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Comparing deliantra/server/common/object.C (file contents):
Revision 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.306 by root, Sun Nov 29 09:41:27 2009 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 1.13 2006/09/03 22:45:55 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 31#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 32
53object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39
40objectvec objects;
41activevec actives;
42
43//+GPL
44
57short freearr_x[SIZEOFFREE]= 45short 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, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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}; 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50};
60short freearr_y[SIZEOFFREE]= 51short 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, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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}; 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 56};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66int freedir[SIZEOFFREE]= { 57int 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, 58 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}; 59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
69 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 char buf [UUID::MAX_LEN];
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
208}
70 209
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
211static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 212compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 213{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 214 /* 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 215 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 216 * different structure or at least keep the lists sorted...
78 */ 217 */
79 218
80 /* For each field in wants, */ 219 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 220 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 221 if (has->kv_get (kv->key) != kv->value)
83 222 return false;
84 /* Look for a field in has with the same key. */ 223
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. */ 224 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 225 return true;
103} 226}
104 227
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 228/* Returns TRUE if ob1 has the same key_values as ob2. */
229static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 230compare_ob_value_lists (const object *ob1, const object *ob2)
231{
107 /* However, there may be fields in has which aren't partnered in wants, 232 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 233 * so we need to run the comparison *twice*. :(
109 */ 234 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 235 return compare_ob_value_lists_one (ob1, ob2)
236 && compare_ob_value_lists_one (ob2, ob1);
111} 237}
112 238
113/* Function examines the 2 objects given to it, and returns true if 239/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 240 * they can be merged together.
115 * 241 *
116 * Note that this function appears a lot longer than the macro it 242 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 243 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 244 * reduce this to the same efficiency.
119 * 245 *
120 * Check nrof variable *before* calling CAN_MERGE() 246 * Check nrof variable *before* calling can_merge()
121 * 247 *
122 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
123 * check weight 249 * check weight
124 */ 250 */
125 251bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 252{
127
128 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 254 if (ob1 == ob2
255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
259 return 0;
130 260
131 if (ob1->speed != ob2->speed) return 0; 261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
264 return 0;
265
266 /* If the objects have been identified, set the BEEN_APPLIED flag.
267 * This is to the comparison of the flags below will be OK. We
268 * just can't ignore the been applied or identified flags, as they
269 * are not equal - just if it has been identified, the been_applied
270 * flags lose any meaning.
271 */
272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
274
275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
277
278 if (ob1->arch->archname != ob2->arch->archname
279 || ob1->name != ob2->name
280 || ob1->title != ob2->title
281 || ob1->msg != ob2->msg
282 || ob1->weight != ob2->weight
283 || ob1->attacktype != ob2->attacktype
284 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
290 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type
295 || ob1->move_block != ob2->move_block
296 || ob1->move_allow != ob2->move_allow
297 || ob1->move_on != ob2->move_on
298 || ob1->move_off != ob2->move_off
299 || ob1->move_slow != ob2->move_slow
300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
303 return 0;
304
305 if ((ob1->flag ^ ob2->flag)
306 .reset (FLAG_INV_LOCKED)
307 .reset (FLAG_REMOVED)
308 .any ())
309 return 0;
310
311 /* This is really a spellbook check - we should in general
312 * not merge objects with real inventories, as splitting them
313 * is hard.
314 */
315 if (ob1->inv || ob2->inv)
316 {
317 if (!(ob1->inv && ob2->inv))
318 return 0; /* inventories differ in length */
319
320 if (ob1->inv->below || ob2->inv->below)
321 return 0; /* more than one object in inv */
322
323 if (!object::can_merge (ob1->inv, ob2->inv))
324 return 0; /* inventory objects differ */
325
326 /* inventory ok - still need to check rest of this object to see
327 * if it is valid.
328 */
329 }
330
331 /* Don't merge objects that are applied. With the new 'body' code,
332 * it is possible for most any character to have more than one of
333 * some items equipped, and we don't want those to merge.
334 */
335 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
336 return 0;
337
132 /* Note sure why the following is the case - either the object has to 338 /* 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 339 * be animated or have a very low speed. Is this an attempted monster
134 * check? 340 * check?
135 */ 341 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
343 return 0;
344
345 switch (ob1->type)
346 {
347 case SCROLL:
348 if (ob1->level != ob2->level)
349 return 0;
350 break;
351 }
352
353 if (ob1->key_values || ob2->key_values)
354 {
355 /* At least one of these has key_values. */
356 if ((!ob1->key_values) != (!ob2->key_values))
357 return 0; /* One has fields, but the other one doesn't. */
358
359 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 360 return 0;
361 }
138 362
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 363 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 } 364 {
365 ob1->optimise ();
366 ob2->optimise ();
160 367
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 368 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 ) 369 {
370 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
371 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
372
373 if (k1 != k2)
207 return 0; 374 return 0;
208 375
209 /* Don't merge objects that are applied. With the new 'body' code, 376 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; 377 return 1;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 378
379 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 380 return 0;
229 } 381 }
230 } 382 }
231 383
232 /* Everything passes, must be OK. */ 384 /* Everything passes, must be OK. */
233 return 1; 385 return 1;
234} 386}
235 387
388// find player who can see this object
389object *
390object::visible_to () const
391{
392 if (client_visible () && !flag [FLAG_REMOVED])
393 {
394 // see if we are in a container of sorts
395 if (env)
396 {
397 // the player inventory itself is always visible
398 if (env->is_player ())
399 return env;
400
401 // else a player could have our env open
402 object *envest = env->outer_env_or_self ();
403
404 // the player itself is always on a map, so we will find him here
405 // even if our inv is in a player.
406 if (envest->is_on_map ())
407 if (object *pl = envest->ms ().player ())
408 if (pl->container_ () == env)
409 return pl;
410 }
411 else
412 {
413 // maybe there is a player standing on the same mapspace
414 // this will catch the case where "this" is a player
415 if (object *pl = ms ().player ())
416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
418 return pl;
419 }
420 }
421
422 return 0;
423}
424
425// adjust weight per container type ("of holding")
426static sint32
427weight_adjust_for (object *op, sint32 weight)
428{
429 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
431 : weight;
432}
433
236/* 434/*
435 * adjust_weight(object, weight) adds the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying.
437 */
438static void
439adjust_weight (object *op, sint32 weight)
440{
441 while (op)
442 {
443 // adjust by actual difference to account for rounding errors
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447
448 if (!weight)
449 return;
450
451 op->carrying += weight;
452
453 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op);
456
457 op = op->env;
458 }
459}
460
461/*
237 * sum_weight() is a recursive function which calculates the weight 462 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 463 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 464 * containers are carrying, and sums it up.
240 */ 465 */
241signed long sum_weight(object *op) { 466void
242 signed long sum; 467object::update_weight ()
243 object *inv; 468{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 469 sint32 sum = 0;
470
471 for (object *op = inv; op; op = op->below)
472 {
245 if (inv->inv) 473 if (op->inv)
246 sum_weight(inv); 474 op->update_weight ();
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 475
476 sum += op->total_weight ();
248 } 477 }
249 if (op->type == CONTAINER && op->stats.Str) 478
250 sum = (sum * (100 - op->stats.Str))/100; 479 sum = weight_adjust_for (this, sum);
251 if(op->carrying != sum) 480
481 if (sum != carrying)
482 {
252 op->carrying = sum; 483 carrying = sum;
253 return sum;
254}
255 484
485 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this);
488 }
489}
490
256/** 491/*
257 * Return the outermost environment object for a given object. 492 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 493 */
259 494char *
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) { 495dump_object (object *op)
332 if(op==NULL) { 496{
333 strcpy(errmsg,"[NULL pointer]"); 497 if (!op)
334 return; 498 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 499
340void dump_all_objects(void) { 500 object_freezer freezer;
341 object *op; 501 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 502 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 503}
347 504
348/* 505char *
349 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
350 * multi-object 1 which is closest to the second object. 507{
351 * If it's not a multi-object, it is returned. 508 return dump_object (this);
352 */
353
354object *get_nearest_part(object *op, const object *pl) {
355 object *tmp,*closest;
356 int last_dist,i;
357 if(op->more==NULL)
358 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
360 if((i=distance(tmp,pl))<last_dist)
361 closest=tmp,last_dist=i;
362 return closest;
363} 509}
364 510
365/* 511/*
366 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
513 * VERRRY slow.
367 */ 514 */
368 515object *
369object *find_object(tag_t i) { 516find_object (tag_t i)
370 object *op; 517{
371 for(op=objects;op!=NULL;op=op->next) 518 for_all_objects (op)
372 if(op->count==i) 519 if (op->count == i)
373 break;
374 return op; 520 return op;
521
522 return 0;
375} 523}
376 524
377/* 525/*
378 * Returns the first object which has a name equal to the argument. 526 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 527 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 528 * Enables features like "patch <name-of-other-player> food 999"
381 */ 529 */
382 530object *
383object *find_object_name(const char *str) { 531find_object_name (const char *str)
384 const char *name = shstr::find (str); 532{
385 object *op; 533 shstr_cmp str_ (str);
386 for(op=objects;op!=NULL;op=op->next) 534
535 if (str_)
536 for_all_objects (op)
387 if(&op->name == name) 537 if (op->name == str_)
388 break; 538 return op;
389 539
390 return op; 540 return 0;
391} 541}
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
445 542
446/* 543/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 545 * skill and experience objects.
