == PLAYER) // this == pl(!)
1163 op->ox=op->x,op->oy=op->y; 1090 {
1164 op->map=op->env->map; 1091 // leaving a spot always closes any open container on the ground
1165 op->above=NULL,op->below=NULL; 1092 if (container && !container->env)
1166 op->env=NULL; 1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 // re-link, make sure compiler can easily use cmove
1111 *(above ? &above->below : &ms.top) = below;
1112 *(below ? &below->above : &ms.bot) = above;
1113
1114 above = 0;
1115 below = 0;
1116
1117 ms.flags_ = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1167 return; 1120 return;
1168 }
1169 1121
1170 /* If we get here, we are removing it from a map */ 1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1171 if (op->map == NULL) return;
1172 1123
1173 x = op->x; 1124 if (object *pl = ms.player ())
1174 y = op->y;
1175 m = get_map_from_coord(op->map, &x, &y);
1176
1177 if (!m) {
1178 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1179 op->map->path, op->x, op->y);
1180 /* in old days, we used to set x and y to 0 and continue.
1181 * it seems if we get into this case, something is probablye
1182 * screwed up and should be fixed.
1183 */
1184 abort();
1185 }
1186 if (op->map != m) {
1187 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1188 op->map->path, m->path, op->x, op->y, x, y);
1189 }
1190
1191 /* Re did the following section of code - it looks like it had
1192 * lots of logic for things we no longer care about
1193 */
1194
1195 /* link the object above us */
1196 if (op->above)
1197 op->above->below=op->below;
1198 else
1199 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1200
1201 /* Relink the object below us, if there is one */
1202 if(op->below) {
1203 op->below->above=op->above;
1204 } else {
1205 /* Nothing below, which means we need to relink map object for this space
1206 * use translated coordinates in case some oddness with map tiling is
1207 * evident
1208 */
1209 if(GET_MAP_OB(m,x,y)!=op) {
1210 dump_object(op);
1211 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);
1212 dump_object(GET_MAP_OB(m,x,y));
1213 LOG(llevError,"%s\n",errmsg);
1214 } 1125 {
1215 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1126 if (pl->container == this)
1216 }
1217 op->above=NULL;
1218 op->below=NULL;
1219
1220 if (op->map->in_memory == MAP_SAVING)
1221 return;
1222
1223 tag = op->count;
1224 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1225 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1226 /* No point updating the players look faces if he is the object
1227 * being removed.
1228 */
1229
1230 if(tmp->type==PLAYER && tmp!=op) {
1231 /* If a container that the player is currently using somehow gets 1127 /* If a container that the player is currently using somehow gets
1232 * removed (most likely destroyed), update the player view 1128 * removed (most likely destroyed), update the player view
1233 * appropriately. 1129 * appropriately.
1234 */ 1130 */
1235 if (tmp->container==op) { 1131 pl->close_container ();
1236 CLEAR_FLAG(op, FLAG_APPLIED); 1132
1237 tmp->container=NULL; 1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1138 }
1139
1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1141 {
1142 /* No point updating the players look faces if he is the object
1143 * being removed.
1144 */
1145
1146 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 {
1151 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 } 1155 }
1239 tmp->contr->socket.update_look=1; 1156
1157 last = tmp;
1240 } 1158 }
1241 /* See if player moving off should effect something */
1242 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1243 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1244 1159
1245 move_apply(tmp, op, NULL); 1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1246 if (was_destroyed (op, tag)) {
1247 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1248 "leaving object\n", &tmp->name, &tmp->arch->name);
1249 }
1250 }
1251
1252 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1253
1254 if(tmp->above == tmp)
1255 tmp->above = NULL;
1256 last=tmp;
1257 }
1258 /* last == NULL of there are no objects on this space */
1259 if (last==NULL) {
1260 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1261 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1262 * those out anyways, and if there are any flags set right now, they won't
1263 * be correct anyways.
1264 */
1265 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1266 update_position(op->map, op->x, op->y);
1267 }
1268 else
1269 update_object(last, UP_OBJ_REMOVE);
1270
1271 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1272 update_all_los(op->map, op->x, op->y); 1161 update_all_los (map, x, y);
1273 1162 }
1274} 1163}
1275 1164
1276/* 1165/*
1277 * merge_ob(op,top): 1166 * merge_ob(op,top):
1278 * 1167 *
1279 * This function goes through all objects below and including top, and 1168 * This function goes through all objects below and including top, and
1280 * merges op to the first matching object. 1169 * merges op to the first matching object.
1281 * If top is NULL, it is calculated. 1170 * If top is NULL, it is calculated.
1282 * Returns pointer to object if it succeded in the merge, otherwise NULL 1171 * Returns pointer to object if it succeded in the merge, otherwise NULL
1283 */ 1172 */
1284 1173object *
1285object *merge_ob(object *op, object *top) { 1174merge_ob (object *op, object *top)
1175{
1286 if(!op->nrof) 1176 if (!op->nrof)
1287 return 0; 1177 return 0;
1288 if(top==NULL) 1178
1179 if (!top)
1289 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1180 for (top = op; top && top->above; top = top->above)
1181 ;
1182
1290 for(;top!=NULL;top=top->below) { 1183 for (; top; top = top->below)
1291 if(top==op) 1184 if (object::can_merge (op, top))
1292 continue;
1293 if (CAN_MERGE(op,top))
1294 { 1185 {
1295 top->nrof+=op->nrof; 1186 top->nrof += op->nrof;
1296/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1187
1297 op->weight = 0; /* Don't want any adjustements now */ 1188 if (object *pl = top->visible_to ())
1298 remove_ob(op); 1189 esrv_update_item (UPD_NROF, pl, top);
1299 free_object(op); 1190
1191 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already
1193
1194 op->destroy (1);
1195
1300 return top; 1196 return top;
1301 } 1197 }
1302 } 1198
1303 return NULL; 1199 return 0;
1304} 1200}
1305 1201
1202void
1203object::expand_tail ()
1204{
1205 if (more)
1206 return;
1207
1208 object *prev = this;
1209
1210 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1211 {
1212 object *op = arch_to_object (at);
1213
1214 op->name = name;
1215 op->name_pl = name_pl;
1216 op->title = title;
1217
1218 op->head = this;
1219 prev->more = op;
1220
1221 prev = op;
1222 }
1223}
1224
1306/* 1225/*
1307 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1226 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1308 * job preparing multi-part monsters 1227 * job preparing multi-part monsters.
1309 */ 1228 */
1229object *
1310object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1230insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1311 object* tmp; 1231{
1312 if (op->head) 1232 op->remove ();
1313 op=op->head; 1233
1314 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 {
1315 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->x;
1316 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->y;
1317 } 1238 }
1239
1318 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1319} 1241}
1320 1242
1321/* 1243/*
1322 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1323 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1336 * Return value: 1258 * Return value:
1337 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1338 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1339 * just 'op' otherwise 1261 * just 'op' otherwise
1340 */ 1262 */
1341 1263object *
1342object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1343{ 1265{
1344 object *tmp, *top, *floor=NULL; 1266 if (op->is_on_map ())
1345 sint16 x,y;
1346
1347 if (QUERY_FLAG (op, FLAG_FREED)) {
1348 LOG (llevError, "Trying to insert freed object!\n");
1349 return NULL;
1350 } 1267 {
1351 if(m==NULL) { 1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1352 dump_object(op);
1353 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1354 return op;
1355 }
1356 if(out_of_map(m,op->x,op->y)) {
1357 dump_object(op);
1358 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort(); 1269 abort ();
1365#endif 1270 }
1271
1272 if (op->env)
1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove ();
1276 }
1277
1278 if (op->face && !face_info (op->face))//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D
1283
1284 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work
1287 */
1288 if (!xy_normalise (m, op->x, op->y))
1289 {
1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1366 return op; 1291 return 0;
1367 } 1292 }
1368 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1293
1369 dump_object(op); 1294 if (object *more = op->more)
1370 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1295 if (!insert_ob_in_map (more, m, originator, flag))
1371 return op; 1296 return 0;
1372 }
1373 if(op->more!=NULL) {
1374 /* The part may be on a different map. */
1375 1297
1376 object *more = op->more; 1298 CLEAR_FLAG (op, FLAG_REMOVED);
1377 1299
1378 /* We really need the caller to normalize coordinates - if 1300 op->map = m;
1379 * we set the map, that doesn't work if the location is within 1301 mapspace &ms = op->ms ();
1380 * a map and this is straddling an edge. So only if coordinate 1302
1381 * is clear wrong do we normalize it. 1303 /* this has to be done after we translate the coordinates.
1304 */
1305 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp))
1382 */ 1308 {
1383 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1309 // TODO: we actually want to update tmp, not op,
1384 /* Debugging information so you can see the last coordinates this object had */ 1310 // but some caller surely breaks when we return tmp
1385 more->ox = more->x; 1311 // from here :/
1386 more->oy = more->y; 1312 op->nrof += tmp->nrof;
1387 more->map = get_map_from_coord(m, &more->x, &more->y); 1313 tmp->destroy (1);
1388 } else if (!more->map) {
1389 /* For backwards compatibility - when not dealing with tiled maps,
1390 * more->map should always point to the parent.
1391 */
1392 more->map = m;
1393 } 1314 }
1394 1315
1395 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1396 if ( ! op->head) 1317 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1318
1398 return NULL; 1319 if (!QUERY_FLAG (op, FLAG_ALIVE))
1320 CLEAR_FLAG (op, FLAG_NO_STEAL);
1321
1322 if (flag & INS_BELOW_ORIGINATOR)
1323 {
1324 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1325 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort ();
1399 } 1328 }
1329
1330 if (!originator->is_on_map ())
1331 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1332 op->debug_desc (), originator->debug_desc ());
1333
1334 op->above = originator;
1335 op->below = originator->below;
1336 originator->below = op;
1337
1338 *(op->below ? &op->below->above : &ms.bot) = op;
1339 }
1340 else
1400 } 1341 {
1401 CLEAR_FLAG(op,FLAG_REMOVED); 1342 object *floor = 0;
1343 object *top = ms.top;
1402 1344
1403 /* Debugging information so you can see the last coordinates this object had */ 1345 /* If there are other objects, then */
1404 op->ox=op->x; 1346 if (top)
1405 op->oy=op->y; 1347 {
1348 /*
1349 * If there are multiple objects on this space, we do some trickier handling.
1350 * We've already dealt with merging if appropriate.
1351 * Generally, we want to put the new object on top. But if
1352 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1353 * floor, we want to insert above that and no further.
1354 * Also, if there are spell objects on this space, we stop processing
1355 * once we get to them. This reduces the need to traverse over all of
1356 * them when adding another one - this saves quite a bit of cpu time
1357 * when lots of spells are cast in one area. Currently, it is presumed
1358 * that flying non pickable objects are spell objects.
1359 */
1360 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1361 {
1362 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1363 floor = tmp;
1406 1364
1407 /* Ideally, the caller figures this out. However, it complicates a lot 1365 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1408 * of areas of callers (eg, anything that uses find_free_spot would now 1366 {
1409 * need extra work 1367 /* We insert above top, so we want this object below this */
1410 */ 1368 top = tmp->below;
1411 op->map=get_map_from_coord(m, &op->x, &op->y); 1369 break;
1412 x = op->x; 1370 }
1413 y = op->y;
1414 1371
1415 /* this has to be done after we translate the coordinates. 1372 top = tmp;
1416 */
1417 if(op->nrof && !(flag & INS_NO_MERGE)) {
1418 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1419 if (CAN_MERGE(op,tmp)) {
1420 op->nrof+=tmp->nrof;
1421 remove_ob(tmp);
1422 free_object(tmp);
1423 } 1373 }
1424 }
1425 1374
1426 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1375 /* We let update_position deal with figuring out what the space
1427 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1376 * looks like instead of lots of conditions here.
1428 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1377 * makes things faster, and effectively the same result.
1429 CLEAR_FLAG(op, FLAG_NO_STEAL); 1378 */
1430 1379
1431 if (flag & INS_BELOW_ORIGINATOR) { 1380 /* Have object 'fall below' other objects that block view.
1432 if (originator->map != op->map || originator->x != op->x || 1381 * Unless those objects are exits.
1433 originator->y != op->y) { 1382 * If INS_ON_TOP is used, don't do this processing
1434 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1383 * Need to find the object that in fact blocks view, otherwise
1435 abort(); 1384 * stacking is a bit odd.
1385 */
1386 if (!(flag & INS_ON_TOP)
1387 && ms.flags () & P_BLOCKSVIEW
1388 && (op->face && !faces [op->face].visibility))
1389 {
1390 object *last;
1391
1392 for (last = top; last != floor; last = last->below)
1393 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1394 break;
1395
1396 /* Check to see if we found the object that blocks view,
1397 * and make sure we have a below pointer for it so that
1398 * we can get inserted below this one, which requires we
1399 * set top to the object below us.
1400 */
1401 if (last && last->below && last != floor)
1402 top = last->below;
1403 }
1404 } /* If objects on this space */
1405
1406 if (flag & INS_ABOVE_FLOOR_ONLY)
1407 top = floor;
1408
1409 // insert object above top, or bottom-most if top = 0
1410 if (!top)
1411 {
1412 op->below = 0;
1413 op->above = ms.bot;
1414 ms.bot = op;
1415
1416 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1417 }
1437 op->above = originator;
1438 op->below = originator->below;
1439 if (op->below) op->below->above = op;
1440 else SET_MAP_OB(op->map, op->x, op->y, op);
1441 /* since *below* originator, no need to update top */
1442 originator->below = op;
1443 } else { 1418 else
1444 /* If there are other objects, then */
1445 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1446 object *last=NULL;
1447 /*
1448 * If there are multiple objects on this space, we do some trickier handling.
1449 * We've already dealt with merging if appropriate.
1450 * Generally, we want to put the new object on top. But if
1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1452 * floor, we want to insert above that and no further.
1453 * Also, if there are spell objects on this space, we stop processing
1454 * once we get to them. This reduces the need to traverse over all of
1455 * them when adding another one - this saves quite a bit of cpu time
1456 * when lots of spells are cast in one area. Currently, it is presumed
1457 * that flying non pickable objects are spell objects.
1458 */
1459
1460 while (top != NULL) {
1461 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1462 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1463 if (QUERY_FLAG(top, FLAG_NO_PICK)
1464 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1465 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1466 {
1467 /* We insert above top, so we want this object below this */
1468 top=top->below;
1469 break;
1470 }
1471 last = top;
1472 top = top->above;
1473 }
1474 /* Don't want top to be NULL, so set it to the last valid object */
1475 top = last;
1476
1477 /* We let update_position deal with figuring out what the space
1478 * looks like instead of lots of conditions here.
1479 * makes things faster, and effectively the same result.
1480 */
1481
1482 /* Have object 'fall below' other objects that block view.
1483 * Unless those objects are exits, type 66
1484 * If INS_ON_TOP is used, don't do this processing
1485 * Need to find the object that in fact blocks view, otherwise
1486 * stacking is a bit odd.
1487 */
1488 if (!(flag & INS_ON_TOP) &&
1489 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1490 (op->face && !op->face->visibility)) {
1491 for (last=top; last != floor; last=last->below)
1492 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1493 /* Check to see if we found the object that blocks view,
1494 * and make sure we have a below pointer for it so that
1495 * we can get inserted below this one, which requires we
1496 * set top to the object below us.
1497 */
1498 if (last && last->below && last != floor) top=last->below;
1499 }
1500 } /* If objects on this space */
1501 if (flag & INS_MAP_LOAD)
1502 top = GET_MAP_TOP(op->map,op->x,op->y);
1503 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1504
1505 /* Top is the object that our object (op) is going to get inserted above.
1506 */ 1419 {
1507
1508 /* First object on this space */
1509 if (!top) {
1510 op->above = GET_MAP_OB(op->map, op->x, op->y);
1511 if (op->above) op->above->below = op;
1512 op->below = NULL;
1513 SET_MAP_OB(op->map, op->x, op->y, op);
1514 } else { /* get inserted into the stack above top */
1515 op->above = top->above; 1420 op->above = top->above;
1516 if (op->above) op->above->below = op;
1517 op->below = top;
1518 top->above = op; 1421 top->above = op;
1422
1423 op->below = top;
1424 *(op->above ? &op->above->below : &ms.top) = op;
1519 } 1425 }
1520 if (op->above==NULL) 1426 }
1521 SET_MAP_TOP(op->map,op->x, op->y, op);
1522 } /* else not INS_BELOW_ORIGINATOR */
1523 1427
1524 if(op->type==PLAYER) 1428 if (op->type == PLAYER)
1429 {
1525 op->contr->do_los=1; 1430 op->contr->do_los = 1;
1431 ++op->map->players;
1432 op->map->touch ();
1433 }
1526 1434
1527 /* If we have a floor, we know the player, if any, will be above 1435 op->map->dirty = true;
1528 * it, so save a few ticks and start from there.
1529 */
1530 if (!(flag & INS_MAP_LOAD))
1531 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1532 if (tmp->type == PLAYER)
1533 tmp->contr->socket.update_look=1;
1534 }
1535 1436
1437 if (object *pl = ms.player ())
1438 //TODO: the floorbox prev/next might need updating
1439 //esrv_send_item (pl, op);
1440 //TODO: update floorbox to preserve ordering
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update ();
1443
1536 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1537 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1538 * an inefficient way to do this, as it means los for all players 1446 * an inefficient way to do this, as it means los for all players
1539 * on the map will get recalculated. The players could very well 1447 * on the map will get recalculated. The players could very well
1540 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1541 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1542 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1543 * of effect may be sufficient. 1451 * of effect may be sufficient.
1544 */ 1452 */
1545 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1546 update_all_los(op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1547 1455
1548
1549 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1550 update_object(op,UP_OBJ_INSERT); 1457 update_object (op, UP_OBJ_INSERT);
1551 1458
1459 INVOKE_OBJECT (INSERT, op);
1552 1460
1553 /* Don't know if moving this to the end will break anything. However, 1461 /* Don't know if moving this to the end will break anything. However,
1554 * we want to have update_look set above before calling this. 1462 * we want to have floorbox_update called before calling this.