546 * ACTUALLY NO! investigate! TODO
449 */ 547 */
450void set_owner (object *op, object *owner) 548void
549object::set_owner (object *owner)
451{ 550{
452 if(owner==NULL||op==NULL) 551 // allow objects which own objects
552 if (owner)
553 while (owner->owner)
554 owner = owner->owner;
555
556 if (flag [FLAG_FREED])
557 {
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 559 return;
560 }
454 561
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; 562 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475} 563}
476 564
477/* Set the owner to clone's current owner and set the skill and experience 565int
478 * objects to clone's objects (typically those objects that where the owner's 566object::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{ 567{
489 object *owner = get_owner (clone); 568 if (type == SKILL)
490 if (owner == NULL) { 569 {
491 /* players don't have owners - they own themselves. Update 570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
492 * as appropriate. 571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
493 */ 605 {
494 if (clone->type == PLAYER) owner=clone; 606 current_weapon = chosen_skill = 0;
495 else return; 607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
496 } 623 {
497 set_owner(op, owner); 624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
498 628
499} 629 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} 630}
518 631
519/* Zero the key_values on op, decrementing the shared-string 632/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 633 * refcounts and freeing the links.
521 */ 634 */
635static void
522static void free_key_values(object * op) 636free_key_values (object *op)
523{ 637{
524 for (key_value *i = op->key_values; i != 0; ) 638 for (key_value *i = op->key_values; i; )
525 { 639 {
526 key_value *next = i->next; 640 key_value *next = i->next;
527 delete i; 641 delete i;
642
528 i = next; 643 i = next;
529 } 644 }
530 645
531 op->key_values = 0; 646 op->key_values = 0;
532} 647}
533 648
534/* 649/*
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, 650 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 651 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 652 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 653 * 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 654 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 655 * will point at garbage.
594 */ 656 */
595 657void
596void copy_object(object *op2, object *op) 658object::copy_to (object *dst)
597{ 659{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 660 dst->remove ();
599 661 *(object_copy *)dst = *this;
600 op->clear (); 662 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;
612 663
613 /* Copy over key_values, if any. */ 664 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 665 if (key_values)
666 {
615 key_value *tail = NULL; 667 key_value *tail = 0;
616 key_value *i;
617
618 op->key_values = NULL; 668 dst->key_values = 0;
619 669
620 for (i = op2->key_values; i != NULL; i = i->next) 670 for (key_value *i = key_values; i; i = i->next)
621 { 671 {
622 key_value *new_link = new key_value; 672 key_value *new_link = new key_value;
623 673
624 new_link->next = NULL; 674 new_link->next = 0;
625 new_link->key = i->key; 675 new_link->key = i->key;
626 new_link->value = i->value; 676 new_link->value = i->value;
627 677
628 /* Try and be clever here, too. */ 678 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 679 if (!dst->key_values)
630 { 680 {
631 op->key_values = new_link; 681 dst->key_values = new_link;
632 tail = new_link; 682 tail = new_link;
633 } 683 }
634 else 684 else
635 { 685 {
636 tail->next = new_link; 686 tail->next = new_link;
637 tail = new_link; 687 tail = new_link;
638 } 688 }
639 } 689 }
640 } 690 }
641 691
642 update_ob_speed (op); 692 dst->activate ();
643} 693}
644 694
645/* 695void
646 * expand_objects() allocates more objects for the list of unused objects. 696object::instantiate ()
647 * It is called from get_object() if the unused list is empty. 697{
698 if (!uuid.seq) // HACK
699 uuid = UUID::gen ();
700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = -rndm (); // TODO animation
704 else
705 speed_left = -speed;
706
707 /* copy the body_info to the body_used - this is only really
708 * need for monsters, but doesn't hurt to do it for everything.
709 * by doing so, when a monster is created, it has good starting
710 * values for the body_used info, so when items are created
711 * for it, they can be properly equipped.
648 */ 712 */
713 for (int i = NUM_BODY_LOCATIONS; i--; )
714 slot[i].used = slot[i].info;
649 715
650void expand_objects(void) { 716 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} 717}
675 718
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; 719object *
720object::clone ()
721{
722 object *neu = create ();
723 copy_to (neu);
685 724
686 if(free_objects==NULL) 725 // TODO: unclean state changes, should not be done in clone AND instantiate
687 expand_objects(); 726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = -rndm (); // TODO animation
688 728
689 op = free_objects; 729 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; 730 return neu;
720} 731}
721 732
722/* 733/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 734 * 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 735 * 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. 736 * be called to update the face variable, _and_ how it looks on the map.
726 */ 737 */
727 738void
728void update_turn_face(object *op) { 739update_turn_face (object *op)
740{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 741 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
730 return; 742 return;
743
731 SET_ANIMATION(op, op->direction); 744 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 745 update_object (op, UP_OBJ_FACE);
733} 746}
734 747
735/* 748/*
736 * Updates the speed of an object. If the speed changes from 0 to another 749 * 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. 750 * 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. 751 * This function needs to be called whenever the speed of an object changes.
739 */ 752 */
753void
754object::set_speed (float speed)
755{
756 this->speed = speed;
740 757
741void update_ob_speed(object *op) { 758 if (has_active_speed ())
742 extern int arch_init; 759 activate ();
743
744 /* No reason putting the archetypes objects on the speed list,
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);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0;
754#endif
755 }
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
764 /* process_events() expects us to insert the object at the beginning
765 * of the list. */
766 op->active_next = active_objects;
767 if (op->active_next!=NULL)
768 op->active_next->active_prev = op;
769 active_objects = op;
770 }
771 else { 760 else
772 /* If not on the active list, nothing needs to be done */ 761 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} 762}
790 763
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/* 764/*
820 * update_object() updates the array which represents the map. 765 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 766 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 767 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 768 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 769 * 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 770 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 771 * updating that window, though, since update_object() is called _often_)
827 * 772 *
828 * action is a hint of what the caller believes need to be done. 773 * 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: 774 * current action are:
834 * UP_OBJ_INSERT: op was inserted 775 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 776 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 777 * 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. 778 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 779 * UP_OBJ_FACE: only the objects face has changed.
839 */ 780 */
840 781void
841void update_object(object *op, int action) { 782update_object (object *op, int action)
842 int update_now=0, flags; 783{
843 MoveType move_on, move_off, move_block, move_slow; 784 if (!op)
844 785 {
845 if (op == NULL) {
846 /* this should never happen */ 786 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 787 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
848 return; 788 return;
849 }
850 789 }
851 if(op->env!=NULL) { 790
791 if (!op->is_on_map ())
792 {
852 /* Animation is currently handled by client, so nothing 793 /* Animation is currently handled by client, so nothing
853 * to do in this case. 794 * to do in this case.
854 */ 795 */
855 return; 796 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;
862 797 }
798
863 /* make sure the object is within map boundaries */ 799 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 800 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)) { 801 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 802 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 803#ifdef MANY_CORES
868 abort(); 804 abort ();
869#endif 805#endif
870 return; 806 return;
871 }
872 807 }
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);
879 808
809 mapspace &m = op->ms ();
810
811 if (!(m.flags_ & P_UPTODATE))
812 /* nop */;
880 if (action == UP_OBJ_INSERT) { 813 else if (action == UP_OBJ_INSERT)
814 {
815#if 0
816 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 817 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)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
886 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 823 || (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; 824 || (m.move_off | op->move_off ) != m.move_off
825 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 827 * have move_allow right now.
897 */ 828 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 830 m.invalidate ();
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 831#else
832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
833 m.invalidate ();
834#endif
901 } 835 }
902 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 838 * that is being removed.