1555 * 1463 *
1556 * check_move_on() must be after this because code called from 1464 * check_move_on() must be after this because code called from
1557 * check_move_on() depends on correct map flags (so functions like 1465 * check_move_on() depends on correct map flags (so functions like
1558 * blocked() and wall() work properly), and these flags are updated by 1466 * blocked() and wall() work properly), and these flags are updated by
1559 * update_object(). 1467 * update_object().
1560 */ 1468 */
1561 1469
1562 /* if this is not the head or flag has been passed, don't check walk on status */ 1470 /* if this is not the head or flag has been passed, don't check walk on status */
1563
1564 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1471 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 {
1565 if (check_move_on(op, originator)) 1473 if (check_move_on (op, originator))
1566 return NULL; 1474 return 0;
1567 1475
1568 /* If we are a multi part object, lets work our way through the check 1476 /* If we are a multi part object, lets work our way through the check
1569 * walk on's. 1477 * walk on's.
1570 */ 1478 */
1571 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1479 for (object *tmp = op->more; tmp; tmp = tmp->more)
1572 if (check_move_on (tmp, originator)) 1480 if (check_move_on (tmp, originator))
1573 return NULL; 1481 return 0;
1574 } 1482 }
1483
1575 return op; 1484 return op;
1576} 1485}
1577 1486
1578/* this function inserts an object in the map, but if it 1487/* this function inserts an object in the map, but if it
1579 * finds an object of its own type, it'll remove that one first. 1488 * finds an object of its own type, it'll remove that one first.
1580 * op is the object to insert it under: supplies x and the map. 1489 * op is the object to insert it under: supplies x and the map.
1581 */ 1490 */
1491void
1582void replace_insert_ob_in_map(const char *arch_string, object *op) { 1492replace_insert_ob_in_map (const char *arch_string, object *op)
1583 object *tmp; 1493{
1584 object *tmp1;
1585
1586 /* first search for itself and remove any old instances */ 1494 /* first search for itself and remove any old instances */
1587 1495
1588 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1589 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1590 remove_ob(tmp); 1498 tmp->destroy (1);
1591 free_object(tmp);
1592 }
1593 }
1594 1499
1595 tmp1=arch_to_object(find_archetype(arch_string)); 1500 object *tmp = arch_to_object (archetype::find (arch_string));
1596 1501
1597 1502 tmp->x = op->x;
1598 tmp1->x = op->x; tmp1->y = op->y; 1503 tmp->y = op->y;
1504
1599 insert_ob_in_map(tmp1,op->map,op,0); 1505 insert_ob_in_map (tmp, op->map, op, 0);
1600}
1601
1602/*
1603 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1604 * is returned contains nr objects, and the remaining parts contains
1605 * the rest (or is removed and freed if that number is 0).
1606 * On failure, NULL is returned, and the reason put into the
1607 * global static errmsg array.
1608 */
1609
1610object *get_split_ob(object *orig_ob, uint32 nr) {
1611 object *newob;
1612 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613
1614 if(orig_ob->nrof<nr) {
1615 sprintf(errmsg,"There are only %d %ss.",
1616 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1617 return NULL;
1618 }
1619 newob = object_create_clone(orig_ob);
1620 if((orig_ob->nrof-=nr)<1) {
1621 if ( ! is_removed)
1622 remove_ob(orig_ob);
1623 free_object2(orig_ob, 1);
1624 }
1625 else if ( ! is_removed) {
1626 if(orig_ob->env!=NULL)
1627 sub_weight (orig_ob->env,orig_ob->weight*nr);
1628 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1629 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1630 LOG(llevDebug,
1631 "Error, Tried to split object whose map is not in memory.\n");
1632 return NULL;
1633 }
1634 }
1635 newob->nrof=nr;
1636
1637 return newob;
1638} 1506}
1639 1507
1508object *
1509object::insert_at (object *where, object *originator, int flags)
1510{
1511 if (where->env)
1512 return where->env->insert (this);
1513 else
1514 return where->map->insert (this, where->x, where->y, originator, flags);
1515}
1516
1640/* 1517/*
1641 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease(object, number) decreases a specified number from
1642 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1643 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1644 * 1521 *
1645 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1646 */ 1523 */
1647 1524bool
1648object *decrease_ob_nr (object *op, uint32 i) 1525object::decrease (sint32 nr)
1649{ 1526{
1650 object *tmp; 1527 if (!nr)
1651 player *pl; 1528 return true;
1652 1529
1653 if (i == 0) /* objects with op->nrof require this check */ 1530 nr = min (nr, nrof);
1531
1532 if (nrof > nr)
1533 {
1534 nrof -= nr;
1535 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1536
1537 if (object *pl = visible_to ())
1538 esrv_update_item (UPD_NROF, pl, this);
1539
1540 return true;
1541 }
1542 else
1543 {
1544 destroy ();
1545 return false;
1546 }
1547}
1548
1549/*
1550 * split(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and returned if that number is 0).
1553 * On failure, NULL is returned.
1554 */
1555object *
1556object::split (sint32 nr)
1557{
1558 int have = number_of ();
1559
1560 if (have < nr)
1561 return 0;
1562 else if (have == nr)
1563 {
1564 remove ();
1565 return this;
1566 }
1567 else
1568 {
1569 decrease (nr);
1570
1571 object *op = deep_clone ();
1572 op->nrof = nr;
1654 return op; 1573 return op;
1655
1656 if (i > op->nrof)
1657 i = op->nrof;
1658
1659 if (QUERY_FLAG (op, FLAG_REMOVED))
1660 { 1574 }
1661 op->nrof -= i; 1575}
1576
1577object *
1578insert_ob_in_ob (object *op, object *where)
1579{
1580 if (!where)
1662 } 1581 {
1663 else if (op->env != NULL) 1582 char *dump = dump_object (op);
1664 { 1583 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1665 /* is this object in the players inventory, or sub container 1584 free (dump);
1666 * therein?
1667 */
1668 tmp = is_player_inv (op->env);
1669 /* nope. Is this a container the player has opened?
1670 * If so, set tmp to that player.
1671 * IMO, searching through all the players will mostly
1672 * likely be quicker than following op->env to the map,
1673 * and then searching the map for a player.
1674 */
1675 if (!tmp) {
1676 for (pl=first_player; pl; pl=pl->next)
1677 if (pl->ob->container == op->env) break;
1678 if (pl) tmp=pl->ob;
1679 else tmp=NULL;
1680 }
1681
1682 if (i < op->nrof) {
1683 sub_weight (op->env, op->weight * i);
1684 op->nrof -= i;
1685 if (tmp) {
1686 esrv_send_item(tmp, op);
1687 }
1688 } else {
1689 remove_ob (op);
1690 op->nrof = 0;
1691 if (tmp) {
1692 esrv_del_item(tmp->contr, op->count);
1693 }
1694 }
1695 }
1696 else
1697 {
1698 object *above = op->above;
1699
1700 if (i < op->nrof) {
1701 op->nrof -= i;
1702 } else {
1703 remove_ob (op);
1704 op->nrof = 0;
1705 }
1706 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER) {
1709 if (op->nrof)
1710 esrv_send_item(tmp, op);
1711 else
1712 esrv_del_item(tmp->contr, op->count);
1713 }
1714 }
1715
1716 if (op->nrof) {
1717 return op; 1585 return op;
1718 } else { 1586 }
1719 free_object (op); 1587
1720 return NULL; 1588 if (where->head_ () != where)
1721 } 1589 {
1722} 1590 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1723 1591 where = where->head;
1724/*
1725 * add_weight(object, weight) adds the specified weight to an object,
1726 * and also updates how much the environment(s) is/are carrying.
1727 */
1728
1729void add_weight (object *op, signed long weight) {
1730 while (op!=NULL) {
1731 if (op->type == CONTAINER) {
1732 weight=(signed long)(weight*(100-op->stats.Str)/100);
1733 }
1734 op->carrying+=weight;
1735 op=op->env;
1736 } 1592 }
1737}
1738 1593
1594 return where->insert (op);
1595}
1596
1739/* 1597/*
1740 * insert_ob_in_ob(op,environment): 1598 * env->insert (op)
1741 * This function inserts the object op in the linked list 1599 * This function inserts the object op in the linked list
1742 * inside the object environment. 1600 * inside the object environment.
1743 * 1601 *
1744 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1745 * the inventory at the last position or next to other objects of the same
1746 * type.
1747 * Frank: Now sorted by type, archetype and magic!