905 */ 839 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 841 m.invalidate ();
908 } else if (action == UP_OBJ_FACE) { 842 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 843 /* Nothing to do for that case */ ;
910 }
911 else { 844 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 846
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) 847 if (op->more)
921 update_object(op->more, action); 848 update_object (op->more, action);
922} 849}
923 850
851object::object ()
852{
853 SET_FLAG (this, FLAG_REMOVED);
924 854
925/* 855 //expmul = 1.0; declared const for the time being
926 * free_object() frees everything allocated by an object, removes 856 face = blank_face;
927 * it from the list of used objects, and puts it on the list of 857 material = MATERIAL_NULL;
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} 858}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 859
942 ob->clear (); 860object::~object ()
861{
862 unlink ();
943 863
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 864 free_key_values (this);
945 LOG(llevDebug,"Free object called with non removed object\n"); 865}
946 dump_object(ob); 866
947#ifdef MANY_CORES 867static int object_count;
948 abort(); 868
949#endif 869void object::link ()
950 } 870{
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 871 assert (!index);//D
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 872 uuid = UUID::gen ();
953 remove_friendly_object(ob); 873 count = ++object_count;
954 } 874
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 875 refcnt_inc ();
956 dump_object(ob); 876 objects.insert (this);
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 877}
878
879void object::unlink ()
880{
881 if (!index)
958 return; 882 return;
883
884 objects.erase (this);
885 refcnt_dec ();
886}
887
888void
889object::activate ()
890{
891 /* If already on active list, don't do anything */
892 if (active)
893 return;
894
895 if (has_active_speed ())
959 } 896 {
960 if(ob->more!=NULL) { 897 if (flag [FLAG_FREED])
961 free_object2(ob->more, free_inventory); 898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
962 ob->more=NULL; 899
900 actives.insert (this);
901 }
902}
903
904void
905object::activate_recursive ()
906{
907 activate ();
908
909 for (object *op = inv; op; op = op->below)
910 op->activate_recursive ();
911}
912
913/* This function removes object 'op' from the list of active
914 * objects.
915 * This should only be used for style maps or other such
916 * reference maps where you don't want an object that isn't
917 * in play chewing up cpu time getting processed.
918 * The reverse of this is to call update_ob_speed, which
919 * will do the right thing based on the speed of the object.
920 */
921void
922object::deactivate ()
923{
924 /* If not on the active list, nothing needs to be done */
925 if (!active)
926 return;
927
928 actives.erase (this);
929}
930
931void
932object::deactivate_recursive ()
933{
934 for (object *op = inv; op; op = op->below)
935 op->deactivate_recursive ();
936
937 deactivate ();
938}
939
940void
941object::set_flag_inv (int flag, int value)
942{
943 for (object *op = inv; op; op = op->below)
963 } 944 {
964 if (ob->inv) { 945 op->flag [flag] = value;
946 op->set_flag_inv (flag, value);
947 }
948}
949
950/*
951 * Remove and free all objects in the inventory of the given object.
952 * object.c ?
953 */
954void
955object::destroy_inv (bool drop_to_ground)
956{
957 // need to check first, because the checks below might segfault
958 // as we might be on an invalid mapspace and crossfire code
959 // is too buggy to ensure that the inventory is empty.
960 // corollary: if you create arrows etc. with stuff in its inventory,
961 // cf will crash below with off-map x and y
962 if (!inv)
963 return;
964
965 /* Only if the space blocks everything do we not process - 965 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 966 * if some form of movement is allowed, let objects
967 * drop on that space. 967 * drop on that space.
968 */ 968 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 969 if (!drop_to_ground
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 970 || !map
971 || map->in_memory != MAP_ACTIVE
972 || map->no_drop
973 || ms ().move_block == MOVE_ALL)
974 {
975 while (inv)
976 inv->destroy ();
977 }
978 else
979 { /* Put objects in inventory onto this space */
980 while (inv)
971 { 981 {
972 op=ob->inv; 982 object *op = inv;
973 while(op!=NULL) { 983
974 tmp=op->below; 984 if (op->flag [FLAG_STARTEQUIP]
975 remove_ob(op); 985 || op->flag [FLAG_NO_DROP]
976 free_object2(op, free_inventory); 986 || op->type == RUNE
977 op=tmp; 987 || op->type == TRAP
978 } 988 || op->flag [FLAG_IS_A_TEMPLATE]
989 || op->flag [FLAG_DESTROY_ON_DEATH])
990 op->destroy ();
991 else
992 map->insert (op, x, y);
979 } 993 }
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 } 994 }
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} 995}
1038 996
1039/* 997object *object::create ()
1040 * count_free() returns the number of objects on the list of free objects.
1041 */
1042
1043int count_free ()
1044{ 998{
1045 int i=0;
1046 object *tmp=free_objects; 999 object *op = new object;
1047 while(tmp!=NULL) 1000 op->link ();
1048 tmp=tmp->next, i++;
1049 return i; 1001 return op;
1050} 1002}
1051 1003
1052/* 1004static struct freed_map : maptile
1053 * count_used() returns the number of objects on the list of used objects.
1054 */
1055
1056int count_used()
1057{ 1005{
1058 int i=0; 1006 freed_map ()
1059 object *tmp=objects; 1007 {
1060 while(tmp!=NULL) 1008 path = "<freed objects map>";
1061 tmp=tmp->next, i++; 1009 name = "/internal/freed_objects_map";
1062 return i; 1010 width = 3;
1063} 1011 height = 3;
1012 no_drop = 1;
1013 no_reset = 1;
1064 1014
1065/* 1015 alloc ();
1066 * count_active() returns the number of objects on the list of active objects. 1016 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 } 1017 }
1091}
1092 1018
1093/* remove_ob(op): 1019 ~freed_map ()
1020 {
1021 destroy ();
1022 }
1023} freed_map; // freed objects are moved here to avoid crashes
1024
1025void
1026object::do_destroy ()
1027{
1028 if (flag [FLAG_IS_LINKED])
1029 remove_link ();
1030
1031 if (flag [FLAG_FRIENDLY])
1032 remove_friendly_object (this);
1033
1034 remove ();
1035
1036 attachable::do_destroy ();
1037
1038 deactivate ();
1039 unlink ();
1040
1041 flag [FLAG_FREED] = 1;
1042
1043 // hack to ensure that freed objects still have a valid map
1044 map = &freed_map;
1045 x = 1;
1046 y = 1;
1047
1048 if (more)
1049 {
1050 more->destroy ();
1051 more = 0;
1052 }
1053
1054 head = 0;
1055
1056 // clear those pointers that likely might cause circular references
1057 owner = 0;
1058 enemy = 0;
1059 attacked_by = 0;
1060 current_weapon = 0;
1061}
1062
1063void
1064object::destroy ()
1065{
1066 if (destroyed ())
1067 return;
1068
1069 if (!is_head () && !head->destroyed ())
1070 {
1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1072 head->destroy ();
1073 return;
1074 }
1075
1076 destroy_inv (false);
1077
1078 if (is_head ())
1079 if (sound_destroy)
1080 play_sound (sound_destroy);
1081 else if (flag [FLAG_MONSTER])
1082 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1083
1084 attachable::destroy ();
1085}
1086
1087/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1088 * 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 1089 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1090 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1091 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1092 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1093 */
1094void
1095object::do_remove ()
1096{
1097 if (flag [FLAG_REMOVED])
1098 return;
1101 1099
1102void remove_ob(object *op) { 1100 INVOKE_OBJECT (REMOVE, this);
1103 object *tmp,*last=NULL;
1104 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 1101
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1102 flag [FLAG_REMOVED] = true;
1112 dump_object(op);
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 1103
1115 /* Changed it to always dump core in this case. As has been learned 1104 if (more)
1116 * in the past, trying to recover from errors almost always 1105 more->remove ();
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 1106
1130 SET_FLAG(op, FLAG_REMOVED);
1131
1132 /* 1107 /*
1133 * In this case, the object to be removed is in someones 1108 * In this case, the object to be removed is in someones
1134 * inventory. 1109 * inventory.
1135 */ 1110 */
1136 if(op->env!=NULL) { 1111 if (env)
1137 if(op->nrof) 1112 {
1138 sub_weight(op->env, op->weight*op->nrof); 1113 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1139 else 1114 if (object *pl = visible_to ())
1140 sub_weight(op->env, op->weight+op->carrying); 1115 esrv_del_item (pl->contr, count);
1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1141 1117
1142 /* NO_FIX_PLAYER is set when a great many changes are being 1118 adjust_weight (env, -total_weight ());
1143 * made to players inventory. If set, avoiding the call
1144 * to save cpu time.
1145 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1148 fix_player(otmp);
1149 1119
1150 if(op->above!=NULL) 1120 object *pl = in_player ();
1151 op->above->below=op->below;
1152 else
1153 op->env->inv=op->below;
1154 1121
1155 if(op->below!=NULL)
1156 op->below->above=op->above;
1157
1158 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1161 */ 1125 */
1162 op->x=op->env->x,op->y=op->env->y; 1126 map = env->map;
1163 op->map=op->env->map; 1127 x = env->x;
1164 op->above=NULL,op->below=NULL; 1128 y = env->y;
1165 op->env=NULL; 1129
1130 // make sure cmov optimisation is applicable
1131 *(above ? &above->below : &env->inv) = below;
1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1133
1134 above = 0;
1135 below = 0;
1136 env = 0;
1137
1138 if (pl && pl->is_player ())
1139 {
1140 pl->contr->queue_stats_update ();
1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1145 }
1146 else if (map)
1147 {
1148 map->dirty = true;
1149 mapspace &ms = this->ms ();
1150
1151 if (object *pl = ms.player ())
1152 {
1153 if (is_player ())
1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1158 // leaving a spot always closes any open container on the ground
1159 if (container && !container->env)
1160 // this causes spurious floorbox updates, but it ensures
1161 // that the CLOSE event is being sent.