1748 *
1749 * The function returns now pointer to inserted item, and return value can 1602 * The function returns now pointer to inserted item, and return value can
1750 * be != op, if items are merged. -Tero 1603 * be != op, if items are merged. -Tero
1751 */ 1604 */
1752 1605object *
1753object *insert_ob_in_ob(object *op,object *where) { 1606object::insert (object *op)
1754 object *tmp, *otmp; 1607{
1755
1756 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1757 dump_object(op);
1758 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1759 return op;
1760 }
1761 if(where==NULL) {
1762 dump_object(op);
1763 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1764 return op;
1765 }
1766 if (where->head) {
1767 LOG(llevDebug,
1768 "Warning: Tried to insert object wrong part of multipart object.\n");
1769 where = where->head;
1770 }
1771 if (op->more) { 1608 if (op->more)
1609 {
1772 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1610 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1773 &op->name, op->count);
1774 return op; 1611 return op;
1775 } 1612 }
1776 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1613
1777 CLEAR_FLAG(op, FLAG_REMOVED); 1614 op->remove ();
1615
1616 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1617
1778 if(op->nrof) { 1618 if (op->nrof)
1779 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1619 for (object *tmp = inv; tmp; tmp = tmp->below)
1780 if ( CAN_MERGE(tmp,op) ) { 1620 if (object::can_merge (tmp, op))
1621 {
1781 /* return the original object and remove inserted object 1622 /* return the original object and remove inserted object
1782 (client needs the original object) */ 1623 (client needs the original object) */
1783 tmp->nrof += op->nrof; 1624 tmp->nrof += op->nrof;
1784 /* Weight handling gets pretty funky. Since we are adding to 1625
1785 * tmp->nrof, we need to increase the weight. 1626 if (object *pl = tmp->visible_to ())
1786 */ 1627 esrv_update_item (UPD_NROF, pl, tmp);
1787 add_weight (where, op->weight*op->nrof); 1628
1788 SET_FLAG(op, FLAG_REMOVED); 1629 adjust_weight (this, op->total_weight ());
1789 free_object(op); /* free the inserted object */ 1630
1631 op->destroy (1);
1790 op = tmp; 1632 op = tmp;
1791 remove_ob (op); /* and fix old object's links */ 1633 goto inserted;
1792 CLEAR_FLAG(op, FLAG_REMOVED);
1793 break;
1794 } 1634 }
1795 1635
1796 /* I assume combined objects have no inventory 1636 op->owner = 0; // it's his/hers now. period.
1797 * We add the weight - this object could have just been removed 1637 op->map = 0;
1798 * (if it was possible to merge). calling remove_ob will subtract 1638 op->x = 0;
1799 * the weight, so we need to add it in again, since we actually do 1639 op->y = 0;
1800 * the linking below
1801 */
1802 add_weight (where, op->weight*op->nrof);
1803 } else
1804 add_weight (where, (op->weight+op->carrying));
1805 1640
1806 otmp=is_player_inv(where);
1807 if (otmp&&otmp->contr!=NULL) {
1808 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1809 fix_player(otmp);
1810 }
1811
1812 op->map=NULL;
1813 op->env=where;
1814 op->above=NULL; 1641 op->above = 0;
1815 op->below=NULL; 1642 op->below = inv;
1816 op->x=0,op->y=0; 1643 op->env = this;
1817 op->ox=0,op->oy=0;
1818 1644
1645 if (inv)
1646 inv->above = op;
1647
1648 inv = op;
1649
1650 op->flag [FLAG_REMOVED] = 0;
1651
1652 if (object *pl = op->visible_to ())
1653 esrv_send_item (pl, op);
1654
1655 adjust_weight (this, op->total_weight ());
1656
1657inserted:
1819 /* reset the light list and los of the players on the map */ 1658 /* reset the light list and los of the players on the map */
1820 if((op->glow_radius!=0)&&where->map) 1659 if (op->glow_radius && map && map->darkness)
1821 { 1660 update_all_los (map, x, y);
1822#ifdef DEBUG_LIGHTS
1823 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1824 op->name);
1825#endif /* DEBUG_LIGHTS */
1826 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1827 }
1828 1661
1829 /* Client has no idea of ordering so lets not bother ordering it here. 1662 // if this is a player's inventory, update stats
1830 * It sure simplifies this function... 1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1831 */ 1664 update_stats ();
1832 if (where->inv==NULL) 1665
1833 where->inv=op; 1666 INVOKE_OBJECT (INSERT, this);
1834 else { 1667
1835 op->below = where->inv;
1836 op->below->above = op;
1837 where->inv = op;
1838 }
1839 return op; 1668 return op;
1840} 1669}
1841 1670
1842/* 1671/*
1843 * Checks if any objects has a move_type that matches objects 1672 * Checks if any objects has a move_type that matches objects
1857 * 1686 *
1858 * MSW 2001-07-08: Check all objects on space, not just those below 1687 * MSW 2001-07-08: Check all objects on space, not just those below
1859 * object being inserted. insert_ob_in_map may not put new objects 1688 * object being inserted. insert_ob_in_map may not put new objects
1860 * on top. 1689 * on top.
1861 */ 1690 */
1862 1691int
1863int check_move_on (object *op, object *originator) 1692check_move_on (object *op, object *originator)
1864{ 1693{
1865 object *tmp; 1694 object *tmp;
1866 tag_t tag;
1867 mapstruct *m=op->map; 1695 maptile *m = op->map;
1868 int x=op->x, y=op->y; 1696 int x = op->x, y = op->y;
1697
1869 MoveType move_on, move_slow, move_block; 1698 MoveType move_on, move_slow, move_block;
1870 1699
1871 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1700 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1872 return 0; 1701 return 0;
1873 1702
1874 tag = op->count;
1875
1876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1877 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1878 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1879 1706
1880 /* if nothing on this space will slow op down or be applied, 1707 /* if nothing on this space will slow op down or be applied,
1881 * no need to do checking below. have to make sure move_type 1708 * no need to do checking below. have to make sure move_type
1882 * is set, as lots of objects don't have it set - we treat that 1709 * is set, as lots of objects don't have it set - we treat that
1883 * as walking. 1710 * as walking.
1884 */ 1711 */
1885 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1712 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1886 return 0; 1713 return 0;
1887 1714
1888 /* This is basically inverse logic of that below - basically, 1715 /* This is basically inverse logic of that below - basically,
1889 * if the object can avoid the move on or slow move, they do so, 1716 * if the object can avoid the move on or slow move, they do so,
1890 * but can't do it if the alternate movement they are using is 1717 * but can't do it if the alternate movement they are using is
1891 * blocked. Logic on this seems confusing, but does seem correct. 1718 * blocked. Logic on this seems confusing, but does seem correct.
1892 */ 1719 */
1893 if ((op->move_type & ~move_on & ~move_block) != 0 && 1720 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1894 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1721 return 0;
1895 1722
1896 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1897 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1898 */ 1725 */
1899 1726
1900 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1901 tmp->above!=NULL; tmp=tmp->above) { 1728 {
1902 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1903 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1904 * we don't need to check all of them. 1731 * we don't need to check all of them.
1905 */ 1732 */
1906 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 }
1736
1737 for (; tmp; tmp = tmp->below)
1907 } 1738 {
1908 for(;tmp!=NULL; tmp=tmp->below) { 1739 if (tmp == op)
1909 if (tmp == op) continue; /* Can't apply yourself */ 1740 continue; /* Can't apply yourself */
1910 1741
1911 /* Check to see if one of the movement types should be slowed down. 1742 /* Check to see if one of the movement types should be slowed down.
1912 * Second check makes sure that the movement types not being slowed 1743 * Second check makes sure that the movement types not being slowed
1913 * (~slow_move) is not blocked on this space - just because the 1744 * (~slow_move) is not blocked on this space - just because the
1914 * space doesn't slow down swimming (for example), if you can't actually 1745 * space doesn't slow down swimming (for example), if you can't actually
1915 * swim on that space, can't use it to avoid the penalty. 1746 * swim on that space, can't use it to avoid the penalty.
1916 */ 1747 */
1917 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1748 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1749 {
1918 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1919 ((op->move_type & tmp->move_slow) &&
1920 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1752 {
1921 1753
1922 float diff; 1754 float
1923
1924 diff = tmp->move_slow_penalty*FABS(op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1756
1925 if (op->type == PLAYER) { 1757 if (op->type == PLAYER)
1926 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1927 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1928 diff /= 4.0; 1760 diff /= 4.0;
1929 } 1761
1930 }
1931 op->speed_left -= diff; 1762 op->speed_left -= diff;
1932 } 1763 }
1933 } 1764 }
1934 1765
1935 /* Basically same logic as above, except now for actual apply. */ 1766 /* Basically same logic as above, except now for actual apply. */
1936 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1767 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1937 ((op->move_type & tmp->move_on) &&
1938 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1768 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1939 1769 {
1940 move_apply(tmp, op, originator); 1770 move_apply (tmp, op, originator);
1771
1941 if (was_destroyed (op, tag)) 1772 if (op->destroyed ())
1942 return 1; 1773 return 1;
1943 1774
1944 /* what the person/creature stepped onto has moved the object 1775 /* what the person/creature stepped onto has moved the object
1945 * someplace new. Don't process any further - if we did, 1776 * someplace new. Don't process any further - if we did,
1946 * have a feeling strange problems would result. 1777 * have a feeling strange problems would result.
1947 */ 1778 */
1948 if (op->map != m || op->x != x || op->y != y) return 0; 1779 if (op->map != m || op->x != x || op->y != y)
1780 return 0;
1949 } 1781 }
1950 } 1782 }
1783
1951 return 0; 1784 return 0;
1952} 1785}
1953 1786
1954/* 1787/*
1955 * present_arch(arch, map, x, y) searches for any objects with 1788 * present_arch(arch, map, x, y) searches for any objects with
1956 * a matching archetype at the given map and coordinates. 1789 * a matching archetype at the given map and coordinates.
1957 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1958 */ 1791 */
1959 1792object *
1960object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1793present_arch (const archetype *at, maptile *m, int x, int y)
1961 object *tmp; 1794{
1962 if(m==NULL || out_of_map(m,x,y)) { 1795 if (!m || out_of_map (m, x, y))
1796 {
1963 LOG(llevError,"Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1964 return NULL; 1798 return NULL;
1965 } 1799 }
1966 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1800
1967 if(tmp->arch == at) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1802 if (tmp->arch->archname == at->archname)
1968 return tmp; 1803 return tmp;
1804
1969 return NULL; 1805 return NULL;
1970} 1806}
1971 1807
1972/* 1808/*
1973 * present(type, map, x, y) searches for any objects with 1809 * present(type, map, x, y) searches for any objects with
1974 * a matching type variable at the given map and coordinates. 1810 * a matching type variable at the given map and coordinates.
1975 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1976 */ 1812 */
1977 1813object *
1978object *present(unsigned char type,mapstruct *m, int x,int y) { 1814present (unsigned char type, maptile *m, int x, int y)
1979 object *tmp; 1815{
1980 if(out_of_map(m,x,y)) { 1816 if (out_of_map (m, x, y))
1817 {
1981 LOG(llevError,"Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1819 return NULL;
1983 } 1820 }
1984 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if(tmp->type==type) 1823 if (tmp->type == type)
1986 return tmp; 1824 return tmp;
1825
1987 return NULL; 1826 return NULL;
1988} 1827}
1989 1828
1990/* 1829/*
1991 * present_in_ob(type, object) searches for any objects with 1830 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1831 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1994 */ 1833 */
1995 1834object *
1996object *present_in_ob(unsigned char type, const object *op) { 1835present_in_ob (unsigned char type, const object *op)
1997 object *tmp; 1836{
1998 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1837 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if(tmp->type==type) 1838 if (tmp->type == type)
2000 return tmp; 1839 return tmp;
1840
2001 return NULL; 1841 return NULL;
2002} 1842}
2003 1843
2004/* 1844/*
2005 * present_in_ob (type, str, object) searches for any objects with 1845 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1853 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1854 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1855 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1856 * to be unique.
2017 */ 1857 */
2018 1858object *
2019object *present_in_ob_by_name(int type, const char *str, const object *op) { 1859present_in_ob_by_name (int type, const char *str, const object *op)
2020 object *tmp; 1860{
2021
2022 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1861 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2023 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1862 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2024 return tmp; 1863 return tmp;
2025 } 1864
2026 return NULL; 1865 return 0;
2027} 1866}
2028 1867
2029/* 1868/*
2030 * present_arch_in_ob(archetype, object) searches for any objects with 1869 * present_arch_in_ob(archetype, object) searches for any objects with
2031 * a matching archetype in the inventory of the given object. 1870 * a matching archetype in the inventory of the given object.
2032 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
2033 */ 1872 */
2034 1873object *
2035object *present_arch_in_ob(const archetype *at, const object *op) { 1874present_arch_in_ob (const archetype *at, const object *op)
2036 object *tmp; 1875{
2037 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2038 if( tmp->arch == at) 1877 if (tmp->arch->archname == at->archname)
2039 return tmp; 1878 return tmp;
1879
2040 return NULL; 1880 return NULL;
2041} 1881}
2042 1882
2043/* 1883/*
2044 * activate recursively a flag on an object inventory 1884 * activate recursively a flag on an object inventory
2045 */ 1885 */
1886void
2046void flag_inv(object*op, int flag){ 1887flag_inv (object *op, int flag)
2047 object *tmp; 1888{
2048 if(op->inv)
2049 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 {
2050 SET_FLAG(tmp, flag); 1891 SET_FLAG (tmp, flag);
2051 flag_inv(tmp,flag); 1892 flag_inv (tmp, flag);
2052 } 1893 }
1894}
1895
2053}/* 1896/*
2054 * desactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
2055 */ 1898 */
1899void
2056void unflag_inv(object*op, int flag){ 1900unflag_inv (object *op, int flag)
2057 object *tmp; 1901{
2058 if(op->inv)
2059 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 {
2060 CLEAR_FLAG(tmp, flag); 1904 CLEAR_FLAG (tmp, flag);
2061 unflag_inv(tmp,flag); 1905 unflag_inv (tmp, flag);
2062 } 1906 }
2063}
2064
2065/*
2066 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2067 * all it's inventory (recursively).
2068 * If checksums are used, a player will get set_cheat called for
2069 * him/her-self and all object carried by a call to this function.
2070 */
2071
2072void set_cheat(object *op) {
2073 SET_FLAG(op, FLAG_WAS_WIZ);
2074 flag_inv(op, FLAG_WAS_WIZ);
2075} 1907}
2076 1908
2077/* 1909/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1910 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 1911 * a spot at the given map and coordinates which will be able to contain
2081 * to search (see the freearr_x/y[] definition). 1913 * to search (see the freearr_x/y[] definition).
2082 * It returns a random choice among the alternatives found. 1914 * It returns a random choice among the alternatives found.
2083 * start and stop are where to start relative to the free_arr array (1,9 1915 * start and stop are where to start relative to the free_arr array (1,9
2084 * does all 4 immediate directions). This returns the index into the 1916 * does all 4 immediate directions). This returns the index into the
2085 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1917 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086 * Note - this only checks to see if there is space for the head of the
2087 * object - if it is a multispace object, this should be called for all
2088 * pieces.
2089 * Note2: This function does correctly handle tiled maps, but does not 1918 * Note: This function does correctly handle tiled maps, but does not
2090 * inform the caller. However, insert_ob_in_map will update as 1919 * inform the caller. However, insert_ob_in_map will update as
2091 * necessary, so the caller shouldn't need to do any special work. 1920 * necessary, so the caller shouldn't need to do any special work.
2092 * Note - updated to take an object instead of archetype - this is necessary 1921 * Note - updated to take an object instead of archetype - this is necessary
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1922 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1923 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1924 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1925 * customized, changed states, etc.
2097 */ 1926 */
2098 1927int
2099int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1928find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1929{
1930 int altern[SIZEOFFREE];
2100 int i,index=0, flag; 1931 int index = 0, flag;
2101 static int altern[SIZEOFFREE];
2102 1932
2103 for(i=start;i<stop;i++) { 1933 for (int i = start; i < stop; i++)
2104 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1934 {
2105 if(!flag) 1935 mapxy pos (m, x, y); pos.move (i);
1936
1937 if (!pos.normalise ())
1938 continue;
1939
1940 mapspace &ms = *pos;
1941
1942 if (ms.flags () & P_IS_ALIVE)
1943 continue;
1944
1945 /* However, often
1946 * ob doesn't have any move type (when used to place exits)
1947 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1948 */
1949 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1950 {
2106 altern[index++]=i; 1951 altern [index++] = i;
1952 continue;
1953 }
2107 1954
2108 /* Basically, if we find a wall on a space, we cut down the search size. 1955 /* Basically, if we find a wall on a space, we cut down the search size.
2109 * In this way, we won't return spaces that are on another side of a wall. 1956 * In this way, we won't return spaces that are on another side of a wall.
2110 * This mostly work, but it cuts down the search size in all directions - 1957 * This mostly work, but it cuts down the search size in all directions -
2111 * if the space being examined only has a wall to the north and empty 1958 * if the space being examined only has a wall to the north and empty
2112 * spaces in all the other directions, this will reduce the search space 1959 * spaces in all the other directions, this will reduce the search space
2113 * to only the spaces immediately surrounding the target area, and 1960 * to only the spaces immediately surrounding the target area, and
2114 * won't look 2 spaces south of the target space. 1961 * won't look 2 spaces south of the target space.
2115 */ 1962 */
2116 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1963 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1964 {
2117 stop=maxfree[i]; 1965 stop = maxfree[i];
2118 } 1966 continue;
2119 if(!index) return -1; 1967 }
2120 return altern[RANDOM()%index];
2121}
2122 1968
1969 /* Note it is intentional that we check ob - the movement type of the
1970 * head of the object should correspond for the entire object.
1971 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue;
1974
1975 if (ob->blocked (m, pos.x, pos.y))
1976 continue;
1977
1978 altern [index++] = i;
1979 }
1980
1981 if (!index)
1982 return -1;
1983
1984 return altern [rndm (index)];
1985}
1986
2123/* 1987/*
2124 * find_first_free_spot(archetype, mapstruct, x, y) works like 1988 * find_first_free_spot(archetype, maptile, x, y) works like
2125 * find_free_spot(), but it will search max number of squares. 1989 * find_free_spot(), but it will search max number of squares.