1162 close_container ();
1163
1164 --map->players;
1165 map->touch ();
1166 }
1167 else if (pl->container_ () == this)
1168 {
1169 // removing a container should close it
1170 close_container ();
1171 }
1172
1173 esrv_del_item (pl->contr, count);
1174 }
1175
1176 /* link the object above us */
1177 // re-link, make sure compiler can easily use cmove
1178 *(above ? &above->below : &ms.top) = below;
1179 *(below ? &below->above : &ms.bot) = above;
1180
1181 above = 0;
1182 below = 0;
1183
1184 ms.invalidate ();
1185
1186 if (map->in_memory == MAP_SAVING)
1166 return; 1187 return;
1167 }
1168 1188
1169 /* If we get here, we are removing it from a map */ 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1190
1172 x = op->x; 1191 if (object *pl = ms.player ())
1173 y = op->y;
1174 m = get_map_from_coord(op->map, &x, &y);
1175
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189
1190 /* Re did the following section of code - it looks like it had
1191 * lots of logic for things we no longer care about
1192 */
1193
1194 /* link the object above us */
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */
1208 if(GET_MAP_OB(m,x,y)!=op) {
1209 dump_object(op);
1210 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);
1211 dump_object(GET_MAP_OB(m,x,y));
1212 LOG(llevError,"%s\n",errmsg);
1213 } 1192 {
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1193 if (pl->container_ () == this)
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1232 * appropriately. 1196 * appropriately.
1233 */ 1197 */
1234 if (tmp->container==op) { 1198 pl->close_container ();
1235 CLEAR_FLAG(op, FLAG_APPLIED); 1199
1236 tmp->container=NULL; 1200 //TODO: the floorbox prev/next might need updating
1237 } 1201 //esrv_del_item (pl->contr, count);
1238 tmp->contr->socket.update_look=1; 1202 //TODO: update floorbox to preserve ordering
1203 if (pl->contr->ns)
1204 pl->contr->ns->floorbox_update ();
1239 } 1205 }
1206
1207 if (check_walk_off)
1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1209 {
1210 above = tmp->above;
1211
1212 /* No point updating the players look faces if he is the object
1213 * being removed.
1214 */
1215
1240 /* See if player moving off should effect something */ 1216 /* See if object moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) && 1217 if ((move_type & tmp->move_off)
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1243
1244 move_apply(tmp, op, NULL); 1219 move_apply (tmp, this, 0);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 } 1220 }
1249 }
1250 1221
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1222 if (affects_los ())
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) {
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else
1268 update_object(last, UP_OBJ_REMOVE);
1269
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1271 update_all_los(op->map, op->x, op->y); 1223 update_all_los (map, x, y);
1272 1224 }
1273} 1225}
1274 1226
1275/* 1227/*
1276 * merge_ob(op,top): 1228 * merge_ob(op,top):
1277 * 1229 *
1278 * This function goes through all objects below and including top, and 1230 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1231 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1232 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1233 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1234 */
1283 1235object *
1284object *merge_ob(object *op, object *top) { 1236merge_ob (object *op, object *top)
1237{
1285 if(!op->nrof) 1238 if (!op->nrof)
1286 return 0; 1239 return 0;
1287 if(top==NULL) 1240
1241 if (!top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1242 for (top = op; top && top->above; top = top->above)
1243 ;
1244
1289 for(;top!=NULL;top=top->below) { 1245 for (; top; top = top->below)
1290 if(top==op) 1246 if (object::can_merge (op, top))
1291 continue;
1292 if (CAN_MERGE(op,top))
1293 { 1247 {
1294 top->nrof+=op->nrof; 1248 top->nrof += op->nrof;
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1249
1296 op->weight = 0; /* Don't want any adjustements now */ 1250 if (object *pl = top->visible_to ())
1297 remove_ob(op); 1251 esrv_update_item (UPD_NROF, pl, top);
1298 free_object(op); 1252
1253 op->weight = 0; // cancel the addition above
1254 op->carrying = 0; // must be 0 already
1255
1256 op->destroy ();
1257
1299 return top; 1258 return top;
1300 } 1259 }
1301 } 1260
1302 return NULL; 1261 return 0;
1303} 1262}
1304 1263
1264void
1265object::expand_tail ()
1266{
1267 if (more)
1268 return;
1269
1270 object *prev = this;
1271
1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1273 {
1274 object *op = arch_to_object (at);
1275
1276 op->name = name;
1277 op->name_pl = name_pl;
1278 op->title = title;
1279
1280 op->head = this;
1281 prev->more = op;
1282
1283 prev = op;
1284 }
1285}
1286
1305/* 1287/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1288 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1307 * job preparing multi-part monsters 1289 * job preparing multi-part monsters.
1308 */ 1290 */
1291object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310 object* tmp; 1293{
1311 if (op->head) 1294 op->remove ();
1312 op=op->head; 1295
1313 for (tmp=op;tmp;tmp=tmp->more){ 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1297 {
1314 tmp->x=x+tmp->arch->clone.x; 1298 tmp->x = x + tmp->arch->x;
1315 tmp->y=y+tmp->arch->clone.y; 1299 tmp->y = y + tmp->arch->y;
1316 } 1300 }
1301
1317 return insert_ob_in_map (op, m, originator, flag); 1302 return insert_ob_in_map (op, m, originator, flag);
1318} 1303}
1319 1304
1320/* 1305/*
1321 * insert_ob_in_map (op, map, originator, flag): 1306 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1307 * This function inserts the object in the two-way linked list
1335 * Return value: 1320 * Return value:
1336 * new object if 'op' was merged with other object 1321 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1322 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1323 * just 'op' otherwise
1339 */ 1324 */
1340 1325object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1327{
1343 object *tmp, *top, *floor=NULL; 1328 op->remove ();
1344 sint16 x,y;
1345 1329
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1330 if (m == &freed_map)//D TODO: remove soon
1347 LOG (llevError, "Trying to insert freed object!\n"); 1331 {//D
1348 return NULL; 1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1333 }//D
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 maptile *newmap = m;
1340 if (!xy_normalise (newmap, op->x, op->y))
1349 } 1341 {
1350 if(m==NULL) { 1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1351 dump_object(op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1353 return op; 1343 return 0;
1354 } 1344 }
1355 if(out_of_map(m,op->x,op->y)) { 1345
1356 dump_object(op); 1346 if (object *more = op->more)
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1347 if (!insert_ob_in_map (more, m, originator, flag))
1358#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted.
1362 */
1363 abort();
1364#endif
1365 return op; 1348 return 0;
1366 }
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1368 dump_object(op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op;
1371 }
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */
1374 1349
1375 object *more = op->more; 1350 op->flag [FLAG_REMOVED] = false;
1351 op->env = 0;
1352 op->map = newmap;
1376 1353
1377 /* We really need the caller to normalize coordinates - if 1354 mapspace &ms = op->ms ();
1378 * we set the map, that doesn't work if the location is within 1355
1379 * a map and this is straddling an edge. So only if coordinate 1356 /* this has to be done after we translate the coordinates.
1380 * is clear wrong do we normalize it. 1357 */
1358 if (op->nrof && !(flag & INS_NO_MERGE))
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 if (object::can_merge (op, tmp))
1381 */ 1361 {
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1362 // TODO: we actually want to update tmp, not op,
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1363 // but some caller surely breaks when we return tmp
1384 } else if (!more->map) { 1364 // from here :/
1385 /* For backwards compatibility - when not dealing with tiled maps, 1365 op->nrof += tmp->nrof;
1386 * more->map should always point to the parent. 1366 tmp->destroy ();
1387 */
1388 more->map = m;
1389 } 1367 }
1390 1368
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 if ( ! op->head) 1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1371
1394 return NULL; 1372 if (!QUERY_FLAG (op, FLAG_ALIVE))
1373 CLEAR_FLAG (op, FLAG_NO_STEAL);
1374
1375 if (flag & INS_BELOW_ORIGINATOR)
1376 {
1377 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1378 {
1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1380 abort ();
1395 } 1381 }
1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1390 op->above = originator;
1391 op->below = originator->below;
1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1395 }
1396 else
1396 } 1397 {
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1398 object *floor = 0;
1399 object *top = ms.top;
1398 1400
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1401 /* If there are other objects, then */
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1402 if (top)
1401 * need extra work 1403 {
1402 */ 1404 /*
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1405 * If there are multiple objects on this space, we do some trickier handling.
1404 x = op->x; 1406 * We've already dealt with merging if appropriate.
1405 y = op->y; 1407 * Generally, we want to put the new object on top. But if
1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1409 * floor, we want to insert above that and no further.
1410 * Also, if there are spell objects on this space, we stop processing
1411 * once we get to them. This reduces the need to traverse over all of
1412 * them when adding another one - this saves quite a bit of cpu time
1413 * when lots of spells are cast in one area. Currently, it is presumed
1414 * that flying non pickable objects are spell objects.