2126 * But it will return the first available spot, not a random choice. 1990 * But it will return the first available spot, not a random choice.
2127 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1991 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2128 */ 1992 */
2129 1993int
2130int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1994find_first_free_spot (const object *ob, maptile *m, int x, int y)
2131 int i; 1995{
2132 for(i=0;i<SIZEOFFREE;i++) { 1996 for (int i = 0; i < SIZEOFFREE; i++)
2133 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 1997 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2134 return i; 1998 return i;
2135 } 1999
2136 return -1; 2000 return -1;
2137} 2001}
2138 2002
2139/* 2003/*
2140 * The function permute(arr, begin, end) randomly reorders the array 2004 * The function permute(arr, begin, end) randomly reorders the array
2141 * arr[begin..end-1]. 2005 * arr[begin..end-1].
2006 * now uses a fisher-yates shuffle, old permute was broken
2142 */ 2007 */
2008static void
2143static void permute(int *arr, int begin, int end) 2009permute (int *arr, int begin, int end)
2144{ 2010{
2145 int i, j, tmp, len; 2011 arr += begin;
2012 end -= begin;
2146 2013
2147 len = end-begin; 2014 while (--end)
2148 for(i = begin; i < end; i++) 2015 swap (arr [end], arr [rndm (end + 1)]);
2149 {
2150 j = begin+RANDOM()%len;
2151
2152 tmp = arr[i];
2153 arr[i] = arr[j];
2154 arr[j] = tmp;
2155 }
2156} 2016}
2157 2017
2158/* new function to make monster searching more efficient, and effective! 2018/* new function to make monster searching more efficient, and effective!
2159 * This basically returns a randomized array (in the passed pointer) of 2019 * This basically returns a randomized array (in the passed pointer) of
2160 * the spaces to find monsters. In this way, it won't always look for 2020 * the spaces to find monsters. In this way, it won't always look for
2161 * monsters to the north first. However, the size of the array passed 2021 * monsters to the north first. However, the size of the array passed
2162 * covers all the spaces, so within that size, all the spaces within 2022 * covers all the spaces, so within that size, all the spaces within
2163 * the 3x3 area will be searched, just not in a predictable order. 2023 * the 3x3 area will be searched, just not in a predictable order.
2164 */ 2024 */
2025void
2165void get_search_arr(int *search_arr) 2026get_search_arr (int *search_arr)
2166{ 2027{
2167 int i; 2028 int i;
2168 2029
2169 for(i = 0; i < SIZEOFFREE; i++) 2030 for (i = 0; i < SIZEOFFREE; i++)
2170 {
2171 search_arr[i] = i; 2031 search_arr[i] = i;
2172 }
2173 2032
2174 permute(search_arr, 1, SIZEOFFREE1+1); 2033 permute (search_arr, 1, SIZEOFFREE1 + 1);
2175 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2034 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2176 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2035 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2177} 2036}
2178 2037
2179/* 2038/*
2180 * find_dir(map, x, y, exclude) will search some close squares in the 2039 * find_dir(map, x, y, exclude) will search some close squares in the
2181 * given map at the given coordinates for live objects. 2040 * given map at the given coordinates for live objects.
2186 * Perhaps incorrectly, but I'm making the assumption that exclude 2045 * Perhaps incorrectly, but I'm making the assumption that exclude
2187 * is actually want is going to try and move there. We need this info 2046 * is actually want is going to try and move there. We need this info
2188 * because we have to know what movement the thing looking to move 2047 * because we have to know what movement the thing looking to move
2189 * there is capable of. 2048 * there is capable of.
2190 */ 2049 */
2191 2050int
2192int find_dir(mapstruct *m, int x, int y, object *exclude) { 2051find_dir (maptile *m, int x, int y, object *exclude)
2052{
2193 int i,max=SIZEOFFREE, mflags; 2053 int i, max = SIZEOFFREE, mflags;
2054
2194 sint16 nx, ny; 2055 sint16 nx, ny;
2195 object *tmp; 2056 object *tmp;
2196 mapstruct *mp; 2057 maptile *mp;
2058
2197 MoveType blocked, move_type; 2059 MoveType blocked, move_type;
2198 2060
2199 if (exclude && exclude->head) { 2061 if (exclude && exclude->head_ () != exclude)
2062 {
2200 exclude = exclude->head; 2063 exclude = exclude->head;
2201 move_type = exclude->move_type; 2064 move_type = exclude->move_type;
2202 } else { 2065 }
2066 else
2067 {
2203 /* If we don't have anything, presume it can use all movement types. */ 2068 /* If we don't have anything, presume it can use all movement types. */
2204 move_type=MOVE_ALL; 2069 move_type = MOVE_ALL;
2070 }
2071
2072 for (i = 1; i < max; i++)
2205 } 2073 {
2206
2207 for(i=1;i<max;i++) {
2208 mp = m; 2074 mp = m;
2209 nx = x + freearr_x[i]; 2075 nx = x + freearr_x[i];
2210 ny = y + freearr_y[i]; 2076 ny = y + freearr_y[i];
2211 2077
2212 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2078 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2079
2213 if (mflags & P_OUT_OF_MAP) { 2080 if (mflags & P_OUT_OF_MAP)
2081 max = maxfree[i];
2082 else
2083 {
2084 mapspace &ms = mp->at (nx, ny);
2085
2086 blocked = ms.move_block;
2087
2088 if ((move_type & blocked) == move_type)
2214 max = maxfree[i]; 2089 max = maxfree[i];
2215 } else {
2216 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2217
2218 if ((move_type & blocked) == move_type) {
2219 max=maxfree[i];
2220 } else if (mflags & P_IS_ALIVE) { 2090 else if (mflags & P_IS_ALIVE)
2221 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2091 {
2092 for (tmp = ms.bot; tmp; tmp = tmp->above)
2222 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2223 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2224 break; 2095 break;
2225 } 2096
2226 }
2227 if(tmp) { 2097 if (tmp)
2228 return freedir[i]; 2098 return freedir[i];
2229 }
2230 } 2099 }
2231 } 2100 }
2232 } 2101 }
2102
2233 return 0; 2103 return 0;
2234} 2104}
2235 2105
2236/* 2106/*
2237 * distance(object 1, object 2) will return the square of the 2107 * distance(object 1, object 2) will return the square of the
2238 * distance between the two given objects. 2108 * distance between the two given objects.
2239 */ 2109 */
2240 2110int
2241int distance(const object *ob1, const object *ob2) { 2111distance (const object *ob1, const object *ob2)
2242 int i; 2112{
2243 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2244 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2245 return i;
2246} 2114}
2247 2115
2248/* 2116/*
2249 * find_dir_2(delta-x,delta-y) will return a direction in which 2117 * find_dir_2(delta-x,delta-y) will return a direction in which
2250 * an object which has subtracted the x and y coordinates of another 2118 * an object which has subtracted the x and y coordinates of another
2251 * object, needs to travel toward it. 2119 * object, needs to travel toward it.
2252 */ 2120 */
2253 2121int
2254int find_dir_2(int x, int y) { 2122find_dir_2 (int x, int y)
2123{
2255 int q; 2124 int q;
2256 2125
2257 if(y) 2126 if (y)
2258 q=x*100/y; 2127 q = x * 100 / y;
2259 else if (x) 2128 else if (x)
2260 q= -300*x; 2129 q = -300 * x;
2261 else 2130 else
2262 return 0; 2131 return 0;
2263 2132
2264 if(y>0) { 2133 if (y > 0)
2134 {
2265 if(q < -242) 2135 if (q < -242)
2266 return 3 ; 2136 return 3;
2267 if (q < -41) 2137 if (q < -41)
2268 return 2 ; 2138 return 2;
2269 if (q < 41) 2139 if (q < 41)
2270 return 1 ; 2140 return 1;
2271 if (q < 242) 2141 if (q < 242)
2272 return 8 ; 2142 return 8;
2273 return 7 ; 2143 return 7;
2274 } 2144 }
2275 2145
2276 if (q < -242) 2146 if (q < -242)
2277 return 7 ; 2147 return 7;
2278 if (q < -41) 2148 if (q < -41)
2279 return 6 ; 2149 return 6;
2280 if (q < 41) 2150 if (q < 41)
2281 return 5 ; 2151 return 5;
2282 if (q < 242) 2152 if (q < 242)
2283 return 4 ; 2153 return 4;
2284 2154
2285 return 3 ; 2155 return 3;
2286}
2287
2288/*
2289 * absdir(int): Returns a number between 1 and 8, which represent
2290 * the "absolute" direction of a number (it actually takes care of
2291 * "overflow" in previous calculations of a direction).
2292 */
2293
2294int absdir(int d) {
2295 while(d<1) d+=8;
2296 while(d>8) d-=8;
2297 return d;
2298} 2156}
2299 2157
2300/* 2158/*
2301 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2302 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2303 */ 2161 */
2304 2162int
2305int dirdiff(int dir1, int dir2) { 2163dirdiff (int dir1, int dir2)
2164{
2306 int d; 2165 int d;
2166
2307 d = abs(dir1 - dir2); 2167 d = abs (dir1 - dir2);
2308 if(d>4) 2168 if (d > 4)
2309 d = 8 - d; 2169 d = 8 - d;
2170
2310 return d; 2171 return d;
2311} 2172}
2312 2173
2313/* peterm: 2174/* peterm:
2314 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2317 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2318 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2319 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2320 * functions. 2181 * functions.