1415 */
1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 {
1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1419 floor = tmp;
1406 1420
1407 /* this has to be done after we translate the coordinates. 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1408 */ 1422 {
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1423 /* We insert above top, so we want this object below this */
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1424 top = tmp->below;
1411 if (CAN_MERGE(op,tmp)) { 1425 break;
1412 op->nrof+=tmp->nrof; 1426 }
1413 remove_ob(tmp); 1427
1414 free_object(tmp); 1428 top = tmp;
1415 } 1429 }
1416 }
1417 1430
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1431 /* We let update_position deal with figuring out what the space
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1432 * looks like instead of lots of conditions here.
1420 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1433 * makes things faster, and effectively the same result.
1421 CLEAR_FLAG(op, FLAG_NO_STEAL); 1434 */
1422 1435
1423 if (flag & INS_BELOW_ORIGINATOR) { 1436 /* Have object 'fall below' other objects that block view.
1424 if (originator->map != op->map || originator->x != op->x || 1437 * Unless those objects are exits.
1425 originator->y != op->y) { 1438 * If INS_ON_TOP is used, don't do this processing
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 * Need to find the object that in fact blocks view, otherwise
1427 abort(); 1440 * stacking is a bit odd.
1441 */
1442 if (!(flag & INS_ON_TOP)
1443 && ms.flags () & P_BLOCKSVIEW
1444 && (op->face && !faces [op->face].visibility))
1445 {
1446 object *last;
1447
1448 for (last = top; last != floor; last = last->below)
1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1450 break;
1451
1452 /* Check to see if we found the object that blocks view,
1453 * and make sure we have a below pointer for it so that
1454 * we can get inserted below this one, which requires we
1455 * set top to the object below us.
1456 */
1457 if (last && last->below && last != floor)
1458 top = last->below;
1459 }
1460 } /* If objects on this space */
1461
1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1463 top = floor;
1464
1465 // insert object above top, or bottom-most if top = 0
1466 if (!top)
1467 {
1468 op->below = 0;
1469 op->above = ms.bot;
1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1428 } 1473 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else { 1474 else
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */ 1475 {
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */
1507 op->above = top->above; 1476 op->above = top->above;
1508 if (op->above) op->above->below = op;
1509 op->below = top;
1510 top->above = op; 1477 top->above = op;
1478
1479 op->below = top;
1480 *(op->above ? &op->above->below : &ms.top) = op;
1511 } 1481 }
1512 if (op->above==NULL) 1482 }
1513 SET_MAP_TOP(op->map,op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515 1483
1516 if(op->type==PLAYER) 1484 if (op->is_player ())
1485 {
1517 op->contr->do_los=1; 1486 op->contr->do_los = 1;
1487 ++op->map->players;
1488 op->map->touch ();
1489 }
1518 1490
1519 /* If we have a floor, we know the player, if any, will be above 1491 op->map->dirty = true;
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look=1;
1526 }
1527 1492
1493 if (object *pl = ms.player ())
1494 //TODO: the floorbox prev/next might need updating
1495 //esrv_send_item (pl, op);
1496 //TODO: update floorbox to preserve ordering
1497 if (pl->contr->ns)
1498 pl->contr->ns->floorbox_update ();
1499
1528 /* If this object glows, it may affect lighting conditions that are 1500 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1501 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1502 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1503 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1507 * of effect may be sufficient.
1536 */ 1508 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1538 update_all_los(op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1539 1514
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1543 1517
1518 INVOKE_OBJECT (INSERT, op);
1544 1519
1545 /* Don't know if moving this to the end will break anything. However, 1520 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1521 * we want to have floorbox_update called before calling this.
1547 * 1522 *
1548 * check_move_on() must be after this because code called from 1523 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1524 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1526 * update_object().
1552 */ 1527 */
1553 1528
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1531 {
1557 if (check_move_on(op, originator)) 1532 if (check_move_on (op, originator))
1558 return NULL; 1533 return 0;
1559 1534
1560 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1536 * walk on's.
1562 */ 1537 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1538 for (object *tmp = op->more; tmp; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1539 if (check_move_on (tmp, originator))
1565 return NULL; 1540 return 0;
1566 } 1541 }
1542
1567 return op; 1543 return op;
1568} 1544}
1569 1545
1570/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1573 */ 1549 */
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1550void
1575 object *tmp; 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1576 object *tmp1; 1552{
1577
1578 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1579 1554
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1556 if (tmp->arch->archname == archname) /* same archetype */
1582 remove_ob(tmp); 1557 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1558
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1559 object *tmp = arch_to_object (archetype::find (archname));
1588 1560
1589 1561 tmp->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1562 tmp->y = op->y;
1563
1591 insert_ob_in_map(tmp1,op->map,op,0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1592} 1565}
1593 1566
1594/* 1567object *
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1568object::insert_at (object *where, object *originator, int flags)
1596 * is returned contains nr objects, and the remaining parts contains 1569{
1597 * the rest (or is removed and freed if that number is 0). 1570 if (where->env)
1598 * On failure, NULL is returned, and the reason put into the 1571 return where->env->insert (this);
1599 * global static errmsg array. 1572 else
1600 */ 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1574}
1601 1575
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1576// check whether we can put this into the map, respect max_volume, max_items
1603 object *newob; 1577bool
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1605 1581
1606 if(orig_ob->nrof<nr) { 1582 int items = ms.items ();
1607 sprintf(errmsg,"There are only %d %ss.",
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name);
1609 return NULL;
1610 }
1611 newob = object_create_clone(orig_ob);
1612 if((orig_ob->nrof-=nr)<1) {
1613 if ( ! is_removed)
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) {
1618 if(orig_ob->env!=NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL;
1625 }
1626 }
1627 newob->nrof=nr;
1628 1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1629 return newob; 1587 return true;
1630}
1631 1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1596}
1597
1632/* 1598/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1636 * 1602 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1604 */
1639 1605bool
1640object *decrease_ob_nr (object *op, uint32 i) 1606object::decrease (sint32 nr)
1641{ 1607{
1642 object *tmp; 1608 if (!nr)
1643 player *pl; 1609 return true;
1644 1610
1645 if (i == 0) /* objects with op->nrof require this check */ 1611 nr = min (nr, nrof);
1612
1613 if (nrof > nr)
1614 {
1615 nrof -= nr;
1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1617
1618 if (object *pl = visible_to ())
1619 esrv_update_item (UPD_NROF, pl, this);
1620
1621 return true;
1622 }
1623 else
1624 {
1625 destroy ();
1626 return false;
1627 }
1628}
1629
1630/*
1631 * split(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and returned if that number is 0).
1634 * On failure, NULL is returned.
1635 */
1636object *
1637object::split (sint32 nr)
1638{
1639 int have = number_of ();
1640
1641 if (have < nr)
1642 return 0;
1643 else if (have == nr)
1644 {
1645 remove ();
1646 return this;
1647 }
1648 else
1649 {
1650 decrease (nr);
1651
1652 object *op = deep_clone ();
1653 op->nrof = nr;
1646 return op; 1654 return op;
1647
1648 if (i > op->nrof)
1649 i = op->nrof;
1650
1651 if (QUERY_FLAG (op, FLAG_REMOVED))
1652 { 1655 }
1653 op->nrof -= i; 1656}
1657
1658object *
1659insert_ob_in_ob (object *op, object *where)
1660{
1661 if (!where)
1654 } 1662 {
1655 else if (op->env != NULL) 1663 char *dump = dump_object (op);
1656 { 1664 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 /* is this object in the players inventory, or sub container 1665 free (dump);
1658 * therein?
1659 */
1660 tmp = is_player_inv (op->env);
1661 /* nope. Is this a container the player has opened?
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 }
1673
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above)
1700 if (tmp->type == PLAYER) {
1701 if (op->nrof)
1702 esrv_send_item(tmp, op);
1703 else
1704 esrv_del_item(tmp->contr, op->count);
1705 }
1706 }
1707
1708 if (op->nrof) {
1709 return op; 1666 return op;
1710 } else { 1667 }
1711 free_object (op); 1668
1712 return NULL; 1669 if (where->head_ () != where)
1713 } 1670 {
1714} 1671 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1715 1672 where = where->head;
1716/*
1717 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying.
1719 */
1720
1721void add_weight (object *op, signed long weight) {
1722 while (op!=NULL) {
1723 if (op->type == CONTAINER) {
1724 weight=(signed long)(weight*(100-op->stats.Str)/100);
1725 }
1726 op->carrying+=weight;
1727 op=op->env;
1728 } 1673 }
1729}
1730 1674
1675 return where->insert (op);
1676}
1677
1731/* 1678/*
1732 * insert_ob_in_ob(op,environment): 1679 * env->insert (op)
1733 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1734 * inside the object environment. 1681 * inside the object environment.