2321 */ 2182 */
2322
2323int reduction_dir[SIZEOFFREE][3] = { 2183int reduction_dir[SIZEOFFREE][3] = {
2324 {0,0,0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2325 {0,0,0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2326 {0,0,0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2327 {0,0,0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2328 {0,0,0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2329 {0,0,0}, /* 5 */ 2189 {0, 0, 0}, /* 5 */
2330 {0,0,0}, /* 6 */ 2190 {0, 0, 0}, /* 6 */
2331 {0,0,0}, /* 7 */ 2191 {0, 0, 0}, /* 7 */
2332 {0,0,0}, /* 8 */ 2192 {0, 0, 0}, /* 8 */
2333 {8,1,2}, /* 9 */ 2193 {8, 1, 2}, /* 9 */
2334 {1,2,-1}, /* 10 */ 2194 {1, 2, -1}, /* 10 */
2335 {2,10,12}, /* 11 */ 2195 {2, 10, 12}, /* 11 */
2336 {2,3,-1}, /* 12 */ 2196 {2, 3, -1}, /* 12 */
2337 {2,3,4}, /* 13 */ 2197 {2, 3, 4}, /* 13 */
2338 {3,4,-1}, /* 14 */ 2198 {3, 4, -1}, /* 14 */
2339 {4,14,16}, /* 15 */ 2199 {4, 14, 16}, /* 15 */
2340 {5,4,-1}, /* 16 */ 2200 {5, 4, -1}, /* 16 */
2341 {4,5,6}, /* 17 */ 2201 {4, 5, 6}, /* 17 */
2342 {6,5,-1}, /* 18 */ 2202 {6, 5, -1}, /* 18 */
2343 {6,20,18}, /* 19 */ 2203 {6, 20, 18}, /* 19 */
2344 {7,6,-1}, /* 20 */ 2204 {7, 6, -1}, /* 20 */
2345 {6,7,8}, /* 21 */ 2205 {6, 7, 8}, /* 21 */
2346 {7,8,-1}, /* 22 */ 2206 {7, 8, -1}, /* 22 */
2347 {8,22,24}, /* 23 */ 2207 {8, 22, 24}, /* 23 */
2348 {8,1,-1}, /* 24 */ 2208 {8, 1, -1}, /* 24 */
2349 {24,9,10}, /* 25 */ 2209 {24, 9, 10}, /* 25 */
2350 {9,10,-1}, /* 26 */ 2210 {9, 10, -1}, /* 26 */
2351 {10,11,-1}, /* 27 */ 2211 {10, 11, -1}, /* 27 */
2352 {27,11,29}, /* 28 */ 2212 {27, 11, 29}, /* 28 */
2353 {11,12,-1}, /* 29 */ 2213 {11, 12, -1}, /* 29 */
2354 {12,13,-1}, /* 30 */ 2214 {12, 13, -1}, /* 30 */
2355 {12,13,14}, /* 31 */ 2215 {12, 13, 14}, /* 31 */
2356 {13,14,-1}, /* 32 */ 2216 {13, 14, -1}, /* 32 */
2357 {14,15,-1}, /* 33 */ 2217 {14, 15, -1}, /* 33 */
2358 {33,15,35}, /* 34 */ 2218 {33, 15, 35}, /* 34 */
2359 {16,15,-1}, /* 35 */ 2219 {16, 15, -1}, /* 35 */
2360 {17,16,-1}, /* 36 */ 2220 {17, 16, -1}, /* 36 */
2361 {18,17,16}, /* 37 */ 2221 {18, 17, 16}, /* 37 */
2362 {18,17,-1}, /* 38 */ 2222 {18, 17, -1}, /* 38 */
2363 {18,19,-1}, /* 39 */ 2223 {18, 19, -1}, /* 39 */
2364 {41,19,39}, /* 40 */ 2224 {41, 19, 39}, /* 40 */
2365 {19,20,-1}, /* 41 */ 2225 {19, 20, -1}, /* 41 */
2366 {20,21,-1}, /* 42 */ 2226 {20, 21, -1}, /* 42 */
2367 {20,21,22}, /* 43 */ 2227 {20, 21, 22}, /* 43 */
2368 {21,22,-1}, /* 44 */ 2228 {21, 22, -1}, /* 44 */
2369 {23,22,-1}, /* 45 */ 2229 {23, 22, -1}, /* 45 */
2370 {45,47,23}, /* 46 */ 2230 {45, 47, 23}, /* 46 */
2371 {23,24,-1}, /* 47 */ 2231 {23, 24, -1}, /* 47 */
2372 {24,9,-1}}; /* 48 */ 2232 {24, 9, -1}
2233}; /* 48 */
2373 2234
2374/* Recursive routine to step back and see if we can 2235/* Recursive routine to step back and see if we can
2375 * find a path to that monster that we found. If not, 2236 * find a path to that monster that we found. If not,
2376 * we don't bother going toward it. Returns 1 if we 2237 * we don't bother going toward it. Returns 1 if we
2377 * can see a direct way to get it 2238 * can see a direct way to get it
2378 * Modified to be map tile aware -.MSW 2239 * Modified to be map tile aware -.MSW
2379 */ 2240 */
2380 2241int
2381
2382int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2242can_see_monsterP (maptile *m, int x, int y, int dir)
2243{
2383 sint16 dx, dy; 2244 sint16 dx, dy;
2384 int mflags; 2245 int mflags;
2385 2246
2247 if (dir < 0)
2386 if(dir<0) return 0; /* exit condition: invalid direction */ 2248 return 0; /* exit condition: invalid direction */
2387 2249
2388 dx = x + freearr_x[dir]; 2250 dx = x + freearr_x[dir];
2389 dy = y + freearr_y[dir]; 2251 dy = y + freearr_y[dir];
2390 2252
2391 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2253 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2392 2254
2393 /* This functional arguably was incorrect before - it was 2255 /* This functional arguably was incorrect before - it was
2394 * checking for P_WALL - that was basically seeing if 2256 * checking for P_WALL - that was basically seeing if
2395 * we could move to the monster - this is being more 2257 * we could move to the monster - this is being more
2396 * literal on if we can see it. To know if we can actually 2258 * literal on if we can see it. To know if we can actually
2397 * move to the monster, we'd need the monster passed in or 2259 * move to the monster, we'd need the monster passed in or
2398 * at least its move type. 2260 * at least its move type.
2399 */ 2261 */
2400 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2262 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2263 return 0;
2401 2264
2402 /* yes, can see. */ 2265 /* yes, can see. */
2403 if(dir < 9) return 1; 2266 if (dir < 9)
2267 return 1;
2268
2404 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2269 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2405 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2270 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2406 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2271 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2407} 2272}
2408 2273
2409
2410
2411/* 2274/*
2412 * can_pick(picker, item): finds out if an object is possible to be 2275 * can_pick(picker, item): finds out if an object is possible to be
2413 * picked up by the picker. Returnes 1 if it can be 2276 * picked up by the picker. Returnes 1 if it can be
2414 * picked up, otherwise 0. 2277 * picked up, otherwise 0.
2415 * 2278 *
2416 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2417 * core dumps if they do. 2280 * core dumps if they do.