1735 * 1682 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1743 */ 1685 */
1744 1686object *
1745object *insert_ob_in_ob(object *op,object *where) { 1687object::insert (object *op)
1746 object *tmp, *otmp; 1688{
1747
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1749 dump_object(op);
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1689 if (op->more)
1690 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1692 return op;
1767 } 1693 }
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1694
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1695 op->remove ();
1696
1697 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1698
1770 if(op->nrof) { 1699 if (op->nrof)
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1701 if (object::can_merge (tmp, op))
1702 {
1773 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1704 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1705 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1706
1777 * tmp->nrof, we need to increase the weight. 1707 if (object *pl = tmp->visible_to ())
1778 */ 1708 esrv_update_item (UPD_NROF, pl, tmp);
1779 add_weight (where, op->weight*op->nrof); 1709
1780 SET_FLAG(op, FLAG_REMOVED); 1710 adjust_weight (this, op->total_weight ());
1781 free_object(op); /* free the inserted object */ 1711
1712 op->destroy ();
1782 op = tmp; 1713 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1714 goto inserted;
1784 CLEAR_FLAG(op, FLAG_REMOVED);
1785 break;
1786 } 1715 }
1787 1716
1788 /* I assume combined objects have no inventory 1717 op->owner = 0; // it's his/hers now. period.
1789 * We add the weight - this object could have just been removed 1718 op->map = 0;
1790 * (if it was possible to merge). calling remove_ob will subtract 1719 op->x = 0;
1791 * the weight, so we need to add it in again, since we actually do 1720 op->y = 0;
1792 * the linking below
1793 */
1794 add_weight (where, op->weight*op->nrof);
1795 } else
1796 add_weight (where, (op->weight+op->carrying));
1797 1721
1798 otmp=is_player_inv(where);
1799 if (otmp&&otmp->contr!=NULL) {
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp);
1802 }
1803
1804 op->map=NULL;
1805 op->env=where;
1806 op->above=NULL; 1722 op->above = 0;
1807 op->below=NULL; 1723 op->below = inv;
1808 op->x=0,op->y=0; 1724 op->env = this;
1809 1725
1726 if (inv)
1727 inv->above = op;
1728
1729 inv = op;
1730
1731 op->flag [FLAG_REMOVED] = 0;
1732
1733 if (object *pl = op->visible_to ())
1734 esrv_send_item (pl, op);
1735
1736 adjust_weight (this, op->total_weight ());
1737
1738inserted:
1810 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1740 if (op->glow_radius && is_on_map ())
1812 { 1741 {
1813#ifdef DEBUG_LIGHTS 1742 update_stats ();
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1743 update_all_los (map, x, y);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1818 } 1744 }
1745 else if (is_player ())
1746 // if this is a player's inventory, update stats
1747 contr->queue_stats_update ();
1819 1748
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1749 INVOKE_OBJECT (INSERT, this);
1821 * It sure simplifies this function... 1750
1822 */
1823 if (where->inv==NULL)
1824 where->inv=op;
1825 else {
1826 op->below = where->inv;
1827 op->below->above = op;
1828 where->inv = op;
1829 }
1830 return op; 1751 return op;
1831} 1752}
1832 1753
1833/* 1754/*
1834 * Checks if any objects has a move_type that matches objects 1755 * Checks if any objects has a move_type that matches objects
1848 * 1769 *
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1770 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1771 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1772 * on top.
1852 */ 1773 */
1853 1774int
1854int check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1855{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1856 object *tmp; 1780 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1781 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1782 int x = op->x, y = op->y;
1860 MoveType move_on, move_slow, move_block;
1861 1783
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1784 mapspace &ms = m->at (x, y);
1863 return 0;
1864 1785
1865 tag = op->count; 1786 ms.update ();
1866 1787
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1870 1791
1871 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1795 * as walking.
1875 */ 1796 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1797 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1798 return 0;
1878 1799
1879 /* This is basically inverse logic of that below - basically, 1800 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1801 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1802 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1803 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1804 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1805 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1806 return 0;
1886 1807
1887 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1889 */ 1810 */
1890 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
1892 tmp->above!=NULL; tmp=tmp->above) {
1893 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them.
1896 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
1898 } 1812 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1813 next = tmp->below;
1814
1815 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1901 1817
1902 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1820 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1821 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1822 * swim on that space, can't use it to avoid the penalty.
1907 */ 1823 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1825 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 1828 {
1913 float diff;
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1916 if (op->type == PLAYER) { 1830
1831 if (op->is_player ())
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1834 diff /= 4.0;
1920 } 1835
1921 }
1922 op->speed_left -= diff; 1836 op->speed_left -= diff;
1923 } 1837 }
1924 } 1838 }
1925 1839
1926 /* Basically same logic as above, except now for actual apply. */ 1840 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1843 {
1931 move_apply(tmp, op, originator); 1844 move_apply (tmp, op, originator);
1845
1932 if (was_destroyed (op, tag)) 1846 if (op->destroyed ())
1933 return 1; 1847 return 1;
1934 1848
1935 /* what the person/creature stepped onto has moved the object 1849 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1850 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1851 * have a feeling strange problems would result.
1938 */ 1852 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1853 if (op->map != m || op->x != x || op->y != y)
1854 return 0;
1940 } 1855 }
1941 } 1856 }
1857
1942 return 0; 1858 return 0;
1943} 1859}
1944 1860
1945/* 1861/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1949 */ 1865 */
1950 1866object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1867present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1868{
1953 if(m==NULL || out_of_map(m,x,y)) { 1869 if (!m || out_of_map (m, x, y))
1870 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1872 return NULL;
1956 } 1873 }
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1874
1958 if(tmp->arch == at) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1876 if (tmp->arch->archname == at->archname)
1959 return tmp; 1877 return tmp;
1878
1960 return NULL; 1879 return NULL;
1961} 1880}
1962 1881
1963/* 1882/*
1964 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1967 */ 1886 */
1968 1887object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1888present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1889{
1971 if(out_of_map(m,x,y)) { 1890 if (out_of_map (m, x, y))
1891 {
1972 LOG(llevError,"Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1893 return NULL;
1974 } 1894 }
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if(tmp->type==type) 1897 if (tmp->type == type)
1977 return tmp; 1898 return tmp;
1899
1978 return NULL; 1900 return NULL;
1979} 1901}
1980 1902
1981/* 1903/*
1982 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1985 */ 1907 */
1986 1908object *
1987object *present_in_ob(unsigned char type, const object *op) { 1909present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1910{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1912 if (tmp->type == type)
1991 return tmp; 1913 return tmp;
1914
1992 return NULL; 1915 return NULL;
1993} 1916}
1994 1917
1995/* 1918/*
1996 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1930 * to be unique.
2008 */ 1931 */
2009 1932object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1933present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1934{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1937 return tmp;
2016 } 1938
2017 return NULL; 1939 return 0;
2018} 1940}
2019 1941
2020/* 1942/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2024 */ 1946 */
2025 1947object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1948present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1949{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2029 if( tmp->arch == at) 1951 if (tmp->arch->archname == at->archname)
2030 return tmp; 1952 return tmp;
1953
2031 return NULL; 1954 return NULL;
2032} 1955}
2033 1956
2034/* 1957/*
2035 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2036 */ 1959 */
1960void
2037void flag_inv(object*op, int flag){ 1961flag_inv (object *op, int flag)
2038 object *tmp; 1962{
2039 if(op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 {
2041 SET_FLAG(tmp, flag); 1965 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1966 flag_inv (tmp, flag);
2043 } 1967 }
1968}
1969
2044}/* 1970/*
2045 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2046 */ 1972 */
1973void
2047void unflag_inv(object*op, int flag){ 1974unflag_inv (object *op, int flag)
2048 object *tmp; 1975{
2049 if(op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 {
2051 CLEAR_FLAG(tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1979 unflag_inv (tmp, flag);
2053 } 1980 }
2054}
2055
2056/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function.
2061 */
2062
2063void set_cheat(object *op) {
2064 SET_FLAG(op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ);
2066} 1981}
2067 1982
2068/* 1983/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2072 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2073 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2074 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2075 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2076 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2077 * Note - this only checks to see if there is space for the head of the
2078 * object - if it is a multispace object, this should be called for all
2079 * pieces.
2080 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2081 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2082 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2083 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1999 * customized, changed states, etc.
2088 */ 2000 */
2089 2001int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{
2004 int altern[SIZEOFFREE];
2091 int i,index=0, flag; 2005 int index = 0, flag;
2092 static int altern[SIZEOFFREE];
2093 2006
2094 for(i=start;i<stop;i++) { 2007 for (int i = start; i < stop; i++)
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 {
2096 if(!flag) 2009 mapxy pos (m, x, y); pos.move (i);
2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2097 altern[index++]=i; 2025 altern [index++] = i;
2026 continue;
2027 }
2098 2028
2099 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2106 */ 2036 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2108 stop=maxfree[i]; 2039 stop = maxfree[i];
2109 } 2040 continue;
2110 if(!index) return -1; 2041 }
2111 return altern[RANDOM()%index];
2112}
2113 2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (pos.m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2053 }
2054
2055 if (!index)
2056 return -1;
2057
2058 return altern [rndm (index)];
2059}
2060
2114/* 2061/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2066 */
2120 2067int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2069{
2123 for(i=0;i<SIZEOFFREE;i++) { 2070 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2072 return i;
2126 } 2073
2127 return -1; 2074 return -1;
2128} 2075}
2129 2076
2130/* 2077/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2081 */
2082static void
2134static void permute(int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2135{ 2084{
2136 int i, j, tmp, len; 2085 arr += begin;
2086 end -= begin;
2137 2087
2138 len = end-begin; 2088 while (--end)
2139 for(i = begin; i < end; i++) 2089 swap (arr [end], arr [rndm (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2090}
2148 2091
2149/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2095 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2096 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2098 */
2099void
2156void get_search_arr(int *search_arr) 2100get_search_arr (int *search_arr)
2157{ 2101{
2158 int i; 2102 int i;
2159 2103
2160 for(i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2105 search_arr[i] = i;
2163 }
2164 2106
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2110}
2169 2111
2170/* 2112/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2113 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2114 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2122 * there is capable of.
2181 */ 2123 */
2182 2124int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2125find_dir (maptile *m, int x, int y, object *exclude)
2126{
2184 int i,max=SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2185 sint16 nx, ny;
2186 object *tmp;
2187 mapstruct *mp;
2188 MoveType blocked, move_type; 2128 MoveType move_type;
2189 2129
2190 if (exclude && exclude->head) { 2130 if (exclude && exclude->head_ () != exclude)
2131 {
2191 exclude = exclude->head; 2132 exclude = exclude->head;
2192 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2193 } else { 2134 }
2135 else
2136 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2138 move_type = MOVE_ALL;
2139 }
2140
2141 for (int i = 1; i < max; i++)
2196 } 2142 {
2143 mapxy pos (m, x, y);
2144 pos.move (i);
2197 2145
2198 for(i=1;i<max;i++) { 2146 if (!pos.normalise ())
2199 mp = m;
2200 nx = x + freearr_x[i]; 2147 max = maxfree[i];
2201 ny = y + freearr_y[i]; 2148 else
2149 {
2150 mapspace &ms = *pos;
2202 2151
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2152 if ((move_type & ms.move_block) == move_type)
2204 if (mflags & P_OUT_OF_MAP) {
2205 max = maxfree[i]; 2153 max = maxfree [i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2154 else if (ms.flags () & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2155 {
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2215 break;
2216 }
2217 }
2218 if(tmp) {
2219 return freedir[i]; 2159 return freedir [i];
2220 }
2221 } 2160 }
2222 } 2161 }
2223 } 2162 }
2163
2224 return 0; 2164 return 0;
2225} 2165}
2226 2166
2227/* 2167/*
2228 * distance(object 1, object 2) will return the square of the 2168 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2169 * distance between the two given objects.
2230 */ 2170 */
2231 2171int
2232int distance(const object *ob1, const object *ob2) { 2172distance (const object *ob1, const object *ob2)
2233 int i; 2173{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2174 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2175}
2238 2176
2239/* 2177/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2178 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2179 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2180 * object, needs to travel toward it.
2243 */ 2181 */
2244 2182int
2245int find_dir_2(int x, int y) { 2183find_dir_2 (int x, int y)
2184{
2246 int q; 2185 int q;
2247 2186
2248 if(y) 2187 if (y)
2249 q=x*100/y; 2188 q = x * 100 / y;
2250 else if (x) 2189 else if (x)
2251 q= -300*x; 2190 q = -300 * x;
2252 else 2191 else
2253 return 0; 2192 return 0;
2254 2193
2255 if(y>0) { 2194 if (y > 0)
2195 {
2256 if(q < -242) 2196 if (q < -242)
2257 return 3 ; 2197 return 3;
2258 if (q < -41) 2198 if (q < -41)
2259 return 2 ; 2199 return 2;
2260 if (q < 41) 2200 if (q < 41)
2261 return 1 ; 2201 return 1;
2262 if (q < 242) 2202 if (q < 242)
2263 return 8 ; 2203 return 8;
2264 return 7 ; 2204 return 7;
2265 } 2205 }
2266 2206
2267 if (q < -242) 2207 if (q < -242)
2268 return 7 ; 2208 return 7;
2269 if (q < -41) 2209 if (q < -41)
2270 return 6 ; 2210 return 6;
2271 if (q < 41) 2211 if (q < 41)
2272 return 5 ; 2212 return 5;
2273 if (q < 242) 2213 if (q < 242)
2274 return 4 ; 2214 return 4;
2275 2215
2276 return 3 ; 2216 return 3;
2277}
2278
2279/*
2280 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction).
2283 */
2284
2285int absdir(int d) {
2286 while(d<1) d+=8;
2287 while(d>8) d-=8;
2288 return d;
2289} 2217}
2290 2218
2291/* 2219/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2222 */
2295 2223int
2296int dirdiff(int dir1, int dir2) { 2224dirdiff (int dir1, int dir2)
2225{
2297 int d; 2226 int d;
2227
2298 d = abs(dir1 - dir2); 2228 d = abs (dir1 - dir2);
2299 if(d>4) 2229 if (d > 4)
2300 d = 8 - d; 2230 d = 8 - d;
2231
2301 return d; 2232 return d;
2302} 2233}
2303 2234
2304/* peterm: 2235/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2242 * functions.
2312 */ 2243 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2250 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2251 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2252 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2253 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2254 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2255 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2256 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2257 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2258 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2259 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2260 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2261 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2262 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2263 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2264 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2265 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2266 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2267 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2268 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2269 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2270 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2271 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2272 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2273 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2274 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2275 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2276 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2277 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2278 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2279 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2280 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2281 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2282 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2283 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2284 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2285 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2286 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2287 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2288 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2289 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2290 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2291 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2292 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2293 {24, 9, -1}
2294}; /* 48 */
2364 2295
2365/* Recursive routine to step back and see if we can 2296/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2299 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2370 */ 2301 */
2371 2302int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2304{
2374 sint16 dx, dy; 2305 sint16 dx, dy;
2375 int mflags; 2306 int mflags;
2376 2307
2308 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2378 2310
2379 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2312 dy = y + freearr_y[dir];
2381 2313
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2314 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2315
2384 /* This functional arguably was incorrect before - it was 2316 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2317 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2318 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2319 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2320 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2321 * at least its move type.
2390 */ 2322 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2323 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2324 return 0;
2392 2325
2393 /* yes, can see. */ 2326 /* yes, can see. */
2394 if(dir < 9) return 1; 2327 if (dir < 9)
2328 return 1;
2329
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2333}
2399 2334
2400
2401
2402/* 2335/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2406 * 2339 *
2407 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2408 * core dumps if they do. 2341 * core dumps if they do.
2409 * 2342 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2343 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2344 */
2412 2345int
2413int can_pick(const object *who, const object *item) { 2346can_pick (const object *who, const object *item)
2347{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2351}
2419
2420 2352
2421/* 2353/*
2422 * create clone from object to another 2354 * create clone from object to another
2423 */ 2355 */
2424object *object_create_clone (object *asrc) { 2356object *
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2357object::deep_clone ()
2358{
2359 assert (("deep_clone called on non-head object", is_head ()));
2426 2360
2427 if(!asrc) return NULL; 2361 object *dst = clone ();
2428 src = asrc;
2429 if(src->head)
2430 src = src->head;
2431 2362
2432 prev = NULL; 2363 object *prev = dst;
2433 for(part = src; part; part = part->more) { 2364 for (object *part = this->more; part; part = part->more)
2434 tmp = get_object(); 2365 {
2435 copy_object(part,tmp); 2366 object *tmp = part->clone ();
2436 tmp->x -= src->x;
2437 tmp->y -= src->y;
2438 if(!part->head) {
2439 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2367 tmp->head = dst;
2443 }
2444 tmp->more = NULL;
2445 if(prev)
2446 prev->more = tmp; 2368 prev->more = tmp;
2447 prev = tmp; 2369 prev = tmp;
2448 } 2370 }
2449 /*** copy inventory ***/ 2371
2450 for(item = src->inv; item; item = item->below) { 2372 for (object *item = inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2373 insert_ob_in_ob (item->deep_clone (), dst);
2452 }
2453 2374
2454 return dst; 2375 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463}
2464
2465/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */
2471
2472object* load_object_str(const char *obstr)
2473{
2474 object *op;
2475 char filename[MAX_BUF];
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2477
2478 FILE *tempfile=fopen(filename,"w");
2479 if (tempfile == NULL)
2480 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n");
2482 return NULL;
2483 };
2484 fprintf(tempfile,obstr);
2485 fclose(tempfile);
2486
2487 op=get_object();
2488
2489 object_thawer thawer (filename);
2490
2491 if (thawer)
2492 load_object(thawer,op,0);
2493
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED);
2496
2497 return op;
2498} 2376}
2499 2377
2500/* This returns the first object in who's inventory that 2378/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2379 * has the same type and subtype match.