2418 * 2281 *
2419 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2420 */ 2283 */
2421 2284int
2422int can_pick(const object *who, const object *item) { 2285can_pick (const object *who, const object *item)
2286{
2423 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2424 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2425 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2426 (who->type==PLAYER||item->weight<who->weight/3));
2427} 2290}
2428
2429 2291
2430/* 2292/*
2431 * create clone from object to another 2293 * create clone from object to another
2432 */ 2294 */
2433object *object_create_clone (object *asrc) { 2295object *
2434 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2296object::deep_clone ()
2297{
2298 assert (("deep_clone called on non-head object", is_head ()));
2435 2299
2436 if(!asrc) return NULL; 2300 object *dst = clone ();
2437 src = asrc;
2438 if(src->head)
2439 src = src->head;
2440 2301
2441 prev = NULL; 2302 object *prev = dst;
2442 for(part = src; part; part = part->more) { 2303 for (object *part = this->more; part; part = part->more)
2443 tmp = get_object(); 2304 {
2444 copy_object(part,tmp); 2305 object *tmp = part->clone ();
2445 tmp->x -= src->x;
2446 tmp->y -= src->y;
2447 if(!part->head) {
2448 dst = tmp;
2449 tmp->head = NULL;
2450 } else {
2451 tmp->head = dst; 2306 tmp->head = dst;
2452 }
2453 tmp->more = NULL;
2454 if(prev)
2455 prev->more = tmp; 2307 prev->more = tmp;
2456 prev = tmp; 2308 prev = tmp;
2457 } 2309 }
2458 /*** copy inventory ***/ 2310
2459 for(item = src->inv; item; item = item->below) { 2311 for (object *item = inv; item; item = item->below)
2460 (void) insert_ob_in_ob(object_create_clone(item),dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2461 }
2462 2313
2463 return dst; 2314 return dst;
2464}
2465
2466/* return true if the object was destroyed, 0 otherwise */
2467int was_destroyed (const object *op, tag_t old_tag)
2468{
2469 /* checking for FLAG_FREED isn't necessary, but makes this function more
2470 * robust */
2471 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2472}
2473
2474/* GROS - Creates an object using a string representing its content. */
2475/* Basically, we save the content of the string to a temp file, then call */
2476/* load_object on it. I admit it is a highly inefficient way to make things, */
2477/* but it was simple to make and allows reusing the load_object function. */
2478/* Remember not to use load_object_str in a time-critical situation. */
2479/* Also remember that multiparts objects are not supported for now. */
2480
2481object* load_object_str(const char *obstr)
2482{
2483 object *op;
2484 char filename[MAX_BUF];
2485 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2486
2487 FILE *tempfile=fopen(filename,"w");
2488 if (tempfile == NULL)
2489 {
2490 LOG(llevError,"Error - Unable to access load object temp file\n");
2491 return NULL;
2492 };
2493 fprintf(tempfile,obstr);
2494 fclose(tempfile);
2495
2496 op=get_object();
2497
2498 object_thawer thawer (filename);
2499 if (thawer)
2500 load_object(thawer,op,LO_NEWFILE,0);
2501 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2502 CLEAR_FLAG(op,FLAG_REMOVED);
2503
2504 return op;
2505} 2315}
2506 2316
2507/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2508 * has the same type and subtype match. 2318 * has the same type and subtype match.
2509 * returns NULL if no match. 2319 * returns NULL if no match.
2510 */ 2320 */
2321object *
2511object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2322find_obj_by_type_subtype (const object *who, int type, int subtype)
2512{ 2323{
2513 object *tmp;
2514
2515 for (tmp=who->inv; tmp; tmp=tmp->below) 2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2516 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2325 if (tmp->type == type && tmp->subtype == subtype)
2326 return tmp;
2517 2327
2518 return NULL; 2328 return 0;
2519} 2329}
2520 2330
2521/* If ob has a field named key, return the link from the list, 2331const shstr &
2522 * otherwise return NULL. 2332object::kv_get (const shstr &key) const
2523 * 2333{
2524 * key must be a passed in shared string - otherwise, this won't 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2525 * do the desired thing. 2335 if (kv->key == key)
2526 */ 2336 return kv->value;
2527key_value * get_ob_key_link(const object * ob, const char * key) { 2337
2528 key_value * link; 2338 return shstr_null;
2339}
2340
2341void
2342object::kv_set (const shstr &key, const shstr &value)
2343{
2344 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key)
2346 {
2347 kv->value = value;
2348 return;
2349 }
2350
2351 key_value *kv = new key_value;
2352
2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (const shstr &key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2365 {
2366 key_value *kv = *kvp;
2367 *kvp = (*kvp)->next;
2368 delete kv;
2369 return;
2370 }
2371}
2372
2373object::depth_iterator::depth_iterator (object *container)
2374: iterator_base (container)
2375{
2376 while (item->inv)
2377 item = item->inv;
2378}
2379
2380void
2381object::depth_iterator::next ()
2382{
2383 if (item->below)
2529 2384 {
2530 for (link = ob->key_values; link != NULL; link = link->next) { 2385 item = item->below;
2531 if (link->key == key) { 2386
2532 return link; 2387 while (item->inv)
2388 item = item->inv;
2389 }
2390 else
2391 item = item->env;
2392}
2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2405 {
2406 snprintf (p, len, ",...");
2407 break;
2533 } 2408 }
2534 }
2535
2536 return NULL;
2537}
2538 2409
2539/* 2410 if (flag [i])
2540 * Returns the value of op has an extra_field for key, or NULL.
2541 *
2542 * The argument doesn't need to be a shared string.
2543 *
2544 * The returned string is shared.
2545 */
2546const char * get_ob_key_value(const object * op, const char * const key) {
2547 key_value * link;
2548 const char * canonical_key;
2549
2550 canonical_key = shstr::find (key);
2551
2552 if (canonical_key == NULL) {
2553 /* 1. There being a field named key on any object
2554 * implies there'd be a shared string to find.
2555 * 2. Since there isn't, no object has this field.
2556 * 3. Therefore, *this* object doesn't have this field.
2557 */ 2411 {
2558 return NULL; 2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 } 2413 len -= cnt;
2560 2414 p += cnt;
2561 /* This is copied from get_ob_key_link() above - 2415 first = false;
2562 * only 4 lines, and saves the function call overhead.
2563 */
2564 for (link = op->key_values; link != NULL; link = link->next) {
2565 if (link->key == canonical_key) {
2566 return link->value;
2567 } 2416 }
2568 } 2417 }
2418
2419 return desc;
2420}
2421
2422// return a suitable string describing an object in enough detail to find it
2423const char *
2424object::debug_desc (char *info) const
2425{
2426 char flagdesc[512];
2427 char info2[256 * 4];
2428 char *p = info;
2429
2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2431 count,
2432 uuid.c_str (),
2433 &name,
2434 title ? ",title:\"" : "",
2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2438
2439 if (!flag[FLAG_REMOVED] && env)
2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2441
2442 if (map)
2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2444
2445 return info;
2446}
2447
2448const char *
2449object::debug_desc () const
2450{
2451 static char info[3][256 * 4];
2452 static int info_idx;
2453
2454 return debug_desc (info [++info_idx % 3]);
2455}
2456
2457struct region *
2458object::region () const
2459{
2460 return map ? map->region (x, y)
2461 : region::default_region ();
2462}
2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2569 return NULL; 2477 return;
2570}
2571 2478
2479 object *old_container = container;
2572 2480
2573/* 2481 if (old_container)
2574 * Updates the canonical_key in op to value.
2575 *
2576 * canonical_key is a shared string (value doesn't have to be).
2577 *
2578 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2579 * keys.
2580 *
2581 * Returns TRUE on success.
2582 */
2583int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2584 key_value * field = NULL, *last=NULL;
2585 2482 {
2586 for (field=op->key_values; field != NULL; field=field->next) { 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2587 if (field->key != canonical_key) { 2484 return;
2588 last = field; 2485
2589 continue; 2486#if 0
2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2590 } 2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2591 2534 }
2592 if (value) 2535// else if (!old_container->env && contr && contr->ns)
2593 field->value = value; 2536// contr->ns->floorbox_reset ();
2594 else { 2537}
2595 /* Basically, if the archetype has this key set,
2596 * we need to store the null value so when we save
2597 * it, we save the empty value so that when we load,
2598 * we get this value back again.
2599 */
2600 if (get_ob_key_link (&op->arch->clone, canonical_key))
2601 field->value = 0;
2602 else
2603 {
2604 if (last) last->next = field->next;
2605 else op->key_values = field->next;
2606 2538
2607 delete field; 2539object *
2608 } 2540object::force_find (const shstr name)
2609 } 2541{
2610 return TRUE; 2542 /* cycle through his inventory to look for the MARK we want to
2611 } 2543 * place
2612 /* IF we get here, key doesn't exist */ 2544 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 if (tmp->type == FORCE && tmp->slaying == name)
2547 return splay (tmp);
2613 2548
2614 /* No field, we'll have to add it. */ 2549 return 0;
2550}
2551
2552void
2553object::force_add (const shstr name, int duration)
2554{
2555 if (object *force = force_find (name))
2556 force->destroy ();
2557
2558 object *force = get_archetype (FORCE_NAME);
2559
2560 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true;
2567
2568 insert (force);
2569}
2570
2571void
2572object::play_sound (faceidx sound)
2573{
2574 if (!sound)
2575 return;
2576
2577 if (flag [FLAG_REMOVED])
2578 return;
2579
2580 if (env)
2615 2581 {
2616 if (!add_key) { 2582 if (object *pl = in_player ())
2617 return FALSE; 2583 pl->contr->play_sound (sound);
2618 }
2619 /* There isn't any good reason to store a null
2620 * value in the key/value list. If the archetype has
2621 * this key, then we should also have it, so shouldn't
2622 * be here. If user wants to store empty strings,
2623 * should pass in ""
2624 */
2625 if (value == NULL) return TRUE;
2626 2584 }
2627 field = new key_value; 2585 else
2628 2586 map->play_sound (sound, x, y);
2629 field->key = canonical_key;
2630 field->value = value;
2631 /* Usual prepend-addition. */
2632 field->next = op->key_values;
2633 op->key_values = field;
2634
2635 return TRUE;
2636} 2587}
2637 2588
2638/*
2639 * Updates the key in op to value.
2640 *
2641 * If add_key is FALSE, this will only update existing keys,
2642 * and not add new ones.
2643 * In general, should be little reason FALSE is ever passed in for add_key
2644 *
2645 * Returns TRUE on success.
2646 */
2647int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2648{
2649 shstr key_ (key);
2650 return set_ob_key_value_s (op, key_, value, add_key);
2651}

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