2502 * returns NULL if no match. 2380 * returns NULL if no match.
2503 */ 2381 */
2382object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2383find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2384{
2506 object *tmp;
2507
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2385 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2386 if (tmp->type == type && tmp->subtype == subtype)
2387 return tmp;
2510 2388
2511 return NULL; 2389 return 0;
2512} 2390}
2513 2391
2514/* If ob has a field named key, return the link from the list, 2392shstr_tmp
2515 * otherwise return NULL. 2393object::kv_get (shstr_tmp key) const
2516 * 2394{
2517 * key must be a passed in shared string - otherwise, this won't 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2518 * do the desired thing. 2396 if (kv->key == key)
2519 */ 2397 return kv->value;
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2398
2521 key_value * link; 2399 return shstr ();
2400}
2401
2402void
2403object::kv_set (shstr_tmp key, shstr_tmp value)
2404{
2405 for (key_value *kv = key_values; kv; kv = kv->next)
2406 if (kv->key == key)
2407 {
2408 kv->value = value;
2409 return;
2410 }
2411
2412 key_value *kv = new key_value;
2413
2414 kv->next = key_values;
2415 kv->key = key;
2416 kv->value = value;
2417
2418 key_values = kv;
2419}
2420
2421void
2422object::kv_del (shstr_tmp key)
2423{
2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2425 if ((*kvp)->key == key)
2426 {
2427 key_value *kv = *kvp;
2428 *kvp = (*kvp)->next;
2429 delete kv;
2430 return;
2431 }
2432}
2433
2434object::depth_iterator::depth_iterator (object *container)
2435: iterator_base (container)
2436{
2437 while (item->inv)
2438 item = item->inv;
2439}
2440
2441void
2442object::depth_iterator::next ()
2443{
2444 if (item->below)
2522 2445 {
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2446 item = item->below;
2524 if (link->key == key) { 2447
2525 return link; 2448 while (item->inv)
2449 item = item->inv;
2450 }
2451 else
2452 item = item->env;
2453}
2454
2455const char *
2456object::flag_desc (char *desc, int len) const
2457{
2458 char *p = desc;
2459 bool first = true;
2460
2461 *p = 0;
2462
2463 for (int i = 0; i < NUM_FLAGS; i++)
2464 {
2465 if (len <= 10) // magic constant!
2466 {
2467 snprintf (p, len, ",...");
2468 break;
2526 } 2469 }
2527 }
2528
2529 return NULL;
2530}
2531 2470
2532/* 2471 if (flag [i])
2533 * Returns the value of op has an extra_field for key, or NULL.
2534 *
2535 * The argument doesn't need to be a shared string.
2536 *
2537 * The returned string is shared.
2538 */
2539const char * get_ob_key_value(const object * op, const char * const key) {
2540 key_value * link;
2541 const char * canonical_key;
2542
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2472 {
2551 return NULL; 2473 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2552 } 2474 len -= cnt;
2553 2475 p += cnt;
2554 /* This is copied from get_ob_key_link() above - 2476 first = false;
2555 * only 4 lines, and saves the function call overhead.
2556 */
2557 for (link = op->key_values; link != NULL; link = link->next) {
2558 if (link->key == canonical_key) {
2559 return link->value;
2560 } 2477 }
2561 } 2478 }
2479
2480 return desc;
2481}
2482
2483// return a suitable string describing an object in enough detail to find it
2484const char *
2485object::debug_desc (char *info) const
2486{
2487 char flagdesc[512];
2488 char info2[256 * 4];
2489 char *p = info;
2490
2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2492 count,
2493 uuid.c_str (),
2494 &name,
2495 title ? ",title:\"" : "",
2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2498 flag_desc (flagdesc, 512), type);
2499
2500 if (!flag[FLAG_REMOVED] && env)
2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2502
2503 if (map)
2504 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2505
2506 return info;
2507}
2508
2509const char *
2510object::debug_desc () const
2511{
2512 static char info[3][256 * 4];
2513 static int info_idx;
2514
2515 return debug_desc (info [++info_idx % 3]);
2516}
2517
2518struct region *
2519object::region () const
2520{
2521 return map ? map->region (x, y)
2522 : region::default_region ();
2523}
2524
2525void
2526object::open_container (object *new_container)
2527{
2528 if (container == new_container)
2562 return NULL; 2529 return;
2563}
2564 2530
2531 object *old_container = container;
2565 2532
2566/* 2533 if (old_container)
2567 * Updates the canonical_key in op to value.
2568 *
2569 * canonical_key is a shared string (value doesn't have to be).
2570 *
2571 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys.
2573 *
2574 * Returns TRUE on success.
2575 */
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) {
2577 key_value * field = NULL, *last=NULL;
2578 2534 {
2579 for (field=op->key_values; field != NULL; field=field->next) { 2535 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2580 if (field->key != canonical_key) { 2536 return;
2581 last = field; 2537
2582 continue; 2538#if 0
2539 // remove the "Close old_container" object.
2540 if (object *closer = old_container->inv)
2541 if (closer->type == CLOSE_CON)
2542 closer->destroy ();
2543#endif
2544
2545 // make sure the container is available
2546 esrv_send_item (this, old_container);
2547
2548 old_container->flag [FLAG_APPLIED] = false;
2549 container = 0;
2550
2551 // client needs item update to make it work, client bug requires this to be separate
2552 esrv_update_item (UPD_FLAGS, this, old_container);
2553
2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2555 play_sound (sound_find ("chest_close"));
2556 }
2557
2558 if (new_container)
2559 {
2560 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2561 return;
2562
2563 // TODO: this does not seem to serve any purpose anymore?
2564#if 0
2565 // insert the "Close Container" object.
2566 if (archetype *closer = new_container->other_arch)
2567 {
2568 object *closer = arch_to_object (new_container->other_arch);
2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2570 new_container->insert (closer);
2583 } 2571 }
2572#endif
2573
2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2575
2576 // make sure the container is available, client bug requires this to be separate
2577 esrv_send_item (this, new_container);
2578
2579 new_container->flag [FLAG_APPLIED] = true;
2580 container = new_container;
2581
2582 // client needs flag change
2583 esrv_update_item (UPD_FLAGS, this, new_container);
2584 esrv_send_inventory (this, new_container);
2585 play_sound (sound_find ("chest_open"));
2584 2586 }
2585 if (value) 2587// else if (!old_container->env && contr && contr->ns)
2586 field->value = value; 2588// contr->ns->floorbox_reset ();
2587 else { 2589}
2588 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load,
2591 * we get this value back again.
2592 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0;
2595 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next;
2599 2590
2600 delete field; 2591object *
2601 } 2592object::force_find (shstr_tmp name)
2602 } 2593{
2603 return TRUE; 2594 /* cycle through his inventory to look for the MARK we want to
2604 } 2595 * place
2605 /* IF we get here, key doesn't exist */ 2596 */
2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2598 if (tmp->type == FORCE && tmp->slaying == name)
2599 return splay (tmp);
2606 2600
2607 /* No field, we'll have to add it. */ 2601 return 0;
2602}
2603
2604//-GPL
2605
2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2616object::force_add (shstr_tmp name, int duration)
2617{
2618 if (object *force = force_find (name))
2619 force->destroy ();
2620
2621 object *force = get_archetype (FORCE_NAME);
2622
2623 force->slaying = name;
2624 force->force_set_timer (duration);
2625 force->flag [FLAG_APPLIED] = true;
2626
2627 return insert (force);
2628}
2629
2630void
2631object::play_sound (faceidx sound) const
2632{
2633 if (!sound)
2634 return;
2635
2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2661 return;
2662
2663 // find old force, or create new one
2664 object *force = force_find (shstr_noise_force);
2665
2666 if (force)
2667 force->speed_left = -1.f; // patch old speed up
2668 else
2608 2669 {
2609 if (!add_key) { 2670 force = archetype::get (shstr_noise_force);
2610 return FALSE; 2671
2611 } 2672 force->slaying = shstr_noise_force;
2612 /* There isn't any good reason to store a null 2673 force->stats.food = 1;
2613 * value in the key/value list. If the archetype has 2674 force->speed_left = -1.f;
2614 * this key, then we should also have it, so shouldn't 2675
2615 * be here. If user wants to store empty strings, 2676 force->set_speed (1.f / 4.f);
2616 * should pass in "" 2677 force->flag [FLAG_IS_USED_UP] = true;
2617 */ 2678 force->flag [FLAG_APPLIED] = true;
2618 if (value == NULL) return TRUE; 2679
2680 insert (force);
2619 2681 }
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 return TRUE;
2629} 2682}
2630 2683
2631/*
2632 * Updates the key in op to value.
2633 *
2634 * If add_key is FALSE, this will only update existing keys,
2635 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key
2637 *
2638 * Returns TRUE on success.
2639 */
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key)
2641{
2642 shstr key_ (key);
2643 return set_ob_key_value_s (op, key_, value, add_key);
2644}

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